Difference between revisions of "Healroot"
m (grow healroot) |
|||
(20 intermediate revisions by 7 users not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}} |
− | |name = Healroot | + | {{infobox main|plant| |
− | |image = Healroot.png|Healroot | + | | name = Healroot |
− | |description = A slow-growing plant which yields herbal medicine when harvested. Sowing and harvesting healroot are both very labor-intensive tasks because of its delicate shoots.<br>Healroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues. | + | | image = Healroot.png|Healroot |
− | |type = Plant | + | | description = A slow-growing plant which yields herbal medicine when harvested. Sowing and harvesting healroot are both very labor-intensive tasks because of its delicate shoots.<br>Healroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues. |
− | |type2 = Domesticated | + | | type = Plant |
− | |path cost = 14 | + | | type2 = Domesticated |
− | |hp = 60 | + | | path cost = 14 |
− | |flammability = 1 | + | | hp = 60 |
− | |beauty outdoors = 1 | + | | flammability = 1 |
− | |grow days = 7 | + | | beauty outdoors = 1 |
− | |sow work = 800 | + | | grow days = 7 |
− | |harvest work = 400 | + | | sow work = 800 |
− | |product = herbal medicine | + | | harvest work = 400 |
− | |yield = 1 | + | | product = herbal medicine |
− | |min sowing skill = 8 | + | | yield = 1 |
− | |min fertility = 0.7 | + | | min sowing skill = 8 |
− | |fertility sensitivity = 1 | + | | min fertility = 0.7 |
− | |nutrition = 0.2 | + | | fertility sensitivity = 1 |
− | |sowTags = Ground, Hydroponic | + | | nutrition = 0.2 |
− | }}{{See also|Wild healroot}}{{Info|'''Healroot''' is [[plant]] that can be sown in [[growing zone]]s or [[hydroponics basin]]s and yields [[herbal medicine]].}} Sowing healroot requires a minimum [[plants (skill)|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[ | + | | sowTags = Ground, Hydroponic |
+ | }}{{See also|Wild healroot}}{{Info|'''Healroot''' is a [[plant]] that can be sown in [[growing zone]]s or [[hydroponics basin]]s and yields [[herbal medicine]].}} Sowing healroot requires a minimum [[plants (skill)|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[Work#Plant cut|plant cutting]] can harvest them. | ||
Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed. | Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed. | ||
− | + | One important difference from most domesticated plants is that Healroot can withstand winter temperatures. Thus, when planted outside after early spring it attracts wild herbivores and can be used as bait. If you are not ready to shoot these animals and protect your crops, then may be worth walling them off. A herd of Thrumbos (or even a single one for that matter) will be destructive to your Healroot farm if left unprotected. | |
− | There is a variety that can be found naturally growing in | + | There is a variety that can be found naturally growing in {{Habitats|Wild healroot}}, known as [[Wild healroot]]. Wild healroot is statistically identical to normal healroot, except it cannot be cultivated manually and instead spawns in the wild. |
==Usage== | ==Usage== | ||
− | Healroot matures slowly (see table, below). Take note that 1 Healroot plant, when mature, produces 1 [[herbal medicine]] | + | Healroot matures slowly (see table, below). Take note that 1 Healroot plant, when mature, produces 1 [[herbal medicine]] while a fight can easily cause a half-dozen injuries to a colonist, or more for a particularly long fight. Consider planting larger healroot zones; a few too many is better than too few, and besides, many traders value them. |
+ | |||
+ | ==Temperatures== | ||
+ | |||
+ | * Maximum growth temperature {{Temperature|58}} | ||
+ | * Minimum growth temperature {{Temperature|0}} | ||
+ | * Optimal temperature {{Temperature|10}<sup>[citation needed]</sup> | ||
+ | * All Healroots survive {{Temperature|-29}} | ||
+ | * The first Healroots die at {{Temperature|}} | ||
+ | * Some Healroots die around {{Temperature|}} | ||
+ | * Every 2nd died around {{Temperature||}} | ||
+ | * Most Healroots die around {{Temperature||}} | ||
+ | * All Healroots die around {{Temperature|}} | ||
==Growing== | ==Growing== | ||
Line 34: | Line 47: | ||
{{Grow Table}} | {{Grow Table}} | ||
− | ==Version | + | == Version history == |
− | * [[Version/0.8.657|0.8.657]] - Can be farmed and refined into herbal medicine | + | * [[Version/0.8.657|0.8.657]] - Added as '''Xerigium'''. Can be farmed and refined into herbal medicine. |
− | * | + | * [[Version/0.13.1135|0.13.1135]] - Name changed from '''Xerigium''' to '''Healroot''' and sprite changed |
+ | * Beta 19/1.0 - Grow days 6.5 -> 12, sow and harvest work increased significantly. Min fertility 50% -> 100%. | ||
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -> 0.2 | * [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -> 0.2 | ||
Line 44: | Line 58: | ||
{{nav|plant|wide}} | {{nav|plant|wide}} | ||
+ | |||
+ | [[Category:Plants]] | ||
[[Category:Domesticated plants]] | [[Category:Domesticated plants]] | ||
[[Category:Resource plants]] | [[Category:Resource plants]] |
Latest revision as of 07:10, 18 August 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details. |
Healroot
A slow-growing plant which yields herbal medicine when harvested. Sowing and harvesting healroot are both very labor-intensive tasks because of its delicate shoots.
Healroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues.
Base Stats
- Type
- Plant – Domesticated
- Beauty
- 0 (1)
- HP
- 60
- Flammability
- 100%
- Path Cost
- 14 (48%)
Ingestion
- Nutrition
- 0.2
Plant Stats
- Time to grow
- 7 days (12.92 days)
- Work to Sow
- 800 ticks (13.33 secs)
- Work to Harvest
- 400 ticks (6.67 secs)
- Min Skill
- 8 Plants
- Min Fertility
- 70%
- Fertility Sensitivity
- 100%
- Min light to grow
- 50%
- sowTags
- Ground, Hydroponic
Healroot is a plant that can be sown in growing zones or hydroponics basins and yields herbal medicine. Sowing healroot requires a minimum growing skill of 8, but any colonist capable of plant cutting can harvest them.
Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed.
One important difference from most domesticated plants is that Healroot can withstand winter temperatures. Thus, when planted outside after early spring it attracts wild herbivores and can be used as bait. If you are not ready to shoot these animals and protect your crops, then may be worth walling them off. A herd of Thrumbos (or even a single one for that matter) will be destructive to your Healroot farm if left unprotected.
There is a variety that can be found naturally growing in temperate forests, temperate swamps, boreal forests, cold bogs, and tundra, known as Wild healroot. Wild healroot is statistically identical to normal healroot, except it cannot be cultivated manually and instead spawns in the wild.
Usage[edit]
Healroot matures slowly (see table, below). Take note that 1 Healroot plant, when mature, produces 1 herbal medicine while a fight can easily cause a half-dozen injuries to a colonist, or more for a particularly long fight. Consider planting larger healroot zones; a few too many is better than too few, and besides, many traders value them.
Temperatures[edit]
- Maximum growth temperature 58 °C (136.4 °F)
- Minimum growth temperature 0 °C (32 °F)
- Optimal temperature {{Temperature|10}[citation needed]
- All Healroots survive -29 °C (-20.2 °F)
- The first Healroots die at
- Some Healroots die around
- Every 2nd died around
- Most Healroots die around
- All Healroots die around
Growing[edit]
See table below for grow rates...
Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
---|---|---|---|---|
Fertility (%) | 70 | 100 | 140 | 280 |
Real Grow Time (days)[1] | 18.46 | 12.92 | 9.23 | 4.61 |
Base Yield/day[2] | 0.05 | 0.08 | 0.11 | 0.22 |
- ↑ Actual days to grow, taking into account rest time.
- ↑ Per plant, assuming Crop Yield Multiplier of 1.0.
Note that Difficulty settings change the Crop Yield Multiplier.
Version history[edit]
- 0.8.657 - Added as Xerigium. Can be farmed and refined into herbal medicine.
- 0.13.1135 - Name changed from Xerigium to Healroot and sprite changed
- Beta 19/1.0 - Grow days 6.5 -> 12, sow and harvest work increased significantly. Min fertility 50% -> 100%.
- 1.3.3066 - Nutrition increased from 0.15 -> 0.2