Difference between revisions of "Growing zone"

From RimWorld Wiki
Jump to navigation Jump to search
 
(35 intermediate revisions by 7 users not shown)
Line 1: Line 1:
<onlyinclude>{{infobox main|area|
+
{{rewrite|reason= Format standardization - complete separation of Summary and Analysis, cleanup, and stub - growing zone options and their gizmo images, mechanics inc. harvesting/cutting/crop swapping/etc, harvest yield factors (difficulty, skill, RNG, etc) }}{{infobox main|area|
 
|name = Growing zone
 
|name = Growing zone
 
|image = zone4.png|Growing zone
 
|image = zone4.png|Growing zone
Line 6: Line 6:
 
|placeable = True
 
|placeable = True
 
|size = 1 ˣ 1 +
 
|size = 1 ˣ 1 +
}}</onlyinclude>
+
|blockswind = false
A '''growing zone''' designates where [[Menus#Grow|growers]] will sow and harvest [[plants]], including [[trees]]. Growing zones are only allowed in soil, rich soil, or gravel, each with an effect on growth rate. They can't be placed on sand, natural stone, mud, water, or flooring. When the mouse is over a tile, the fertility rate is shown at the bottom left of the screen. Only one type of plant can be selected for each individual zone.  Trees planted in zones need a 1 tile radius in all directions free of other crops or trees, even if planted in other zones. Planters will remove wild trees next to growing zones to accommodate this radius.
+
}}
 +
A '''growing zone''', or grow zone, designates where [[Work#Grow|grower]] pawns can '''sow''' and/or '''harvest''' [[plants]], including [[trees]] and [[decorative plants]]. They are a major source of [[food]], [[wood]], [[herbal medicine]], [[drugs]], [[tinctoria]], and textiles like [[devilstrand]] for a colony.
  
When a growing zone is selected, buttons appear to allow the player to change the plant to be grown or to allow the zone to be renamed, deleted, hidden, or to allow/disallow sowing. When sowing is disabled colonists will still harvest.
+
== Acquisition ==
 +
Growing zones do not require a [[colonist]] to construct or deconstruct, nor is there a cost, work time, or [[skill]] requirements for placing them. Instead, they are simply selected from the Architect > Zone [[user interface|menu]] and placed directly on the ground by the player, similar to other [[zones]].  
  
[[File:Growing zones example.png|600px|thumb|center|An example of different growing zones, growing potatoes, cotton, rice, and trees]]
+
[[Environment]] dictates growing zone placement. Growing zones can only be placed on [[roof|unroofed]] cells of '''fertile''' terrain. Terrain type is displayed in the lower left corner of the screen '''[[user interface|cell info]]''' by hovering the mouse over a cell with no object selected. Grow zones can't be placed on roofed or unfertile cells: sand, mud, ice, natural stone, water, or constructed [[floors]].{{Check Tag|Detail|There is a specific fertility cut off - what is it?}}
=== Tips and tricks ===
+
 
 +
Colonists will never sow growing zones on days outside of the '''growing period''', which is a period of time varying in length according to tile latitude and [[biome]]. For example, the growing period in the northern hemisphere of the rimworld usually begins early in the month of [[time|Aprimay]] (spring) and ends in mid or late Septober (autumn). The local growing period is shown in the [[user interface|inspect pane]] when a growing zone is selected. The inspect pane will also detail the quantity and age of plants within the zone and a UI for zone settings.
 +
 
 +
Most plants have a '''Min growth temperature''' of {{Temperature|0}} and a '''Max growth temperature''' of {{Temperature|58.0}}. Growing zones outside these temperatures result in growth stagnation and eventual plant death.
 +
 
 +
Most plants cannot grow below a light level of 51%, visible in the cell info. Colonists will not sow these squares, and existing plants will die. However, fungi crops like [[glowstool]], [[agarilux]] and [[nutrifungus]]{{IdeologyIcon}} only grow in darkness.  
 +
 
 +
== Summary ==
 +
{{Stub|section=1|reason=Proper description of options like cutting and sowing. description of what is cut when (mentions cutting edge trees when trees are selected, but doesn't it cut them when trees are the selected crop)}}
 +
{{Image wanted|section=1|reason=Control gizmos}}
 +
Terrain fertility is shown in the cell info. Fertility determines speed of plant growth, with higher fertility generally resulting in faster growth rates. All plants also have a '''minimum fertility requirement''' below which they will not grow. Fertility does not affect harvest yield, though. Types of growable terrain include rich soil, normal soil, stoney soil, lichen-covered soil in [[Ideology]], and gravel. See [[Plants#Fertility|Fertility]] for more details.
 +
 
