

Also, if you don't have a chemfuel setup going, power also becomes an issue and it would be more valuable to reduce the number of setups to conserve power and grow rice. If you're limited by steel or space for hydroponics, rice is best for providing the most nut per setup. The 24 setup is the max num of hydroponics you can fit under 1 sunlamp and 20 is a layout I personally like. Wattd/Nut: Power consumed to provide 1 nutritionįor a base that's running off of chemfuel and hydroponics bay providing the chemfuel, I calculated the efficiency that hydroponic setups would have. Pawn HRs/day: Pawn Work/day in terms of in-game hours Nut/work: Nutrition provided by each work a pawn does. Work/day: Pawn work needed each day to keep setup going including work to make chemfuel Net Nut/day: Nut/day minus the power cost in the form of chemfuel Nut/day: Nutrition provided by 1 hydroponics setup each day >=40/60: CORN, HAYGRASS, POTATO, STRAWBERRY, RICE Corn is work efficient but very risky to grow and while you may be able to get 1 harvest off in a 20/60 biome it doesn't leave much room for mistakes and may in the end cost you pawn work.ģ0/60: HAYGRASS, POTATO, STRAWBERRY, RICE My personal recommendation is to pick a crop that you can get at least 2 or 3 harvests in a year in your biome. There are risks to the game and events such as cold snap, toxic fallout, fires, etc will destroy crops. HOWEVER, the important thing to take away from this chart is the # harvests per year based on the biome. In actuality, growth time and plant yield were balanced so that regardless of the crop you would need the same amount of space to grow the same amount of nutrition. I expected plants with a longer growth time needed more space. The differences in space needed for each crop was quite minute contrary to my own expectations and differed by growth period. So based on how many times you can harvest I calculated the tiles needed to provide 60 nutrition in a year. These values are based on 100% soil fertility and 100% light levels. Above 70% the crop approx yields a percentage of the crops yield based on the plant's growth.

So any harvest growth that's below 70% has been rounded down. A crop doesn't yield any ingredients if its below 70%. Based on the crop's real growth days and biome, I calculated the number of times you could harvest in one year.
