Fungal gravel

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Fungal gravel

Fungal gravel

A spreadable form of gravel for growing fungal crops underground. It must be placed under overhead mountain so the dank coolness of the depths can nourish the fungal spores.

Base Stats

Type
Floor
Beauty
-1
Flammability
0%

Building

Size
1 × 1
Placeable
True
Cleanliness
-1.0
Cleaning Time Multiplier
100%
Filth Multiplier
100%
Move Speed Factor
87%

Creation

Work To Make
1,000 ticks (16.67 secs)

Fungal gravel is a type of flooring added by the Ideology DLC that is unique in its ability to have plants grown on it.

Acquisition[edit]

Placing fungal gravel requires a pawn with the Tunneler meme. It can only be placed underneath overhead mountain.

Each tile of fungal gravel requires no resources and 1,000 ticks (16.67 secs) of work.

Summary[edit]

Fungal gravel has a soil fertility of 70%, and has a walk speed modifier of 87%. It is statistically identical to stoney gravel. Fungal gravel can grow any type of plant, not just nutrifungus.

It is not required for growing nutrifungus, which can grow on any type of soil, provided it is grown in complete darkness.

If left untended, in total darkness, it may spawn Timbershrooms.

Note that, unlike other types of soil, fungal gravel can be removed.

Analysis[edit]

Fungal gravel has worse fertility than regular soil, but it can be placed anywhere under a mountain, thus reducing travel time for mountain colonies. When building deep inside a mountain, the reduced travel time is well worth the work required for fungal gravel and its reduced fertility. It is easy to compensate for low fertility by simply growing more crops - one rich soil tile has equal yield/time and yield/work to two fungal gravel tiles, before accounting for travel time. However, for shallow mountain bases, growing outside will be better. There is no bonus for growing nutrifungus on fungal gravel, and there's no penalty beyond the reduced fertility for growing other crops either.

Hydroponics have better fertility, but are significantly more expensive for both resources and power, and hydroponics cannot be used to grow devilstrand. Still, hydroponics are better in the late game for better stability and reduced space (thus, further reduced travel time).

Large and dark fields of fungal gravel are ripe for infestations to spawn in - these can be used as bait so that infestations don't generate inside the main base. In any case, it is recommended to have chokepoints so pawns can melee block.

Version history[edit]