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 bays.įor indoor farming, hydroponics should be compared to placing extra sun lamps and building generators. A sun lamp and 24 hydroponics set up would cost 4580W at day and 1680W at night. You also need to power the hydroponics themselves. Sun lamps, consuming 2900 W of power for 13 hours, are very power demanding. You need a mostly roofed room in order to control the temperature for heaters and possibly coolers. Sun lamps are required to grow crops in a roofed room. When making a "greenhouse", you must consider other plant needs. (but not heaters / coolers or power conduits). Resource cost includes generators and batteries shown A long solar flare will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.įull hydroponics setup vs 3 sun lamps, including power & resources. It is recommended to have batteries and/or alternative power sources in the case of breakdowns and conduit explosions. Power is absolutely critical to use, as plants will quickly die without it. The following plants can't be grown in a hydroponics basin: Once cost doesn't matter, hydroponics can be used in any biome to save space and therefore walking distance. Since soil is free, it is usually more cost effective to plant in more soil (when available) rather than build hydroponics. In terms of yield, 1 tile of hydroponics is equivalent to 2.8 tiles of regular soil. If there's plenty of fertile soil, then hydroponics can be useful, but more limited in scope. 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. (Toxipotatoes have a fertility sensitivity of 0% they grow no faster in hydroponics than they do in the ground). Of those, only psychoid receives any appreciable effect. Only psychoid plants and toxipotato plants can grow in a basin under pollution. However, most plants will rapidly die if the terrain becomes polluted, even in a basin. Pollution underneath does not lower the fertility of hydroponics. The following plants can be grown in hydroponics basins: 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".Ĭolonists will automatically plant only 1 type of plant per basin. The sun lamp is required to provide light in the absence of sunlight (due to the roof). 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. Hydroponics only provides soil fertility, so all other plant growth conditions must be met. Each basin has a cleanliness value of -3, making a large hydroponics farm a very "dirty" prospect. They can't be uninstalled, only deconstructed for half their value as usual. This is absolutely critical, as when unpowered, its plants will wither very quickly. In order to function, they require 70 watts of power, day and night. Hydroponics basins are placed on the ground, and work both indoors and outdoors. For example, rice gets the full 280% effect, while potatoes won't benefit nearly as much. The exact speed boost depends on the Fertility Sensitivity of the plant in question. They require 100 Steel, 1 Component, 2,800 ticks ( 46.67 secs) of work, and a Construction skill of 4.Ī powered hydroponics basin acts as a terrain with 280% soil fertility, twice that of rich soil. Hydroponics basins can be constructed once the Hydroponics research project has been completed.
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