Difference between revisions of "Domesticated plants"
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− | + | <div style="float:left">{{:Rice Plant}}</div> | |
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+ | <div style="float:left">{{:Devilstrand Mushroom}}</div> | ||
+ | <div style="float:left">{{:Xerigium}}</div> | ||
+ | <div style="float:left">{{:Hop Plant}}</div> | ||
+ | <div style="float:left">{{:Haygrass}}</div> | ||
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Revision as of 18:57, 21 October 2015
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Edible Plants
Material Plants
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
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
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 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
See table below for grow rates...
Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
---|---|---|---|---|
Fertility (%) | 70 | 100 | 140 | 280 |
Real Grow Time (days)[1] | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | N/A |
Base Yield/day[2] | N/A |
- ↑ 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
- 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
Haygrass
A mixture of nutrient-rich grasses which yield large amounts of hay. Hay is edible for animals, but not humans.
Base Stats
- Type
- Plant – Domesticated
- Beauty
- 0 (1)
- HP
- 85
- Flammability
- 130%
- Path Cost
- 14 (48%)
Ingestion
- Nutrition
- 0.3
Plant Stats
- Time to grow
- 7 days (12.92 days)
- Work to Sow
- 170 ticks (2.83 secs)
- Work to Harvest
- 200 ticks (3.33 secs)
- Min Fertility
- 70%
- Fertility Sensitivity
- 60%
- Min light to grow
- 50%
- sowTags
- Ground
Haygrass is a player-growable food crop that is normally inedible for humans, but with a high yield. Haygrass can't be sown in hydroponics. Mature haygrass yields 18 hay.
Growing
Haygrass has a base growing time of 8 days, needs a minimum soil fertility of 70%, and has a fertility sensitivity rating of 60%. The following table details how long it takes for haygrass to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
---|---|---|---|---|
Fertility (%) | 70 | 100 | 140 | 280 |
Real Grow Time (days)[1] | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | N/A |
Base Yield/day[2] | N/A |
- ↑ 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.
Food Production
The following table shows much haygrass it takes to sustain one baseline hunger rate animal, but only factors in the nutritional value of the yield, and the yield per day:
Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
---|---|---|---|---|
Raw | 20.52 | 16.83 | 13.57 | - |
Kibble | 8.21 | 6.73 | 5.43 | - |
For the variable nature of animal hunger rates, figures in this table have been rounded up to two decimal places. For a list of animals and their nutrition needs, see: List of animals.
Analysis
In ordinary or rich soil, haygrass has the highest yield per day per tile, and therefore highest nutrition output (per tile) out of any player-growable plant. Rice in hydroponics provides more, but hydroponics basins are expensive and rice takes a lot of work. The disadvantage is that hay cannot be eaten by humans.
If animals can graze, it's usually better to let them graze. In a year-round growing area, you can make their pen bigger instead of growing haygrass. Therefore, hay is best used to feed animals during the winter, or to feed animals in a small space.
Compared to corn
Corn is often a better choice of animal feed. Haygrass' yield per work is high, but not as high as corn. If growing space isn't an issue, then hay's higher yield per day is almost meaningless as you could plant more tiles of corn to compensate. Also, corn can be converted into simple meals or fine meals, which are more efficient than kibble. If animals wouldn't be overeating, then simple meal corn actually gives a greater yield per day. Animals don't treat hay differently from any other food.
Haygrass does have a notable advantage - it grows faster. If you need to grow animal feed, then your biome most likely has a winter. Hay grows faster than corn, so you may be able to get a harvest when you wouldn't have corn. In addition, humans with a rancher ideoligion receive a −4 mood penalty for sowing non-hay crops.
Hay and carnivores
For carnivorous animals, you can convert hay into kibble, which will be consumed by anything other than wargs. If you're feeding animals that are being reared for meat, it's better to feed them raw hay instead. It's counter-productive to feed animals meat, just to get less meat out of them - though in a desperate situation, it may be necessary to make kibble to keep your herbivorous animals fed. This has the advantage of using insect meat or human meat with no penalties to the animal.
Economy
Haygrass' raw product is hay, which has a market value of 0.9 silver. The refined product with the largest profit margin is kibble, having a 12.07% profit margin.[1] The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:
Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
---|---|---|---|---|
Raw | 0.7 | 0.86 | 1.06 | - |
Refined[2] | 2.54 | 3.09 | 3.83 | - |
Haygrass is generally lackluster when it comes to economy, due to hay's remarkably low market value. Even kibble underperforms when compared to other food crops with fine meals.
Version history