Ultimate Farming Guide Rimworld 1.5

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A Comprehensive Guide to Advanced Farming. If you need it grown fancy, this video is for you. Farming has been in the game since the beginning, and with every major update or DLC, it becomes increasingly more and more important to the success or failure of a collony Yes, even a ranching ideal of obligate carnivores is going to have to plant some crops for the meat to eat. But it doesn't stop there. no, no, no. Farming puts clothes on your pawns. Backs. It heals their wounds. It makes them work harder and fight better. It can even catch bullets or In the case of randy, theres roach weeee :). It will be the catalyst to the end of your colony becoming an addictive scourge to overcome before the shadows and cannibals close in. Know that you know why you should be farming. It's actually quite easy to set up. Make sure you have a pawn, preferably a skilled one, set to growing and plant cutting in the work panel, then create a growing zone and an appropriately fertile patch of soil. Use the fertile overlay in the lower right of your screen and select which type of plant you want to grow. If you're new to the game, planting some rice in a fertile field followed by another plot of corn elsewhere. And then when the food is in the ground and growing. Follow up with a split plot of cotton and Heal Root a few steps to long term success. But then what's a plot? Which segways us into the advance portion of this guide. It all begins with a concept called granular ization, which was explained to me at length while I was tied to the chair by a my writer. And now I want to unsubscribe from my life. But my pain is your benefit. Basically, it's breaking up your big, sprawling, barely manageable farming zones into neat uniform growing zones or plots that cover an 11 by 11 cell area. These are admittedly a bit more complicated to set up at first, but are far easier to manage in the long run. Now, why is a plot exactly 11 by 11 cells? Because, according to my writer, That is the optimal safe size for a roofed room with no supports inside. It's also the maximum reach of a sun lamp, and not coincidentally, is also the perfect size for a hot house in cold climates. But more on that later, I promise. There is an exception to using plots. Of course, rich soil is going to be unevenly distributed and randomly placed while it's 140% fertility promises, an outsized gain to productivity that can't honestly be squandered in most circumstances, not even for the sake of ease or planning efficiency as such when it comes to rich soil and outdoor farming. Ignore the plot method with a clear conscience. Moving on. Now, before we go into specific techniques for farming, we still have some other things to cover in order to better understand why using plots is so good to do out on the rim, namely the twin scourges of farmers everywhere. Fire and blight. Fire is pretty straightforward without exception and Vanilla Rim World. All crops will burn if they're set aflame and you can lose days, perhaps even entire growing season and nearby buildings if it gets out of control. Blight, meanwhile, is far more dire because when it's afflicting a plant, that plant can't give any resources, regardless of its growth, progress further, it spreads rapidly to other plants with exceptions and won't stop without intervention, or until there is sufficient space between a healthy crop and a blighted one. The same applies, of course, to fire, except that fire can leapfrog across anything that's flammable. So you may be thinking the answer is simple Space out the plot so that each one can only be affected by a calamity at a time. And while that is intuitive and easy to do, I'm going to argue in this video to not do it, at least not with the plot system. The reason why is simple space to totally prevent fire and blight from spreading between plots. There needs to be a gap of force cells between each plot. This can very quickly spiral out of control in terms of the footprint that your colony needs to feed itself as it grows, as each plot further and further away adds at least four cells of walking distance. Time spent walking isn't time spent working or saving what can be saved. Instead, we use the magical combination of preparation and layout to mitigate our problems. Like always, Fire and blight don't pass through walls and they can't open doors. So instead of laying out highways between your plots, you can put up walls joining the plots through doors. Granted, it is an added labor cost for your builders and crafters, and it increases colony wealth. But the benefits can more than make up for any drawbacks, including making your farm as part of your base defenses. Yes. Yes. Bet you didn't expect to see a farming video having anything related to combat in it. But it's true. Raiders who fall in via Drop Pod will often find themselves isolated and having to break their way through. To get at your colonists