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| cover = 0.3 | | cover = 0.3 | ||
| minifiable = false | | minifiable = false | ||
− | | size = 1 | + | | size = 1 ˣ 4 |
| flammability = 0.5 | | flammability = 0.5 | ||
| hp = 180 | | hp = 180 | ||
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| resource 2 amount = 1 | | resource 2 amount = 1 | ||
}} | }} | ||
− | A '''hydroponics basin''' is a [[production]] building that provides a highly fertile area for growing [[crop]]s fast and in areas that otherwise would not support them. | + | A '''hydroponics basin''' is a [[production]] building that provides a highly fertile area for growing [[crop]]s fast and in areas that otherwise would not support them.. |
== Acquisition == | == Acquisition == | ||
− | {{ | + | Hydroponics basins can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. |
== Summary == | == Summary == | ||
− | A powered hydroponics basin acts as a terrain with | + | A powered hydroponics basin acts as a terrain with 280% soil [[Plants#Fertility|fertility]], twice that of rich soil. The exact speed boost depends on the [[Property:Fertility_Sensitivity|Fertility Sensitivity]] of the plant in question. For example, [[rice plant|rice]] gets the full 280% effect, while [[potato plant|potatoes]] won't benefit nearly as much. |
− | Hydroponics basins are placed on the ground, and work both indoors and outdoors. In order to function, they require 70 watts of [[power]], day and night. This is ''absolutely critical'', as when unpowered, its plants will wither very quickly. They can't be uninstalled, only deconstructed for half their value as usual. They do not [[short circuit]] in the [[rain]]. | + | Hydroponics basins are placed on the ground, and work both indoors and outdoors. In order to function, they require 70 watts of [[power]], day and night. This is ''absolutely critical'', as when unpowered, its plants will wither very quickly. They can't be uninstalled, only deconstructed for half their value as usual. Each basin has a [[cleanliness]] value of -3, making a large hydroponics farm a very "dirty" prospect. They do not [[short circuit]] in the [[rain]]. |
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Hydroponics only provides soil fertility, so all other plant growth conditions must be met. This isn't a problem in the growing season while outdoors, but in order to regulate [[temperature]], you must grow indoors, under a mostly complete roof, and use buildings like a [[heater]]. The [[sun lamp]] is required to provide light in the absence of sunlight (due to the roof). Note that [[standing lamp]]s aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not "stack". | Hydroponics only provides soil fertility, so all other plant growth conditions must be met. This isn't a problem in the growing season while outdoors, but in order to regulate [[temperature]], you must grow indoors, under a mostly complete roof, and use buildings like a [[heater]]. The [[sun lamp]] is required to provide light in the absence of sunlight (due to the roof). Note that [[standing lamp]]s aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not "stack". | ||
− | Colonists will automatically plant only 1 type of plant per basin. By default, this is [[rice plant|rice]]. The following plants can be grown in hydroponics basins: | + | Colonists will automatically plant only 1 type of plant per basin. By default, this is [[rice plant|rice]]. The following plants can be grown in hydroponics basins: |
− | + | <!-- basic plants listed in in-game order, then Ideology plants --> | |
− | { | + | {|width="400" |
− | + | | | |
− | + | * [[Rice plant]] | |
− | + | * [[Potato plant]] | |
− | + | * [[Strawberry plant]] | |
− | + | * [[Healroot]] | |
− | }} | + | | |
+ | * [[Cotton plant]] | ||
+ | * [[Hop plant]] | ||
+ | * [[Psychoid plant]] | ||
+ | * [[Smokeleaf plant]] | ||
+ | | | ||
+ | * [[Tinctoria]] | ||
+ | * [[Fibercorn]]{{IdeologyIcon}} | ||
+ | * [[Nutrifungus]]{{IdeologyIcon}} | ||
+ | * [[Toxipotato plant]]{{BiotechIcon}} | ||
+ | |} | ||
=== Pollution === | === Pollution === | ||
− | + | [[Pollution]]{{BiotechIcon}} underneath does not lower the fertillity of hydroponics. However, most plants will rapidly die if the terrain becomes polluted, even in a basin. Only [[psychoid plant]]s and [[toxipotato plant]]s{{BiotechIcon}} can grow in a basin under pollution. Of those, only psychoid receives any appreciable effect. (Toxipotatoes have a fertility sensitivity of 0%; they grow no faster in hydroponics than they do in the ground). | |
== Analysis == | == Analysis == | ||
− | + | [[File:SunlampHydroponics.png|350px|thumb|right]] | |
