Difference between revisions of "Plants"

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(Removed previous edit and posted it on Talk:Plants.)
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! colspan='2' | ... with Hydroponics
 
! colspan='2' | ... with Hydroponics
 
{{List| Plants | item = Plant/Row/Food| query = [[Concept:Domesticated Plant]] [[Concept:Food Plant]] }}|}
 
{{List| Plants | item = Plant/Row/Food| query = [[Concept:Domesticated Plant]] [[Concept:Food Plant]] }}|}
 
Remark: these numbers are based on what soil and on what per colonist consumption? Is it taking into account that cooking increases the nutrient content of the inputs used? Does it take into account overeating? Some average of sicknesses/smokeleaf usage which increase food consumption? If you feed colonists meals, they seem to need two meals per day when they are in a "clean" state (no illness, no drugs etc.). I end up with 14 corn plants per "clean" colonist on normal soil. But to take into account all the eventualities (blights, eclipses, sicknesses, increased consumption due to drugs, food binges etc.), I'd rather go with 20 in regions with all year growing season and all year optimal temperature.
 
  
 
=== Resource Plants ===
 
=== Resource Plants ===

Revision as of 03:58, 12 October 2016

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Plants Menu Wild Plants Trees Domesticated Plants Decorative Plants


Template:Tocright Plants come in varieties that are either cultivated or grow wild. Cultivated plants are planted by colonists in a growing zone or a hydroponics basin, mainly for food. Wild plants grow naturally throughout the map. Some wild plants spread themselves via seeds. Animals mostly graze on wild plants but will happily eat cultivated crops as well. As of version 0.14.1234 (15 July 2016) decorative plants are no longer good animal feed, due to reduced nutrition value.


Growth Rate Factors

Fertility

Most plants have a <fertilityFactorGrowthRate>, which is used to determine how "picky" a plant is about how fertile its terrain needs to be. A plant with a <fertilityFactorGrowthRate> of 0 will not care if they are planted on fertile soil or sand; they will grow at the same rate on any terrain tile that will accept its roots. In contrast, a plant with a <fertilityFactorGrowthRate> of 1 will not grow so well if it is planted on anything less fertile than standard soil.

(GRF(F)) Growth Rate Factor: Fertility = (Terrain Fertility × fertilityFactorGrowthRate) ÷ (1 − fertilityFactorGrowthRate)

Temperature

For normal growth rate, plants require temperature between 10C/50F and 42C/107F. Plant growth rate drops by 10.0% for each degree Celsius below 10C, and by 6.25% for each degree above 42C. The plant's info window will show 'Out of ideal temperature range (growing at xx% of normal speed)'. Plants will not grow when the temperature falls below 1C/34F or rises above 57C/135F. The plant's info window will show 'Out of ideal temperature range (not growing)'. If the temperature drops below -10C/14F, it will either die or lose its leaves, depending on the type of plant. Leafless plants cannot grow, and will take a full day to regrow their leaves after the temperature rises back above -2C/29F.

(GRF(T)) Growth Rate Factor: Temperature = (Temperature(T) − 0C) ÷ (10C − 0C) ; Temperature(T) < 10C
(GRF(T)) Growth Rate Factor: Temperature = 1 ; 10C ≤ Temperature(T) ≤ 42C
(GRF(T)) Growth Rate Factor: Temperature = (Temperature(T) − 58C) ÷ (42C − 58C) ; Temperature(T) > 42C

Light

Plants typically require at least 50% light to grow. This minimum light value can be modified by changing a plant's <growMinGlow> value. When a plant lacks adequate light its info window indicates this with the text 'Needs light level: ##%'. At adequate light levels (50% standard), plant growth rate will start to rise. A plant's growth rate will increase until it reaches its optimal light level (100% standard). A plant's optimal light level can be modified by changing its <growOptimalGlow> value.
In areas which lack light, usually indoors with a hydroponics basin, a sun lamp provides 100% light. Plants may even grow at a modest 20% rate when lit by a standard lamp which provides 60% light.

(GRF(L)) Growth Rate Factor: Light = (Light(L) − growMinGlow) ÷ (growOptimalGlow − growMinGlow) ; Light(L) > 50%

Rest

Plants-Growing Time.png

All plants rest from hour 19 through hour 4. More accurately, plants rest for 45% of the day, leaving 55% of the day for growing.
During the plant resting time period, plants will not grow no matter the light level.
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 0.55

Growing Ticks/Day = (60,000 Ticks/Day × 0.55) = 33,000 Ticks
Template:Clr

Actual Growth Time

The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or "Growth Time" listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.
For example: A Raspberry Bush (3:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), will take approximately 5.45 actual in-game days to grow.
It is important to remember this when setting up your growing zones.

Actual Growth Time = (60,000 Ticks/Day × growDays) ÷ (Growing Ticks/Day × GRF(F) × GRF(T) × GRF(L))

Lifespan

The lifespan of a plant is calculated by simply multiplying the plant's growDays by its lifespanFraction.
Most vanilla plants have a default lifespanFraction of 3; Roses being the exception, with a lifespanFraction of 7.
Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity.

Domesticated Plants

Food Plants

Name Beauty Yield Product Growth Time Fertility Factor Marshy Soil/Gravel Normal Soil Mossy Soil Rich Soil Hydroponics
|}
Name Yields To Support One Colonist ... with Hydroponics
|}

Resource Plants

Name Beauty Yield Product Growth Time Fertility Factor Marshy Soil/Gravel Normal Soil Mossy Soil Rich Soil Hydroponics
|}

Decorative Plants

Name Beauty Pottable Sow Work Growth Time Lifespan Wild Cluster Size Radius Seed Time
Rose Rose 14 Yes — d 4.5 d {{R| {{#var:name}} | Wild Cluster Size | — }}
Rose Rose 14 Yes — d 4.5 d {{R| {{#var:name}} | Wild Cluster Size | — }}
Rose Rose 14 Yes — d 4.5 d {{R| {{#var:name}} | Wild Cluster Size | — }}
Rose Rose 14 Yes — d 4.5 d {{R| {{#var:name}} | Wild Cluster Size | — }}
Rose Rose 14 Yes — d 4.5 d {{R| {{#var:name}} | Wild Cluster Size | — }} }

Wild Plants

Food Plants

Name Beauty Yield Product Growth Time Yield/Day Lifespan Wild Cluster Size Radius Seed Time
|}

Ground Cover

Name Beauty Yield Product Growth Time Lifespan Wild Cluster Size Radius Seed Time
|}

Trees

Name Beauty Yield Product Growth Time Lifespan Yield/Day Wild Cluster Size Radius Seed Time
|}


Yield per Day' = Yield × (1 − Plant Resting[1])×[(Fertility of Soil × Fertility Factor) + 1 − Fertility Factor) ÷ Growth Time]


Plants per Colonist' = Hunger[2] ÷ (Yield per Day × Nutrition[3])

  1. This is the fraction of the day were plants don't grow, 0.45 is used in above calculation. Plants for more information
  2. This is 0.8 , Saturation for more information
  3. This is 0.05 for raw food, Food for more information