Difference between revisions of "Crop"
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m (<-- Note to editors re Domesticated Plants article/merge?-->) |
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− | 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, " | + | 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.) | : (* 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.) | ||
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− | ; | + | ; Medicinal crops: |
− | These are crops which can, after processing, | + | 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 | * Hop plant (min skill 3) / beer | ||
* Smokeleaf plant/smokeleaf (min skill 4) / smokeleaf joints | * Smokeleaf plant/smokeleaf (min skill 4) / smokeleaf joints | ||
− | * Psychoid plant (min skill 6) / psychoid tea, go-juice, flake | + | * Psychoid plant (min skill 6) / psychoid tea, yayo, go-juice, flake |
* Healroot (min skill 8) / herbal medicine | * Healroot (min skill 8) / herbal medicine | ||
* | * | ||
− | |||
; Decorative | ; Decorative |
Revision as of 08:12, 16 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