If you include some arterial roads between your walled in plots and put up some mono directional firing positions against the walls, you'll have a ready made series of fallback points for when your kill boxes overrun. Not every colony you make is going to be in an equatorial temperate forest where the growing season never ends and the dirt is rich or even real dirt and in toxic fallout and events Or if a very unlucky combination of a cold snap and volcanic winter, you need to know how to farm indoors. Good thing you've planned ahead and put up all those walls now. As an aside, plants need sunlight. But that's not entirely true since the ideology DLC came out as inside of these unlit plots of arable dirt. You can now plant nutria fungus, crop that requires very little fertility 30% to grow well, grows without light, and only requires temperatures above freezing to keep growing. You just have to keep it in darkness or it will die, which isn't much of a barrier to cultivation if it is one at all. Since even a tribal start can begin mass cultivation of this fun loving fungus for any other light loving crop. However, you are going to have to research electricity and put up a sun lamp, which not coincidentally are going to efficiently light up. Those 11 by 11 plots, turn greenhouses. Now. We're going to take a quick break from the wonders of 11 by 11 rooms, to talk about fungal gravel introduced in the ideology DLC. It's available to tunnlers. And I can't emphasize enough that you don't really want to use it as intended. Well, the thing about fungal gravel is that it can only be placed underneath mountain. And what happens when you create big, dark, dirty areas that must be kept above freezing beneath the mountain? That's right. You get ants, big carnivorous territorial insectoids that can tear your ponds apart. So if you do intend to use fungal gravel, my advice is to use it only when you have to, and only for things that can both grow and minimal fertility and light. So really just fiber, corn or tinictoria which are hardly vital enough to be considered staple crops. Thankfully. Speaking of non staple crops, let's move on to trees and how to farm them indoors. Fortunately, since we've got the walls and roofing up already, this next tip is easy. Poke holes in the roof. No, really, the easiest way is to just designate the entire chamber as an arboreal growing zone and then poke holes where the trees should go, since that will automatically designate where trees can grow. Now, since a sunlamp doesn't reach every cell in the room and every tree is in a grow zone and prevents anything else from growing in a three by three exclusion zone, we need to get a bit creative in how we lay out our tree farm, in which case poke the roof, creating three rows of six space cells from the wall to wall in the center, while at the sides punch through five more holes at each side and you're done. So in a heater or two you'll have an indoor aroboreal or arborealtorium? or whatever it said to enjoy and explore it in even the coldest biome. And now the holy grail of advanced farming. That at least says my writer. But they are numbers nerd with good advice. So who am I to complain? With the biofuel refinery building, you can turn food into chem fuel. So not only are plants providing food, clothes, medicine, combat stims and mid-game armor, but they're also providing unlimited power. Now anyone can just grow a bunch of corn, chuck it into a refinery and call it a day. But you're not here for general advice. No, no, no. You want the good stuff? You want that sweet, sweet. Break even point for a sun lamp. Because if you know that you can plan ahead, manage your colony wealth, and exert more control over raids. Useful stuff. Let's begin. So first we need to quantify or put a number to a few things. How much food for your unit of chem fuel? The answer is in the refinery bill window. It's two units of food per unit of can fuel. Now, how much power does a unit of chem fuel produce per day? That answer is relatively simple. A chem fuel generator produces 1000 watts of power per day or 1000 watts a day. To produce that much power in a day requires consuming 4.5 chem fuel over the course of a day. So to get where we need to be, we divide 1000 by 4.5 and we get a total rounded to the nearest hundredth of 222.22 watt days of power per unit of chem fuel. Now, that number is important because if we think about it as a big pile of stuff needed to grow our crops, we can arrive at the break even point across any number of chem fuel generators. And why is that? Because rimworld is a game in which the laws of thermodynamics can have its pants pulled down, allowing us to laugh at its underwear. When grown in a hydroponics tray, rice takes about two days of growing time. Now, giving the off time for nights, a sun lamp will consume 3225 watt days of power before harvest. Each rice plant yields six rice when harvested at 100%. Yield or three chem fuel for 666.66 watt days of energy. 