Difference between revisions of "Healroot"
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There is a variety that can be found naturally growing in boreal forests, cold bogs, temperate forests, temperate swamps and tundras, known as [[Wild healroot]]. It is statistically identical except it can't be cultivated manually. | There is a variety that can be found naturally growing in boreal forests, cold bogs, temperate forests, temperate swamps and tundras, known as [[Wild healroot]]. It is statistically identical except it can't be cultivated manually. | ||
+ | |||
+ | ==Usage== | ||
+ | Healroot matures slowly (see table, below). Take note that 1 Healroot plant, when mature, produces 1 [[herbal medicine]], which can give a bonus to treat any 1 (one) injury - one cut, one break, one whatever. A fight can easily cause a half-dozen injuries to a colonist, or more for a tough/long fight. Consider planting larger healroot zones; a few too many is better than too few, and besides, many traders value them. | ||
==Growing== | ==Growing== | ||
+ | See table below for grow rates... | ||
{{Grow Table}} | {{Grow Table}} | ||
Revision as of 07:33, 18 January 2022
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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 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.
It may be worth walling off your healroot, as wildlife is more than inclined to consume it, literally chewing up your herbal medicine production. 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 boreal forests, cold bogs, temperate forests, temperate swamps and tundras, known as Wild healroot. It is statistically identical except it can't be cultivated manually.
Usage
Healroot matures slowly (see table, below). Take note that 1 Healroot plant, when mature, produces 1 herbal medicine, which can give a bonus to treat any 1 (one) injury - one cut, one break, one whatever. A fight can easily cause a half-dozen injuries to a colonist, or more for a tough/long fight. Consider planting larger healroot zones; a few too many is better than too few, and besides, many traders value them.
Growing
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
- 0.8.657 - Can be farmed and refined into herbal medicine. Possibly Added.
- A13 - Name changed from Xerigium to Healroot and sprite changed
- 1.3.3066 - Nutrition increased from 0.15 -> 0.2