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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 fertility 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 == | ||
Hydroponics are most useful if you have limited fertile grow space - whether your colony is inside a mountain, or in an extreme [[biome]] like a [[Biomes#Desert|desert]] or [[ice sheet]]. If there's plenty of fertile soil, then hydroponics can be useful, but more limited in scope. | Hydroponics are most useful if you have limited fertile grow space - whether your colony is inside a mountain, or in an extreme [[biome]] like a [[Biomes#Desert|desert]] or [[ice sheet]]. If there's plenty of fertile soil, then hydroponics can be useful, but more limited in scope. | ||
− | + | 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]] | ||
− | + | 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. | |
− | + | ===Indoors=== | |
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− | === Indoors === | ||
[[File:SunlampHydroponics.png|350px|thumb|right|24 hydroponics basins inside a sun lamp.]] | [[File:SunlampHydroponics.png|350px|thumb|right|24 hydroponics basins inside a sun lamp.]] | ||
− | [[File: | + | [[File:Hydroponics_sunlamp_comp.png|400px|thumb|right|Full hydroponics setup vs 3 sun lamps, including power & resources.<br>Resource cost includes generators and batteries shown<br>(but not heaters / coolers or power conduits).]] |
− | When making a "greenhouse", you must consider other plant needs. [[Sun lamp]]s are required to grow crops in a [[roof]]ed room. You need a mostly roofed room in order to control the [[temperature]] for [[heater]]s and possibly [[cooler]]s. Sun lamps, consuming 2900 W of power for 13 hours, are very power demanding. You also need to power the hydroponics themselves. A sun lamp and 24 hydroponics set up would cost 4580W at day and 1680W at night | + | When making a "greenhouse", you must consider other plant needs. [[Sun lamp]]s are required to grow crops in a [[roof]]ed room. You need a mostly roofed room in order to control the [[temperature]] for [[heater]]s and possibly [[cooler]]s. Sun lamps, consuming 2900 W of power for 13 hours, are very power demanding. You also need to power the hydroponics themselves. A sun lamp and 24 hydroponics set up would cost 4580W at day and 1680W at night. |
− | For indoor farming, hydroponics should be compared to placing extra sun lamps and building generators. Hydroponics can be used to grow crops with a sun lamp, but a lamp can also be used to grow indoors without hydroponics. You can fit up to 24 basins per sun lamp, for a total of 280% growth | + | For indoor farming, hydroponics should be compared to placing extra sun lamps and building generators. Hydroponics can be used to grow crops with a sun lamp, but a lamp can also be used to grow indoors without hydroponics. You can fit up to 24 basins per sun lamp, for a total of 280% growth per sun lamp. Alternatively, you could place 2 more sun lamps, for a total of 300% growth (relative to 1 sun lamp). |
* 24 hydroponics basins would cost {{Required Resources|Hydroponics basin|24}} and {{#expr:{{Q|Hydroponics basin|Power Consumption}}*-24}} W. | * 24 hydroponics basins would cost {{Required Resources|Hydroponics basin|24}} and {{#expr:{{Q|Hydroponics basin|Power Consumption}}*-24}} W. | ||
* 2 extra sun lamps would cost {{Required Resources|Sun lamp|2}} for the lamps, and {{Required Resources|Solar generator|4}} for 4 [[solar generator]]s used to power the lamp. Outside of the planet's poles, these generators are enough to power 2 sun lamps with a [[battery]] or two. | * 2 extra sun lamps would cost {{Required Resources|Sun lamp|2}} for the lamps, and {{Required Resources|Solar generator|4}} for 4 [[solar generator]]s used to power the lamp. Outside of the planet's poles, these generators are enough to power 2 sun lamps with a [[battery]] or two. | ||
+ | As 3 sun lamps are ''much'' less expensive than 1 sun lamp with a full hydroponics set up, placing sun lamps will be the preferred option for many stages of the game. Even considering the cost of extra batteries and heaters, this is still cheaper. | ||
− | + | But once [[steel]] and [[component]]s are trivial to obtain, then hydroponics have a few key advantages over sun lamps. They take up less space, meaning they are easier to defend. As they take up less space, colonists will need to walk less, which increases efficiency. Finally, hydroponics are more stable - if a [[blight]] takes out the greenhouse, then only 1.98 days of growing is lost. Even when considering [[solar flare]]s, rice in hydroponics grows so fast that it remains a consistent source of food. | |
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'''Notes''' | '''Notes''' | ||
− | * The DLC-exclusive plants [[ | + | *The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to grow indoors, but their extremely low Fertility Sensitivity means that building hydroponics basins provides a minimal benefit. |
− | * It is possible to leave up to 25% of a room unroofed, which lets sunlight through, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature | + | *It is possible to leave up to 25% of a room unroofed, which lets sunlight through, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature. |
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− | + | ===Outdoors=== | |
+ | Hydroponics are not limited to indoor farming. If the temperature permits, but soil is limited, like in a desert, then hydroponics can be viable as to farm. | ||
− | + | A tile of hydroponics is almost exactly equal to 2.8 tiles of regular soil, both in terms of yield/day and in terms of work. So if you have enough soil, just plant more crops. Note that hydroponoics basins can be destroyed by [[raider]]s. You may want to build a room, and just leave it unroofed. | |
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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]] |