3225 divided by 366.66 equals about five hydroponic rice plants needed to be harvested to pay for themselves in terms of power costs. But as we know on the rim, a sunlamp can grow up to 100 plants at a time in full light and there is no waste to take care of or clear away. So now you see how silly this can get. Hydroponic Rice can yield over 19 times as much fuel as is needed to grow it with a single sunlamp and rimworld You can create energy from nothing. And I'm all here for it. Now. Okay, calm down. Okay? So it takes only five rice plants and a hydroponics tray to pay for itself. And that's about as power efficient as you're going to get. But of course, growing and harvesting rice every two days to power an entire colony is hardly going to be feasible unless you have dedicated slaves. Or better yet, small fleet of agirhand mechanoids. under your mechanitors control, since a mech that's doing nothing is just a waste of their energy supplies. At half the fertility of a hydroponics tray, rice and rich soil takes twice as long practically to grow, requiring ten plants to break even with a sunlamp. And when grown in regular soil, needs 15 plants to pay for themselves. But what about corn? Well, corn is perfectly viable compared to rice, because corn is the least work intensive crop. You can comfortably run a chem fuel operation with. You're starting three pawns and just one dedicated farmer. If you're growing corn for fuel, it just takes a little more space and you cant grow it in hydroponics and soil. You need nine corn plants and in regular soil you need only 14 plants under a sunlamp, which, if you remember, is marginally better than rice and regular soil with a drastically reduced work demand. Now let's talk about strawberries. Strawberries are kind of the odd crop out here in rimworld, being in an unhappy medium of fertility sensitivity and yield, plus the utility of eating them raw without a mood penalty is hardly worth the food poisoning risk. But what if I told you that unhappy medium was almost perfect for a standard colony? Powers needs. Strawberries grow perfectly fine in hydroponic trays, yield four chem fuel per harvest and take only four days to get there, meaning that they can break even at eight plants or just two hydroponic trays. Your farmers can still get other things done and it's very space efficient in rich soil. Strawberries get interesting in that they're more efficient than rice in rich soil, requiring just ten strawberry plants to break even. Yet that falls off in regular soil, requiring 17 plants to pay for their energy investment. Finally, we move on to potatoes and out of the four vanilla crops in rimworld, they are the weirdest in terms of their. Hold on. Let me see if I'm getting this right from the writer fertility curve. well, isn't that fun to say? Yes. Unlike the other crops, potatoes have a fertility sensitivity of 40%, which quickly speaking means that while potatoes are still going to grow faster in a hydroponic tray, it might not be worth it to grow them in such expensive conditions for fuel. As the break even point won't be shifted as much as other crops would. In trays it's pretty bad at ten plants. In fact, it's less than corn. In rich soil in rich soil. Potatoes are still worse than corn with a greater work demand at 14 plants. the minimized sensitivity means that regular soil isn't much worse with a break even point of 15 plants. However, potatoes are special in that out of the four crops theyre minimum fertility requirement as just 70%, and that 40% sensitivity means that it still grows at near the normal rate in minimally suitable soil, which means that the potatoes in poor soil only need 17 plants to break even. Which is exactly the same as strawberries in regular soil. Very useful as not even minimal. Growing conditions can hold you back from the heated rooms and automated defenses. All praise to the humble spud. Now, I hasten to tell you, all those numbers I threw at you, they're wrong and intentionally so, for the sake of usability over precision. After all, some slop in the systems needs to account for botched harvest changes and difficulty settings running the biofuel refinery and the fact that both pawns and bots need time to travel to get anywhere. As such, all of the break even points are actually overestimated, which means that each break even point actually produces a bit of excess food or chem fuel. What you do with that excess is up to you. But I have a fondness for high explosives myself.
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Channel: Noobert
Views: 77,279
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Keywords: Noobert, Rimworld, Rimworld 1.5, Rimworld anomaly guide, rimworld 1.5 guide, chemfuel, rimworld how to make chemfuel, rimworld how to farm
Id: 3iK6kI96iSY
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Length: 14min 39sec (879 seconds)
Published: Sat Mar 23 2024
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