This may cause problems to inexperienced players, as it's unrealistic and the game doesn't give a hint on why colony's animals stop grazing and starve, the plants seem perfectly normal upon close examination. This is obvious on trees, because it shows a new graphic with no leaves on it, but it actually applies to all wild(?) plants, including grasses.
Not growing.' If the temperature drops below -10 ☌ (14 ☏), the plant will either die or lose its leaves, depending on its type. The plant's info window will show 'Non-ideal temperature. Plants will not grow when the temperature falls below 0 ☌ (32 ☏) or rises above 58 ☌ (136.4 ☏). Plant growth rate drops by 10.0% for each degree Celsius below 10 ☌ (50 ☏), and by 6.25% for each degree above 42 ☌ (107.6 ☏). Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.įor normal growth rate, plants require temperature between 10 ☌ (50 ☏) and 42 ☌ (107.6 ☏). The table below lists the fertility of different terrains and other valid places to grow crops. (GRF(F)) Growth Rate Factor(Fertility) = (Fertility ÷ 100% − 1) × fertilityFactorGrowthRate + 1 Fertility table For such cases highly sensitive plants are preferable. Note: Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. In contrast, a plant with a of 1 will not grow so well if it is planted on anything less fertile than standard soil.
A plant with a of 0 will not care if it is planted on fertile soil or sand it will grow at the same rate on any terrain tile that will accept its roots. Ingame this is also denoted as "Fertility sensitivity". Most plants have a, which is used to determine how "picky" a plant is about how fertile its terrain needs to be. However, most Trees come out with a measly 30% Fertility. Most plants have a Fertility requirement of at least 50%. Different terrains or growing apparatus have different fertilities.
It does not affect the harvested yield from a plant, just the time to mature to that yield. It matters for both for growth speed and whether a plant will tolerate growing in poorer soil. Since Alpha 17, they leave ash on the ground when burnt.įertility is a measure of a location's efficacy for growing plants. Animals mostly graze on wild plants but will happily eat cultivated crops as well, including tamed animals. Some wild plants spread themselves via seeds. Wild plants grow naturally throughout the map. Cultivated plants are planted by colonists in a growing zone or a hydroponics basin, mainly for food. If you really want to know more about how things like this are working you want to dive into the world of "Procedural Content Generation" and check the link below for some specific seed information.Plants come in varieties that are either cultivated or grow wild.
#Rimworld seeds generator
As I said before with code being deterministic if you enter the same seed, it will generate the same random numbers, used by the same map generator to give you the same map. TLDR: So when you enter a seed, it is being fed into a random number generator that is used by the specific map generation code for that game to generate a map. On approach that I have seen is to seed the random number generator with the current time, so when you rerun a program it will be different because you are not running at the exact same second you ran it before.īut there is no reason that these seed values can not be provided by being typed in as is the case with Rimworld and Minecraft. So these different numbers it generates are used by the map generator and so you create a different map. When you provide a different seed value it changes the output completely. These algorithms can generate as-many random numbers as you like, but they would always be the same set of random numbers, because as I mentioned before computers are deterministic. In this way a different number can give you a different map.Ĭomputers cant just produce actual random numbers, but there are algorithms (computer code) that can generate "pseudo-random" numbers. For example some code might say if a number is odd then a square will be land and if it is even it will be water. Inorder to not generate the same world over and over again the world generator can use a random number generator. A bit of rough general information on how this usually works.Ī world generation is written for the game, computer code is deterministic, meaning that if you run the same code again with the same inputs it will give you exactly the same result.