 +
Trees planted in growing zones need a 1 tile radius in all directions free of other objects or plants, even those in a separate zone. Growers will remove wild trees and plants next to growing zones to accommodate this radius. Zones set to no cutting will not cut these edge plants.
 +
 
 +
* '''Note''': If a colonist is given an order to sow a crop, and that field's plant-type is then changed, the colonist will sow the ''original'' plant type, the one that existed ''when the order was given''. This is working as intended; you can change a productive growing zone's plant-type, and the new type will be automatically sown ''after'' the current crop is harvested so no current planting will be affected, only future planting. So if you change your mind ''before'' planting, make sure to cancel/renew any pre-existing sowing orders!
 +
 
 +
Growing zones do not require any "maintenance" from pawns, such as watering or fertilization.
 +
 
 +
If none of your growers have the '''required minimum skill''' to grow a species of crop, the plant will simply not be sown.
 +
 
 +
Colonists will automatically clear growing zones of [[stone chunk]]s and place them around the edge of the zone without need for manual [[Orders#Haul_things|haul]] orders per item. Colonists also remove plants not of the type designated by the zone without the need to designate [[chop wood]], [[harvest]], or [[cut plants]].
 +
 
 +
=== Contextual menu ===
 +
When a growing zone is selected, an inspect pane and UI appears to allow the player to configure the growing zone's individual settings, including plant species to sow, renaming, resizing, hiding, toggle allowing sowing, and toggle cutting. The inspect pane will also detail the quantity and age of plants within the zone.
 +
 
 +
If the zone's crop is changed and sowing and cutting are both allowed, colonists will cut any existing plants and re-sow the zone.
 +
 
 +
== Analysis ==
 +
''Allow sowing'' after [[Raid]]s. This is true for [[Cassandra Classic]] and [[Phoebe Chillax]].
 +
 
 +
===Design===
 +
Areas of rich soil should generally be prioritized for growing zone placement, but since only growth rate is affected not yield, planting larger fields of crops is roughly as work efficient. It simply takes longer to get a return, with more time and thus risk for crop damage to occur, and more travel and hauling time. Thus, while rich soil should be prioritized if convenient, it is not generally worth planting fields on the other side of the map just to exploit it. Fields nearby to your freezer or kitchen are recommended.
 +
 
 +
[[Floor]]ing to prevent wild plant growth allows for faster movement between your fields, while [[roof]]ed walkways for the same purpose can also come in handy during [[winter]] or [[Events_Guide#toxic fallout|toxic fallout]]. Both can be combined.
 +
 
 +
Estimating the correct size of a growing zone is not easy with so many [[Plants#Growth rate factors|factors]] and [[Events#Generally Bad|events]] affecting harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist in a biome with year-round growing. If the colony hunts as well, it will accumulate some food reserves, which can be saved for winter, fed to prisoners, or sold. More crops should be planted if other factors reduce yields, such as when pawns have low average [[skill#Grow|Growing skill]] and in biomes and latitudes with shorter growing periods.
 +
 
 +
===Risk Management===
 +
Random [[blight]] epidemics can spread to other crops of any species within a 4 tile radius. Leaving 4 tile wide gaps between your crop fields will mitigate its spread.
 +
 
 +
Drought cannot kills crops, but [[toxic fallout]] can. Plants do not grow under light levels of 51%, such as during a solar eclipse or at night.
 +
 
 +
Hostile raiders will set fire to growing zones if they get the chance. Clear all wild plants and flammable items within at least 2 tiles of growing zones to prevent the spread of [[fire]].
 +
The use of nearby [[firefoam popper]]s or [[foam turret]]s is also recommended.
 +
 
 +
Bad temperatures will stop plant growth and kill your crops. Below their Min growth temperature, individual plants will spontaneously despawn with a warning note: "''x'' plant has died due to cold.".
 +
Thus, it is a waste of time to sow fields at the end of the growing season, as the cold will prevent your crops from reaching harvest maturity (~66% maturity.)
  
