When you have access to deep drills and fabrication, you can easily afford the steel and component cost. Due to their reduced space, it takes less travel time, which makes work more efficient and defense easier. In the late game, hydroponics have a few advantages. Therefore, hydroponics are best used when growing space is limited, like inside a mountain or in an ice sheet. However, the lamps would end up taking up more space. If your only goal is to grow crops during the winter, then placing multiple sun lamps without hydroponics is more resource efficient than using hydroponics. Even when considering batteries, heaters, and the 80 for sun lamps themselves, making more sun lamps is more efficient than building hydroponics for 1. 4 solar generators are enough to power those lamps, and would only cost 400 Steel, 12 Components. I did the math for plants that can be grown in 60 light using hydroponics: Rice - lives for 7.34 days - grows in 5.33 days Psychoid - lives for 20.52 days - grows in 14.87 days Smokeleaf - lives for 20.52 - grows in 14. You could instead make and power 2 more sun lamps. So basically the only way to grow things indoors without a sun lamp is using hydroponics.This does not count the extra 1680 W of power required for those basins. The 24 hydroponics basins would cost 2400 Steel, 24 Components for a total of 2.8 sun lamp's worth of growth.It is more cost effective to grow on soil, assuming you have soil available. You can grow crops indoors with or without hydroponics basins. As these roofs will let in sufficient natural sunlight in most biomes, there is no need to place a sun lamp inside tree greenhouses.ĩ6% hydroponics, tightly nested together. They may only be grown in greenhouses with roofs open in a grid pattern, and those leak a lot of temperature-controlled air. Solar flares will cut the power, so prepare a shelf with emergency wood to build campfires to keep the room temperature above -10 ☌ (14 ☏) (below which most plants will rapidly die).Īs they cannot be grown under roofs, trees such as pine, birch, saguaro or cocoa trees may not be grown in completely closed greenhouses. Double-width walls provide more insulation against temperature changes, and potentially save on heater/cooler costs. Even in an "year-round" growing season, unpredictable events such as toxic fallout and volcanic winters can disrupt plant growth. In extremely hot biomes, you might need coolers to grow during in the summer. This allows plants to grow in the winter, when used with a heater. There are 10 empty tiles per sun lamp, half as many as in a simple grid pattern.Ī sun lamp's main purpose is to create growing zones indoors, often called greenhouses. It was just good enough to grow the food I needed during the winter, and as luck would have it, I was hit with a blight after I had stockpiled enough food to make 5 days' worth of meals.An efficient pattern to fit multiple sun lamps together. One of my colonies was in a desert.a cold desert not much fertile ground to work with, but I had about a 7x9-ish patch that was 70% fertile, with a few 100% tiles mixed in as well. If you have a nice-sized patch of 140% fertile ground to work with, that's a huge bonus. If it's not too cold, a single campfire or heater will adequately keep my greenhouse warm enough for crops to grow.īottom line, you need to keep the greenhouse from dropping below 20F or else your plants will die, and 50F+ for them to grow. I keep my greenhouse warm either with campfires or heaters, depending on which resource (wood vs electricity) if more available I tend to use campfires if wood is not scarce since a solar flare or ZZZT! event will knock out your heater. I build a 13x13 room and put a sunlamp in the middle, then choose what I want to grow. As long as you have a 12x12 area of fertile ground (even 70%), you can grow food. It's fairly easy to grow crops during the winter.
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