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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''' | + | '''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, including tamed animals. Since Alpha 17, they leave [[filth|ash]] on the ground when burnt. |
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[[File:Plantation growing zone.png|500px]] | [[File:Plantation growing zone.png|500px]] | ||
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===Fertility=== | ===Fertility=== | ||
− | + | Fertility is a measure of a location's efficacy for growing plants. It matters for both for growth speed and if growing a plant is even possible in any given spot. Different [[terrain]]s or growing apparatus have different fertilities. | |
− | Fertility is a measure of a location's efficacy for growing plants. | ||
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+ | Most plants have a Fertility requirement of at least 50%. However, most Trees come out with a measly 30% Fertility. | ||
− | Most plants have a <fertilityFactorGrowthRate>, which is used to determine how "picky" a plant is about terrain | + | Most plants have a <fertilityFactorGrowthRate>, which is used to determine how "picky" a plant is about how fertile its terrain needs to be. Ingame this is also denoted as "Fertility sensitivity". A plant with a <fertilityFactorGrowthRate> of 0 will not care if it is planted on fertile soil or sand; it 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. |
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable. | '''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable. | ||
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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 | + | The table below lists the fertility of differebt 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 | ||
|- | |- | ||
+ | ! Soil | ||
+ | | 100% | ||
+ | |- | ||
+ | ! Stony soil | ||
+ | | 70% | ||
+ | |- | ||
+ | ! Rich soil | ||
+ | | 140% | ||
+ | |- | ||
! [[Hydroponics basin]] | ! [[Hydroponics basin]] | ||
− | | 280% | + | | 280% |
+ | |- | ||
+ | ! [[Plant pot]] | ||
+ | | 100% | ||
+ | |- | ||
+ | ! [[Bonsai pot]]{{IdeologyIcon}} | ||
+ | | 100% | ||
+ | |- | ||
+ | ! [[Fungal gravel]]{{IdeologyIcon}} | ||
+ | | 70% | ||
+ | |- | ||
+ | ! Mud | ||
+ | | 0% | ||
+ | |- | ||
+ | ! Sand | ||
+ | | 10% | ||
+ | |- | ||
+ | ! Soft sand | ||
+ | | 0% | ||
|- | |- | ||
! Lichen-covered soil | ! Lichen-covered soil | ||
− | | 100% | + | | 100% |
+ | |- | ||
+ | ! Marsh | ||
+ | | 0% | ||
+ | |- | ||
+ | ! [[Rough stone]] | ||
+ | | 0% | ||
+ | |- | ||
+ | ! [[Rough-hewn stone]] | ||
+ | | 0% | ||
|- | |- | ||
! Marshy soil | ! Marshy soil | ||
− | | 100% | + | | 100% |
+ | |- | ||
+ | ! Shallow ocean water | ||
+ | | 0% | ||
+ | |- | ||
+ | ! Deep ocean water | ||
+ | | 0% | ||
|- | |- | ||
− | ! | + | ! Shallow_water |
− | | | + | | 0% |
|- | |- | ||
− | ! | + | ! Shallow moving water |
− | | | + | | 0% |
|- | |- | ||
− | ! | + | ! Ice |
− | | | + | | 0% |
|- | |- | ||
− | ! | + | ! Deep water |
− | | | + | | 0% |
|- | |- | ||
− | ! | + | ! Chest-deep moving water |
− | | | + | | 0% |
|- | |- | ||
− | ! | + | ! Broken asphalt |
− | | | + | | 0% |
|- | |- | ||
− | ! | + | ! Packed dirt |
− | | | + | | 0% |
|} | |} | ||
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Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow. | Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow. | ||
− | When a plant lacks adequate light its info window indicates this with the text <tt>'Needs light level: ##%'</tt>. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard). | + | In [[Modding|mods]], 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 <tt>'Needs light level: ##%'</tt>. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).(ex. Rose(Needs light level: 30% Optimal light 100%) In soil or Plant pot (Fertility 100%) under Standing lamp Light(50%) growing Speed 29%) A plant's optimal light level can be modified by changing its <growOptimalGlow> value. |
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− | 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) {{=}} (Light − growMinGlow) ÷ (growOptimalGlow − growMinGlow)}}</big> | |
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==Rest== | ==Rest== | ||
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==Lifespan== | ==Lifespan== | ||
− | If they are not harvested or eaten, plants will eventually die. | + | If they are not harvested or eaten, plants will eventually die. This is called *dying of rot*. The counting of their lifetime starts when the plant is sown/spawned. 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 or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it. |
The lifespan of a plant is calculated by multiplying the plant's ''growDays'' by its ''lifespanFraction''. | The lifespan of a plant is calculated by multiplying the plant's ''growDays'' by its ''lifespanFraction''. | ||
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.<br> | Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.<br> | ||
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=== Domesticated plants === | === Domesticated plants === | ||
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=== Decorative plants === | === Decorative plants === | ||
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{{#ask: [[Category:Decorative plants]] | {{#ask: [[Category:Decorative plants]] | ||
| ?Beauty | | ?Beauty | ||
| ?Grow Days | | ?Grow Days | ||
| ?Real Grow Days | | ?Real Grow Days | ||
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| ?Fertility Sensitivity | | ?Fertility Sensitivity | ||
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}} | }} | ||
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}} | }} | ||
− | + | == Trees == | |
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{{#ask: [[Category:Trees]] | {{#ask: [[Category:Trees]] | ||
| ?Beauty | | ?Beauty | ||
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{{math|''Yield per Day' {{=}} Yield × (1 − Plant Resting<ref>This is the fraction of the day when plants don't grow, 0.45 is used in above calculation. [[#Actual growth time|Actual growth time]] for more information</ref>)×[(Fertility of Soil<ref>Normal soil (1.00) is used in above equation.</ref> × Fertility Factor) + 1 − Fertility Factor) ÷ Growth Time]}} | {{math|''Yield per Day' {{=}} Yield × (1 − Plant Resting<ref>This is the fraction of the day when plants don't grow, 0.45 is used in above calculation. [[#Actual growth time|Actual growth time]] for more information</ref>)×[(Fertility of Soil<ref>Normal soil (1.00) is used in above equation.</ref> × Fertility Factor) + 1 − Fertility Factor) ÷ Growth Time]}} | ||
<references/> | <references/> | ||
− | + | ==Yield== | |
− | == Yield == | ||
{{Stub|section=1}} | {{Stub|section=1}} | ||
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? |
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# 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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* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however | * Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however | ||
− | === 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 | ||
− | + | ===Hydroponics bay=== | |
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− | ===Hydroponics | ||
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 ASAP |
− | * 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 |
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− | == Version | + | == Version History == |
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers). | * [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers). | ||
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{{nav|plant|wide}} | {{nav|plant|wide}} | ||
− | [[Category: | + | [[Category:Plants]] |