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{{for|the skill of the same name|Skills#Plants{{!}}Skills}} | {{for|the skill of the same name|Skills#Plants{{!}}Skills}} | ||
{{TOCright}} | {{TOCright}} | ||
− | '''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a | + | '''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [Defoliator ship]], or being consumed by an animal. |
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work. | Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work. | ||
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<big>{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility ÷ 100% − 1) × fertilityFactorGrowthRate + 1}}</big> | <big>{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility ÷ 100% − 1) × fertilityFactorGrowthRate + 1}}</big> | ||
− | ==== Fertility table ==== | + | ====Fertility table==== |
{{See also|Terrain}} | {{See also|Terrain}} | ||
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement. | The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement. | ||
{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
! Type !! Fertility | ! Type !! Fertility | ||
+ | |- | ||
+ | ! [[Bonsai pot]]{{IdeologyIcon}} | ||
+ | | 100% | ||
+ | |- | ||
+ | ! [[Fungal gravel]]{{IdeologyIcon}} | ||
+ | | 70% | ||
|- | |- | ||
! [[Hydroponics basin]] | ! [[Hydroponics basin]] | ||
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|- | |- | ||
! Stony soil | ! Stony soil | ||
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| 70% | | 70% | ||
|} | |} | ||
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: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) | : Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) | ||
− | Most artificial light sources only provide 50% light. Only decorative plants | + | Most artificial light sources only provide 50% light. Only decorative plants and can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing. |
: <big>{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}<br>    (Light − growMinGlow) ÷ (growOptimalGlow − growMinGlow)}}</big> | : <big>{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}<br>    (Light − growMinGlow) ÷ (growOptimalGlow − growMinGlow)}}</big> | ||
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* '''[[Trees]]''' are plants that yield wood or have "tree" in their name. | * '''[[Trees]]''' are plants that yield wood or have "tree" in their name. | ||
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood. | * '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood. | ||
− | * '''Food plants''' are plants that yield food. | + | * '''[[Food plants]]''' are plants that yield food. |
− | * '''Resource plants''' are plants that yield something else than food and wood. | + | * '''[[Resource plants]]''' are plants that yield something else than food and wood. |
=== Domesticated plants === | === Domesticated plants === | ||
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The yield of plants with products depends on four factors: | The yield of plants with products depends on four factors: | ||
# The base yield of the plant | # The base yield of the plant | ||
− | # The maturity of the plant | + | # The maturity of the plant which acts as a scalar on the set yield with immature plants lowering yield in ?Some relationship? |
− | |||
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number. | # The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number. | ||
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected. | # The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected. | ||
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As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them. | As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them. | ||
− | == Plants per pawn == | + | ==Plants per pawn == |
− | {{ | + | {{Stub|section=1|reason=Needs table with list of plants showing plants/human}} |
The number of food-bearing plants required per pawn depends on a number of factors, including: | The number of food-bearing plants required per pawn depends on a number of factors, including: | ||
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* Hunger rate of the pawn | * Hunger rate of the pawn | ||
* Soil type, including the use of [[hydroponics]] | * Soil type, including the use of [[hydroponics]] | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | | Plants per Pawn = Hunger rate<ref>This is | + | |- |
+ | | Plants per Pawn = Hunger rate<ref>This is {{#expr: 1.6 * {{Q|Human|Base Hunger Rate}}}} for [[Human]]s</ref> ÷ (Yield per Day<ref>Depends on soil type, see [[#Fertility|Fertility]] for details.</ref> × Nutrition of each harvested item<ref>This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.</ref> × Nutrient efficiency of the meal<ref>This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. </ref> × Plant Harvest Yield<ref>See [[Plant Harvest Yield]] for details.</ref>) | ||
|} | |} | ||
<references/> | <references/> | ||
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==Plant growth approaches== | ==Plant growth approaches== | ||
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=== Greenhouse === | === Greenhouse === | ||
− | The Greenhouse is a walled and roofed growing zone, with a | + | The Greenhouse is a walled and roofed growing zone, with a sunlamp providing light and heaters or coolers maintaining climate |
'''Upsides:''' | '''Upsides:''' | ||
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* Trees cannot be planted in greenhouses | * Trees cannot be planted in greenhouses | ||
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes | * Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes | ||
+ | * Sun lamps require incredible amounts of power during the day: 1-2 solar generators worth of production for the entirety of the plant's non-rest cycle | ||
* High energy costs for maintaining sun lamps | * High energy costs for maintaining sun lamps | ||
* Requires electricity research to unlock | * Requires electricity research to unlock | ||
==== Open roof greenhouses ==== | ==== Open roof greenhouses ==== | ||
− | Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed | + | Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sunlamps. |
− | These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a | + | These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sunlamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting. |
− | Due to the costs of controlling the temperature, using this strategy to avoid the cost of | + | Due to the costs of controlling the temperature, using this strategy to avoid the cost of sunlamps may or may not break even depending on the biome and the heating or cooling required. In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]]. |
'''Upsides:''' | '''Upsides:''' | ||
− | * Does not require | + | * Does not require sunlamps or even electricity |
* Can support trees, including [[cocoa tree]]s. | * Can support trees, including [[cocoa tree]]s. | ||
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway. | ** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway. | ||
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* Net wood-negative when using campfires to grow trees. | * Net wood-negative when using campfires to grow trees. | ||
− | ===Hydroponics | + | ===Hydroponics bay=== |
Hydroponics allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of. | Hydroponics allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of. | ||
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'''Downsides:''' | '''Downsides:''' | ||
− | * Building a | + | * Building a sunlamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components. |
− | * If the basin loses power | + | * If the basin loses power, the plants will die within an in-game hour, unless it can be repaired immediately. If not, manually harvest as soon as possible. |
− | * A power outage including [[Events#Solar flare|solar flares]] | + | * A power outage including [[Events#Solar flare|solar flares]] will wipe out the entire plant stock in all basins, requiring extensive replanting and usually disrupting food production. |
* There are fewer options for growing crops within hydroponics basins. | * There are fewer options for growing crops within hydroponics basins. | ||