Difference between revisions of "Corn plant"
Line 30: | Line 30: | ||
However, these long harvest cycles also mean that losing a single harvest to [[blight]], fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. Planters may also sow a crop that won't reach maturity before winter hits - if your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them. | However, these long harvest cycles also mean that losing a single harvest to [[blight]], fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. Planters may also sow a crop that won't reach maturity before winter hits - if your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them. | ||
+ | |||
+ | Corn is arguably the most time efficient means of generating wealth. It takes 370 ticks to grow and harvest, and yields 24.2 wealth for the effort. A colonist with a pair of field hands, a circadian half cycler, and a nuclear stomach can plant/harvest ~25 plants per hour, for 20 hours a day with good optimization. In practice this can yield 10,000 wealth worth of corn per day. Hauling, processing, and selling that much corn is another matter, though. | ||
Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed. | Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed. |
Revision as of 14:33, 4 December 2021
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Corn plant
A tall grain plant which produces ears of soft, edible seeds. While corn takes a long time to grow, it yields lots of food compared to other crops. Harvested corn takes a long time to spoil.
Base Stats
- Type
- Plant – Domesticated
- Beauty
- 0 (1)
- HP
- 150
- Flammability
- 100%
- Path Cost
- 14 (48%)
Ingestion
- Nutrition
- 0.4
Plant Stats
- Time to grow
- 11.3 days (20.86 days)
- Work to Sow
- 170 ticks (2.83 secs)
- Work to Harvest
- 200 ticks (3.33 secs)
- Min Fertility
- 70%
- Fertility Sensitivity
- 100%
- Min light to grow
- 50%
- sowTags
- Ground
The corn plant has a long growing cycle and a very high yield of 22 pieces of corn. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than rice), but requires the least farming labor to maintain due to its long growing cycle.
Growing
The following table details how long it takes for corn plants 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] | 29.8 | 20.86 | 14.9 | N/A |
Base Yield/day[2] | 0.74 | 1.05 | 1.48 | 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.
Analysis
In regular soil, corn plants provide slightly less nutrition per day than rice plants (97%) and slightly more than potato plants (102%), however their primary advantage is their incredible labor efficiency: corn provides 200% the nutrition per work of potatoes, and 367% that of rice.
However, these long harvest cycles also mean that losing a single harvest to blight, fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. Planters may also sow a crop that won't reach maturity before winter hits - if your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.
Corn is arguably the most time efficient means of generating wealth. It takes 370 ticks to grow and harvest, and yields 24.2 wealth for the effort. A colonist with a pair of field hands, a circadian half cycler, and a nuclear stomach can plant/harvest ~25 plants per hour, for 20 hours a day with good optimization. In practice this can yield 10,000 wealth worth of corn per day. Hauling, processing, and selling that much corn is another matter, though.
Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed.