Difference between revisions of "Hydroponics basin"
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== Acquisition == | == Acquisition == | ||
− | Hydroponics basins can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | + | Hydroponics basins can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}} }} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. |
== Summary == | == Summary == | ||
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In terms of yield, 1 tile of hydroponics is equivalent to 2.8 tiles of regular soil. Since soil is free, it is usually more cost effective to plant in more soil (when available) rather than build hydroponics. Once cost doesn't matter, hydroponics can be used in any biome to save space and therefore walking distance. See [[#Indoors]] for more analysis. | In terms of yield, 1 tile of hydroponics is equivalent to 2.8 tiles of regular soil. Since soil is free, it is usually more cost effective to plant in more soil (when available) rather than build hydroponics. Once cost doesn't matter, hydroponics can be used in any biome to save space and therefore walking distance. See [[#Indoors]] for more analysis. | ||
− | Not all crops may grow in hydroponics. | + | Not all crops may grow in hydroponics. Besides [[trees]] and [[decorative plants]], the following plants can't be grown in a hydroponics basin: |
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− | + | {{#ask: [[SowTags::!~*Hydroponic*]] [[Type2::!Tree]] [[Type2::!Decorative]] | |
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+ | | sort = From DLC, Name | ||
+ | }} | ||
Power is absolutely critical to use, as plants will quickly die without it. It is recommended to have [[batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]]. A long [[solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss. | Power is absolutely critical to use, as plants will quickly die without it. It is recommended to have [[batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]]. A long [[solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss. | ||
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=== Indoors === | === Indoors === | ||
[[File:SunlampHydroponics.png|350px|thumb|right|24 hydroponics basins inside a sun lamp.]] | [[File:SunlampHydroponics.png|350px|thumb|right|24 hydroponics basins inside a sun lamp.]] | ||
− | [[File: | + | [[File:Hydroponics sunlamp comp.png|400px|thumb|right|Full hydroponics setup vs 3 sun lamps, including power & resources.<br/>Resource cost includes generators and batteries shown<br/>(but not heaters / coolers or power conduits).]] |
When making a "greenhouse", you must consider other plant needs. [[Sun lamp]]s are required to grow crops in a [[roof]]ed room. You need a mostly roofed room in order to control the [[temperature]] for [[heater]]s and possibly [[cooler]]s. Sun lamps, consuming 2900 W of power for 13 hours, are very power demanding. You also need to power the hydroponics themselves. A sun lamp and 24 hydroponics set up would cost 4580W at day and 1680W at night. Given that sun lamps are on only 13.2 hours a day, this equates to an average of 1595w for a sunlamp and 3275w for a sun lamp + 24 basins. | When making a "greenhouse", you must consider other plant needs. [[Sun lamp]]s are required to grow crops in a [[roof]]ed room. You need a mostly roofed room in order to control the [[temperature]] for [[heater]]s and possibly [[cooler]]s. Sun lamps, consuming 2900 W of power for 13 hours, are very power demanding. You also need to power the hydroponics themselves. A sun lamp and 24 hydroponics set up would cost 4580W at day and 1680W at night. Given that sun lamps are on only 13.2 hours a day, this equates to an average of 1595w for a sunlamp and 3275w for a sun lamp + 24 basins. | ||
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'''Notes''' | '''Notes''' | ||
− | * The DLC-exclusive plants [[fibercorn]]{{IdeologyIcon}} and [[nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to grow indoors, but their extremely low Fertility Sensitivity means that building hydroponics basins provides a minimal benefit. | + | * The DLC-exclusive plants [[fibercorn]] {{IdeologyIcon}} and [[nutrifungus]] {{IdeologyIcon}} do not require a sun lamp to grow indoors, but their extremely low Fertility Sensitivity means that building hydroponics basins provides a minimal benefit. |
* It is possible to leave up to 25% of a room unroofed, which lets sunlight through, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature. | * It is possible to leave up to 25% of a room unroofed, which lets sunlight through, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature. | ||
Revision as of 14:35, 13 December 2023
Hydroponics basin
An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.
Base Stats
- Type
- Building – Production
- HP
- 180
- Flammability
- 50%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 4
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 30%
- Blocks Wind
- False
- Terrain Affordance
- Medium
- Power
- -70 W
- Cleanliness
- -3
Creation
- Required Research
- Hydroponics
- Skill Required
- Construction 4
- Work To Make
- 2,800 ticks (46.67 secs)
A hydroponics basin is a production building that provides a highly fertile area for growing crops fast and in areas that otherwise would not support them.
Acquisition
Hydroponics basins can be constructed once the Hydroponics research project has been completed. They require 100 Steel, 1 Component, 2,800 ticks (46.67 secs) of work, and a Construction skill of 4.
Summary
A powered hydroponics basin acts as a terrain with 280% soil fertility, twice that of rich soil. The exact speed boost depends on the Fertility Sensitivity of the plant in question. For example, rice gets the full 280% effect, while potatoes won't benefit nearly as much.
Hydroponics basins are placed on the ground, and work both indoors and outdoors. In order to function, they require 70 watts of power, day and night. This is absolutely critical, as when unpowered, its plants will wither very quickly. They can't be uninstalled, only deconstructed for half their value as usual. They do not short circuit in the rain.
Each hydroponics basin is considered dirty with a Cleanliness of −3, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.
Hydroponics only provides soil fertility, so all other plant growth conditions must be met. This isn't a problem in the growing season while outdoors, but in order to regulate temperature, you must grow indoors, under a mostly complete roof, and use buildings like a heater. The sun lamp is required to provide light in the absence of sunlight (due to the roof). Note that standing lamps aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not "stack".
Colonists will automatically plant only 1 type of plant per basin. By default, this is rice. The following plants can be grown in hydroponics basins:
- Cotton plant
- Healroot
- Hop plant
- Potato plant
- Psychoid plant
- Rice plant
- Smokeleaf plant
- Strawberry plant
- Tinctoria
- Toxipotato plant
- Fibercorn
- Nutrifungus
Pollution
Pollution underneath does not lower the fertility of hydroponics. However, most plants will rapidly die if the terrain becomes polluted, even in a basin. Only psychoid plants and toxipotato plants can grow in a basin under pollution. Of those, only psychoid receives any appreciable effect. (Toxipotatoes have a fertility sensitivity of 0%; they grow no faster in hydroponics than they do in the ground).
Analysis
Hydroponics are most useful if you have limited fertile grow space - whether your colony is inside a mountain, or in an extreme biome like a desert or ice sheet. If there's plenty of fertile soil, then hydroponics can be useful, but more limited in scope.
In terms of yield, 1 tile of hydroponics is equivalent to 2.8 tiles of regular soil. Since soil is free, it is usually more cost effective to plant in more soil (when available) rather than build hydroponics. Once cost doesn't matter, hydroponics can be used in any biome to save space and therefore walking distance. See #Indoors for more analysis.
Not all crops may grow in hydroponics. Besides trees and decorative plants, the following plants can't be grown in a hydroponics basin:
- Corn plant
- Cotton plant
- Devilstrand
- Haygrass
- Healroot
- Hop plant
- Potato plant
- Psychoid plant
- Rice plant
- Smokeleaf plant
- Strawberry plant
- Tinctoria
- Toxipotato plant
- Fibercorn
- Nutrifungus
Power is absolutely critical to use, as plants will quickly die without it. It is recommended to have batteries and/or alternative power sources in the case of breakdowns and conduit explosions. A long solar flare will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.
Indoors
When making a "greenhouse", you must consider other plant needs. Sun lamps are required to grow crops in a roofed room. You need a mostly roofed room in order to control the temperature for heaters and possibly coolers. Sun lamps, consuming 2900 W of power for 13 hours, are very power demanding. You also need to power the hydroponics themselves. A sun lamp and 24 hydroponics set up would cost 4580W at day and 1680W at night. Given that sun lamps are on only 13.2 hours a day, this equates to an average of 1595w for a sunlamp and 3275w for a sun lamp + 24 basins.
For indoor farming, hydroponics should be compared to placing extra sun lamps and building generators. Hydroponics can be used to grow crops with a sun lamp, but a lamp can also be used to grow indoors without hydroponics. You can fit up to 24 basins per sun lamp, for a total of 280% growth for 1 sun lamp. Alternatively, you could place 2 more sun lamps, for a total of 300% growth (relative to 1 sun lamp).
- 24 hydroponics basins would cost 2400 Steel, 24 Components and 1680 W.
- 2 extra sun lamps would cost 80 Steel for the lamps, and 400 Steel, 12 Components for 4 solar generators used to power the lamp. Outside of the planet's poles, these generators are enough to power 2 sun lamps with a battery or two.
As 3 sun lamps are much less expensive than 1 sun lamp with a full hydroponics set up, placing sun lamps will be the preferred option for many stages of the game. Even considering the cost of extra batteries and heaters, this is still cheaper.
In the late game, when steel and components are trivial to obtain, then hydroponics have a few key advantages over sun lamps. They take up less space, meaning they are easier to defend. As they take up less space, colonists will need to walk less, which increases efficiency. Because hydroponics isn't dirt, it can save on cleaning time. Finally, hydroponics are more stable - if a blight takes out the greenhouse, then only 1.98 days of growth is lost. Even when considering solar flares, rice in hydroponics grows so fast that it remains a consistent source of food.
Notes
- The DLC-exclusive plants fibercorn and nutrifungus do not require a sun lamp to grow indoors, but their extremely low Fertility Sensitivity means that building hydroponics basins provides a minimal benefit.
- It is possible to leave up to 25% of a room unroofed, which lets sunlight through, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature.
Outdoors
Hydroponics are not limited to indoor farming. As mentioned previously, it is usually better to grow in more soil than it is to build hydroponics. But if soil is limited, and temperature permits - namely in a desert - then hydroponics can be viable as a farming tool.
Note that hydroponics basins can be destroyed by raiders. You may want to build a hydroponics room, and just leave it unroofed. You could roof it in later in case of an event like toxic fallout or cold snap.
Plant choice
This section has been suggested for recoding. Reason: 1) Automation. 2) Existing auto manual calculates yields but Property: Harvest Yield Per Day (280) exists. You can help RimWorld Wiki by improving it. |
Rice will provide the best crop yields. Lit with a sunlamp in optimal temperatures, a hydroponics basin will yield 24 rice in 26 growing-hours (37 game-time hours), exactly 12 rice per day. The exact amount may vary due to sowing and harvesting times, as well as external factors like power outages and solar flares. In spite of this, rice remains the crop with the greatest yield potential.
Strawberry plants provide the second highest crop yields, producing 32 units of food in 39 growing-hours (73 game-time hours) under a sunlamp and optimal temperatures. This works out to about 10.5 food per hydroponics basin per day. This is 87.5% of what a crop of hydroponic rice would yield in the same time-frame. However, berries have the advantage of being suitable for consumption immediately, without the need for cooking.
Potatoes are the least tile-efficient crop to grow. Their fertility sensitivity of 70% prevents them from gaining the full benefit from hydroponics. They are technically the most work-efficient crop in hydroponics. If you happen to be starved on grower time, then potatoes have a small niche... but a colony using hydroponics is unlikely to be starved on grower time.
See also
Version history
- 0.0.245 - Balanced down hydroponics growth rate.
- 0.3.410 - Fertility increase and requires power or the plants die. You can also now set what to grow on them.
- Beta 19 - now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.
- 1.4.3641 - Fix: Gauranlen and polux seeds can be planted on hydroponics basins.