Difference between revisions of "Crop"
(Work in progress, just starting out) |
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− | (work in progress, | + | (work in progress. When finished, this article will, at a glance, give the basic comparisons of the different available crops, with tables and a short summary for each.) |
+ | |||
+ | There are as many as 18* plants in RimWorld that can be grown and harvested as resources. These can be broken down loosely into four basic categories: "food" crops, "textile" crops, "medical" crops, and "decorative" crops. There are also a couple "special purpose" crops (...) | ||
+ | |||
+ | : (* the exact number currently available to your colony depends on your current progress on the [[Research]] tree, and which [[DLC]]'s you own/are using.) | ||
+ | |||
+ | ; Food crops: | ||
+ | : These are crops which can be eaten, usually after cooking | ||
+ | * Rice (fast but labor-intensive) | ||
+ | * Potatoes (average re labor:nutrion yield, low fertility sensitivity) | ||
+ | * Corn (slow but highest nutritional yield) | ||
+ | * Strawberry (min skill 5) (yields "berries", identical to those harvested from wild bushes; only field crop that can be eaten raw) | ||
+ | * Cocoa (...) | ||
+ | * Nutrifungus (...) | ||
+ | |||
+ | ; Textile crops: | ||
+ | : These are crops which cannot be used in their "raw" state and so have a small(er) cash value as such, but can be processed into something useful, which increases their value significantly. | ||
+ | * Cotton plant/ cloth | ||
+ | * Devilstrand mushroom/ devilstrand () | ||
+ | * | ||
+ | * | ||
+ | |||
+ | ; Medical crops: | ||
+ | These are crops which can, after processing, greatly alter a pawn's physical or mood stats to achieve a desired goal (and possibly also addiction). A colony can produce enough for their own foreseeable needs, or create a larger scale enterprise with the intention of [[trade]], | ||
+ | * Hop plant (min skill 3) / beer | ||
+ | * Smokeleaf plant/smokeleaf (min skill 4) / smokeleaf joints | ||
+ | * Psychoid plant (min skill 6) / psychoid tea, go-juice, flake | ||
+ | * Healroot (min skill 8) / herbal medicine | ||
+ | * | ||
+ | * | ||
+ | |||
+ | ; Decorative | ||
+ | These crops serve only to beautify your colony. | ||
+ | * Day lily | ||
+ | * Rose | ||
+ | * Bonzai tree | ||
+ | * Tinctoria / dyes | ||
+ | |||
+ | ; (tbd) | ||
+ | (...) | ||
+ | * Fibercorn / (...) | ||
+ | * Gauranlen pods / (...) | ||
+ | * Timbershrooms / (non-"plant") wood | ||
+ | * Trees / wood |
Revision as of 16:42, 10 January 2022
(work in progress. When finished, this article will, at a glance, give the basic comparisons of the different available crops, with tables and a short summary for each.)
There are as many as 18* plants in RimWorld that can be grown and harvested as resources. These can be broken down loosely into four basic categories: "food" crops, "textile" crops, "medical" crops, and "decorative" crops. There are also a couple "special purpose" crops (...)
- (* the exact number currently available to your colony depends on your current progress on the Research tree, and which DLC's you own/are using.)
- Food crops
- These are crops which can be eaten, usually after cooking
- Rice (fast but labor-intensive)
- Potatoes (average re labor:nutrion yield, low fertility sensitivity)
- Corn (slow but highest nutritional yield)
- Strawberry (min skill 5) (yields "berries", identical to those harvested from wild bushes; only field crop that can be eaten raw)
- Cocoa (...)
- Nutrifungus (...)
- Textile crops
- These are crops which cannot be used in their "raw" state and so have a small(er) cash value as such, but can be processed into something useful, which increases their value significantly.
- Cotton plant/ cloth
- Devilstrand mushroom/ devilstrand ()
- Medical crops
These are crops which can, after processing, greatly alter a pawn's physical or mood stats to achieve a desired goal (and possibly also addiction). A colony can produce enough for their own foreseeable needs, or create a larger scale enterprise with the intention of trade,
- Hop plant (min skill 3) / beer
- Smokeleaf plant/smokeleaf (min skill 4) / smokeleaf joints
- Psychoid plant (min skill 6) / psychoid tea, go-juice, flake
- Healroot (min skill 8) / herbal medicine
- Decorative
These crops serve only to beautify your colony.
- Day lily
- Rose
- Bonzai tree
- Tinctoria / dyes
- (tbd)
(...)
- Fibercorn / (...)
- Gauranlen pods / (...)
- Timbershrooms / (non-"plant") wood
- Trees / wood