− | + | Hydroponics basins can almost triple (280%) the output compared to standard fields on the same footprint, making them very useful for indoor farming. However, this output comes at nearly triple the labour - hydroponics only increases growth rate, not harvest yield. So if growers and harvesters are already in high demand, then adding hydroponics won't help. Also, hydroponics has a much weaker effect on plants with lower fertility sensitivity, like [[potato plant|potatoes]]. | |
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− | Power is absolutely critical to use, as plants will quickly die without it. It is recommended to have [[batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]]. A long [[solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss. | + | Power is absolutely critical to use, as plants will quickly die without it. It is recommended to have [[batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]]. A long [[Events#Solar Flare|solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss. |
− | + | Not all crops may grow in hydroponics. The following plants can't be grown in a hydroponics basin: | |
− | [[ | + | <!--{{#ask: [[sowTags::!~*Hydroponic*]] [[Type2::!Tree]] [[Type2::!Decorative]]}}--> |
− | [[ | + | * [[Corn plant|Corn]] |
+ | * [[Haygrass]] | ||
+ | * [[Cocoa tree]] | ||
+ | * [[Devilstrand mushroom]] | ||
− | When making a "greenhouse", you must consider other plant needs. [[ | + | When making a "greenhouse", you must consider other plant needs. [[Temperature]] is a key issue when growing crops; it can only be changed when indoors and under a roof. Once in a room, [[heater]]s and [[cooler]]s are the best ways of regulating temperature. [[Sun lamp]]s are required to grow most crops (all crops in the base game) under a roof, in the absence of sunlight. Sun lamps in particular consume a large amount of power, so that must be taken into consideration. |
− | + | The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to function, but their extremely low Fertility Sensitivity means that building hydroponics basins provides minimal benefit. | |
− | + | === Sun lamp arrangement === | |
− | + | {{For|additional analysis|Sun lamp}} | |
+ | It is possible to fit 24 hydroponics basins inside the "brightly lit" area of a sun lamp with the following configuration: | ||
− | + | This Setup will use 4580W at day and 1680W at night. A [[Solar generator]] produces 1700W and a [[Geothermal generator]] 3600W, | |
+ | so three Solar Generators (and a few [[Battery|Batteries]]) or one Geothermal generator (plus a little help) are needed to power it. | ||
− | + | If there is a roof over the hydroponics area, it may be wise to use the four empty tiles for roof support columns. This is not necessary if there are supports immediately outside the sun lamp's radius. These tiles could also be used for [[plant pot]]s or [[sculptures|art]] to boost growers' [[mood]]. | |
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=== Outdoors === | === Outdoors === | ||
− | + | Alternatively, you can opt to put your hydroponics basins outdoors, using the natural light and heat outside to grow plants. This negates the controlled temperature and light level advantage of indoor greenhouses, but saves a great deal of power. | |
− | + | Usually, it is better to use more space to grow more crops, instead of using steel and power for hydroponics. However, larger fields are harder to defend and walk to, which can be a problem for certain base layouts. In addition, the amount of soil nearby may be a concern. For example, outdoor hydroponics are useful in an Extreme Desert, where temperature is high, but available soil is very low. | |
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== See also == | == See also == | ||
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* [[Version/0.0.245|0.0.245]] - Balanced down hydroponics growth rate. | * [[Version/0.0.245|0.0.245]] - Balanced down hydroponics growth rate. | ||
* [[Version/0.3.410|0.3.410]] - Fertility increase and requires power or the plants die. You can also now set what to grow on them. | * [[Version/0.3.410|0.3.410]] - Fertility increase and requires power or the plants die. You can also now set what to grow on them. | ||
− | * Beta 19 | + | *Since Beta 19 it now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel. |
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<gallery> | <gallery> | ||
OldHydroponics.png|The Old Hydroponics Texture | OldHydroponics.png|The Old Hydroponics Texture | ||
</gallery> | </gallery> | ||
− | {{ | + | {{nav|production|wide}} |
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]] | [[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]] |