Difference between revisions of "Crop"

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<!-- @ Editors: I'm debating whether (and if so, "How?") to merge this w/ the current "Domesticated Plants" article. That seems very bare bones, almost useless in its present form.  
 
<!-- @ Editors: I'm debating whether (and if so, "How?") to merge this w/ the current "Domesticated Plants" article. That seems very bare bones, almost useless in its present form.  
  
+1 for merge with domesticated plants. Theres significant overlap, its bare bones, and Domesticated Plants already has a bunch of interwiki links ~~~~
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+1 for merge with domesticated plants. Theres significant overlap, its bare bones, and Domesticated Plants already has a bunch of interwiki links - Harakoni
 
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Revision as of 13:10, 29 January 2022

(Work in progress. When finished, this article will, at a glance, give the basic comparisons of the different available crops, with tables and a short summary for each.)


There are over 20* plants in RimWorld that can be grown and harvested as resources. These can be broken down loosely into four basic categories: "food" crops, "textile" crops, "medicinal" crops, and "decorative" crops. There are also a couple "special purpose" crops (...)

(* the exact number currently available to your colony depends on your current progress on the Research tree, and which DLC's you own/are using.)


Food crops
These are crops which can be eaten, usually after cooking
  • Rice (fast but labor-intensive)
  • Potatoes (average re labor:nutrion yield, low fertility sensitivity)
  • Corn (slow but highest nutritional yield)
  • Strawberry (min skill 5) (yields "berries", identical to those harvested from wild bushes; only field crop that can be eaten raw)
  • Haygrass / Hay (...)
  • Cocoa (...)
  • Nutrifungus (...)
Textile crops
These are crops which cannot be used in their "raw" state and so have a small(er) cash value as such, but can be processed into something useful, which increases their value significantly.
  • Cotton plant/ cloth
  • Devilstrand mushroom/ devilstrand ()
Medicinal crops

These are crops which can, after processing, alter a pawn's physical or mood stats (and possibly also addiction). A colony can produce enough for their own foreseeable needs, or create a larger scale enterprise with the intention of trade,

  • Hop plant (min skill 3) / beer
  • Smokeleaf plant/smokeleaf (min skill 4) / smokeleaf joints
  • Psychoid plant (min skill 6) / psychoid tea, yayo, go-juice, flake
  • Healroot (min skill 8) / herbal medicine
Decorative

These crops serve only to beautify your colony.

  • Day lily
  • Rose
  • Bonzai tree
  • Tinctoria / dyes
(tbd)

(...)

  • Fibercorn / (...)
  • Gauranlen pods / (...)
  • Timbershrooms / (non-"plant") wood
  • Trees / wood