Guesstimating a correct size of a growing zone is not easy with so many [[Plants#Growth Rate Factors|factors]] affecting [[Events#Generally Bad|potential]] harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist in a biome with year-round growing. If the colony hunts as well, it will accumulate some, though not excessive, food reserves, which can be saved for winter, fed to prisoners, or sold. More should be planted if other factors reduce yields, such as in biomes and latitudes with shorter growable periods.
+
Wild and tamed animals will eat most plants in growing zones once the plant reaches harvest age (~66% total maturity). It is advisable to use Zones to restrict tamed animals and walls/[[fence]]s to keep wild beasts out. Harvesting a plant at full maturity generally yields more [[nutrition]] than consuming the growing plant.  
  
Put 4-tile-wide gaps in between your crop fields to prevent the spread of fire or [[Events_Guide#Blight|blight]]. If you use roofed walkways for this purpose, they can also come in handy during winter or [[Events_Guide#toxic fallout|toxic fallout]].
+
===Harvesting wild plants ===
 +
Growing zones can be used to automatically harvest [[ambrosia]] sprouts or wild [[healroot]] and chop trees when they reach maturity. Forbid sowing in the growing zone but allow cutting, and colonists will automatically harvest plants within the zone when they grow to full maturity.
  
 
You can double-click an empty tile inside a growing zone to highlight all growing zones on the visible portion of the map. This can be handy in a biome with winter to forbid sowing as winter approaches - but be sure to turn sowing back on before spring!
 
You can double-click an empty tile inside a growing zone to highlight all growing zones on the visible portion of the map. This can be handy in a biome with winter to forbid sowing as winter approaches - but be sure to turn sowing back on before spring!
  
You can also place growing zones over wild plants and forbid sowing. Your growers will not plant any new crops, but will instead harvest the wild plants when they are fully grown. This can be used for such plants as trees, berries, healroot or ambrosia.  
+
[[File:Growing zones example.png|600px|thumb|center|An example of different growing zones, growing potatoes, cotton, rice, and trees]]
 +
 
 +
== Version history ==
 +
* [[Version/1.3.3067|1.3.3067]] - Fix: Trees adjacent to no-cut growing zones are cut down.
 +
 
 +
== See also ==
 +
* [[Hydroponics basin]]
  
 
{{nav|zone}}
 
{{nav|zone}}
 
[[Category:Zones]]
 
[[Category:Zones]]

Latest revision as of 11:00, 12 November 2024

Growing zone

Growing zone

A zone where your colonists will try to grow a certain kind of plant.

Base Stats

Type
Zones

Building

Size
1 × 1 +
Placeable
True
Blocks Wind
False

A growing zone, or grow zone, designates where grower pawns can sow and/or harvest plants, including trees and decorative plants. They are a major source of food, wood, herbal medicine, drugs, tinctoria, and textiles like devilstrand for a colony.

Acquisition[edit]

Growing zones do not require a colonist to construct or deconstruct, nor is there a cost, work time, or skill requirements for placing them. Instead, they are simply selected from the Architect > Zone menu and placed directly on the ground by the player, similar to other zones.

Environment dictates growing zone placement. Growing zones can only be placed on unroofed cells of fertile terrain. Terrain type is displayed in the lower left corner of the screen cell info by hovering the mouse over a cell with no object selected. Grow zones can't be placed on roofed or unfertile cells: sand, mud, ice, natural stone, water, or constructed floors.[Detail]

Colonists will never sow growing zones on days outside of the growing period, which is a period of time varying in length according to tile latitude and biome. For example, the growing period in the northern hemisphere of the rimworld usually begins early in the month of Aprimay (spring) and ends in mid or late Septober (autumn). The local growing period is shown in the inspect pane when a growing zone is selected. The inspect pane will also detail the quantity and age of plants within the zone and a UI for zone settings.

Most plants have a Min growth temperature of 0 °C (32 °F) and a Max growth temperature of 58 °C (136.4 °F). Growing zones outside these temperatures result in growth stagnation and eventual plant death.

Most plants cannot grow below a light level of 51%, visible in the cell info. Colonists will not sow these squares, and existing plants will die. However, fungi crops like glowstool, agarilux and nutrifungusContent added by the Ideology DLC only grow in darkness.

Summary[edit]

Terrain fertility is shown in the cell info. Fertility determines speed of plant growth, with higher fertility generally resulting in faster growth rates. All plants also have a minimum fertility requirement below which they will not grow. Fertility does not affect harvest yield, though. Types of growable terrain include rich soil, normal soil, stoney soil, lichen-covered soil in Ideology, and gravel. See Fertility for more details.

Trees planted in growing zones need a 1 tile radius in all directions free of other objects or plants, even those in a separate zone. Growers will remove wild trees and plants next to growing zones to accommodate this radius. Zones set to no cutting will not cut these edge plants.

  • Note: If a colonist is given an order to sow a crop, and that field's plant-type is then changed, the colonist will sow the original plant type, the one that existed when the order was given. This is working as intended; you can change a productive growing zone's plant-type, and the new type will be automatically sown after the current crop is harvested so no current planting will be affected, only future planting. So if you change your mind before planting, make sure to cancel/renew any pre-existing sowing orders!

Growing zones do not require any "maintenance" from pawns, such as watering or fertilization.

If none of your growers have the required minimum skill to grow a species of crop, the plant will simply not be sown.

Colonists will automatically clear growing zones of stone chunks and place them around the edge of the zone without need for manual haul orders per item. Colonists also remove plants not of the type designated by the zone without the need to designate chop wood, harvest, or cut plants.

Contextual menu[edit]

When a growing zone is selected, an inspect pane and UI appears to allow the player to configure the growing zone's individual settings, including plant species to sow, renaming, resizing, hiding, toggle allowing sowing, and toggle cutting. The inspect pane will also detail the quantity and age of plants within the zone.

If the zone's crop is changed and sowing and cutting are both allowed, colonists will cut any existing plants and re-sow the zone.

Analysis[edit]

Allow sowing after Raids. This is true for Cassandra Classic and Phoebe Chillax.

Design[edit]

Areas of rich soil should generally be prioritized for growing zone placement, but since only growth rate is affected not yield, planting larger fields of crops is roughly as work efficient. It simply takes longer to get a return, with more time and thus risk for crop damage to occur, and more travel and hauling time. Thus, while rich soil should be prioritized if convenient, it is not generally worth planting fields on the other side of the map just to exploit it. Fields nearby to your freezer or kitchen are recommended.

Flooring to prevent wild plant growth allows for faster movement between your fields, while roofed walkways for the same purpose can also come in handy during winter or toxic fallout. Both can be combined.

Estimating the correct size of a growing zone is not easy with so many factors and events affecting harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist in a biome with year-round growing. If the colony hunts as well, it will accumulate some food reserves, which can be saved for winter, fed to prisoners, or sold. More crops should be planted if other factors reduce yields, such as when pawns have low average Growing skill and in biomes and latitudes with shorter growing periods.

Risk Management[edit]

Random blight epidemics can spread to other crops of any species within a 4 tile radius. Leaving 4 tile wide gaps between your crop fields will mitigate its spread.

Drought cannot kills crops, but toxic fallout can. Plants do not grow under light levels of 51%, such as during a solar eclipse or at night.

Hostile raiders will set fire to growing zones if they get the chance. Clear all wild plants and flammable items within at least 2 tiles of growing zones to prevent the spread of fire. The use of nearby firefoam poppers or foam turrets is also recommended.

Bad temperatures will stop plant growth and kill your crops. Below their Min growth temperature, individual plants will spontaneously despawn with a warning note: "x plant has died due to cold.". Thus, it is a waste of time to sow fields at the end of the growing season, as the cold will prevent your crops from reaching harvest maturity (~66% maturity.)

Wild and tamed animals will eat most plants in growing zones once the plant reaches harvest age (~66% total maturity). It is advisable to use Zones to restrict tamed animals and walls/fences to keep wild beasts out. Harvesting a plant at full maturity generally yields more nutrition than consuming the growing plant.

Harvesting wild plants[edit]

Growing zones can be used to automatically harvest ambrosia sprouts or wild healroot and chop trees when they reach maturity. Forbid sowing in the growing zone but allow cutting, and colonists will automatically harvest plants within the zone when they grow to full maturity.

You can double-click an empty tile inside a growing zone to highlight all growing zones on the visible portion of the map. This can be handy in a biome with winter to forbid sowing as winter approaches - but be sure to turn sowing back on before spring!

An example of different growing zones, growing potatoes, cotton, rice, and trees

Version history[edit]

  • 1.3.3067 - Fix: Trees adjacent to no-cut growing zones are cut down.

See also[edit]