Category:Plants

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Plants are crucial to survival. There are three main types of plants.

Plants are the main source of food production, keeping Beavers icon.png Beavers from Starving icon.png Starving, and improving their Well-Being icon.png Well-Being by satisfying their nutritional Needs. This improves their productivity and movement speed.


Naturally Occurring

Some Plants are common to both Factions icon.png Factions. They can be found naturally occurring from the start on maps:

  • Birch icon.png Birch: a quick-growing source of Log icon.png Logs,
  • Pine icon.png Pine: a source of pine resin and a medium growth speed source of Logs,
  • Oak icon.png Oak: a slow-growing but most efficient source of Logs, and
  • Blueberry (Bush) icon.png Blueberry Bushes: a slow-growing source of unsatisfying food - Berries icon.png Berries.

They can also naturally spread, see below.

Faction-specific Plants

More varieties of plants are available from the Plant crops icon.png Plant crops and Plant trees and bushes icon.png Plant trees and bushes tool groups.

Crops

They are planted and harvested by farmers working on Farmhouse icon.png Farms. They cannot naturally spread, see below.

Trees and Bushes

These are planted by Workers icon.png reforesters working at Forester icon.png Foresters, and harvested by Workers icon.png gatherers working at Gatherer Flag icon.png Gatherer Flags. They can also naturally spread, see below.

Mechanics

Irrigation

Plants require just the right amount of water. Too little and they die, too much and they also die. Plants can only survive on irrigated Terrain Block icon.png Terrain Blocks. Without irrigation, plants Drying icon.png dry out and eventually die. Plants can also die from Contaminated Terrain icon.png contamination or becoming Flooded Building icon.png Flooded.

The drought resistance, the number of days plants can survive without water, is indicated in the detail window when they are selected. Individual plants vary by +/- 10% from this stated figure.

Birch detail.png

An example plant detail window showing the drought resistance.


Aquatic plants require submersion in shallow water that is relatively uncontaminated. If the water dries up completely, they are affected by the Out of water icon.png Out of water status and start Drying icon.png Drying as well. They get a significant extra percentage bonus to their survival time if the block they are on, although not submerged, is still irrigated.

Aquatic plants can also die from Flooded Building icon.png Flooding when the water level exceeds the block they are planted in.

Growth

Plants take time to mature before they can be harvested for their resources. After maturity, plants with gatherable yields like Blueberry (Bush) icon.png Bushes, Pine icon.png Pine, Chestnut Tree icon.png Chestnut Trees, and Maple icon.png Maple take additional time to grow their yield. The yield halts until harvested, before growing again.

Plants do not require access to sunshine and can be grown under complete cover or underground.

Natural Spread

Mature Trees and Bushes on terrain that isn't marked for planting slowly spread to terrain that is:

  • orthogonally (non-diagonally) adjacent,
  • at the same height,
  • vacant (dead plants without harvestable materials count as vacant),
  • irrigated, and
  • not marked for planting.

The chance of a seedling spawning does not increase with additional surrounding plants.

Removing Plants

To remove plants, mark them with the Mark resources for demolition icon.png Mark resources for demolition tool. When marked, a Demolish icon.png Demolish icon appears above them.

👀 Note: Don't confuse this with the Unmark tree cutting area icon.png Unmark tree cutting area or Unmark tree cutting area icon.png Clear planting area tools. These tell Forester icon.png Foresters and Farmhouse icon.png Farmhouses to not create plants in the selected area and do not remove existing plants.


Ensure Unreachable Object icon.png Builders can reach the targets.

👀 Note: Builders only sense work within 10 tiles of a Path icon.png Path connected to their District Center icon.png District. Farmers, gatherers, and lumberjacks have a greater range. You might need to temporarily demolish plants closer to a path and extend the path closer. After the target plants are removed, demolish the path extension and remark the area for planting.


However, dead vegetation (trees that died before they could mature, stumps, and dead bushes and crops) can be built over as-is. To quickly remove lots of them, build Path icon.png Paths or Dynamite icon.png Dynamite over them, then use Demolish buildings icon.png Demolish buildings on those.


Heights

Plant heights.png

Statuses Relating to Plants

The following statuses appear on plants in certain situations, addressing them is crucial in keeping plants alive. Wilting plants stop maturing.

Drying

Drying icon.png

When the terrain the plants are growing upon is no longer irrigated, they wilt and can die. When selected, Drying icon.png Drying plants indicate their time to death in their detail window. If water is not given in time, the plant dies, losing all of its produce and will need to be replaced and regrown again.

Trees that have reached maturity before dying will lose all of its secondary produce, but can still be able to be harvested for Log icon.png Logs by Lumberjack Flag icon.png Lumberjacks

Out of water

Out of water icon.png

This is an additional factor unique to aquatic plants. Aquatic plants no longer standing in water are Out of water icon.png Out of water and start wilting even if the terrain is irrigated. Care should be taken to control the water and contamination levels. Neither let them dry up nor let the water levels rise too high.

Contaminated

Not to be confused with Contaminated icon.png Contaminated, the beaver injury.

Fluids icon.png Badwater is harmful to living things. When flowing water is above 50% contamination, it contaminates the nearby terrain. Contaminated terrain lasts briefly after contamination levels drop. Plants on contaminated terrain start to wilt. Their detail windows show Contaminated Terrain icon.png Contaminated Status Icons. Similar to Drying icon.png Drying, contaminated plants indicate their remaining survival time when selected, but on a much quicker deadline.

Contaminated Terrain icon.png

Terrain contamination is not affected by adjacency. 100% contamination (pure Badwater) reaches a maximum distance of seven blocks, regardless of the size of the source. Steps up in elevation decrease the distance by five blocks, and like with irrigation, steps down in elevation do not affect the distance.

Contamination Barrier icon.png Contamination Barriers and Irrigation Barrier icon.png Irrigation Barriers contain the spread of Contaminated Terrain, or keep Badwater away from plants through Terraforming.


Flooded

Flooded Building icon.png

Plants can become Flooded Building icon.png Flooded. Land plants wilt when water starts flowing on the terrain they stand on. Aquatic plants wilt when the water level rises above one block. If not fixed, the plants die from overwatering.


List of Plants

Blueberry (Bush) icon.png Bushes Tab Faction Workplace Natural
Spread
Rate [a]
Time to
Maturity
Production icon.png
Time to
Harvest
Production icon.png
Produces
Blueberry (Bush) icon.png Blueberry (Bush) Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.2 12 days 12 days Berries icon.png Berries
Dandelion (Bush) icon.png Dandelion (Bush) Plant trees and bushes icon.png
Unique to the Folktails faction 
Forester icon.png Forester 0.1 3 days 3 days Dandelion icon.png Dandelion
Coffee Bush icon.png Coffee (Bush) Plant trees and bushes icon.png
 Unique to the Iron Teeth faction
Forester icon.png Forester 0.2 9 days 3 days Coffee Bean icon.png Coffee Beans
Trees icon.png Trees Tab Faction Workplace Natural
Spread
Rate [a]
Time to
Maturity
Log icon.png
Time to
Harvest
Production icon.png
Produces
Birch icon.png Birch Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.3 7 days -- Log icon.png Logs
Pine icon.png Pine Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.3 12 days 7 days Log icon.png Logs, Pine Resin icon.png Pine Resin
Maple icon.png Maple Plant trees and bushes icon.png
Unique to the Folktails faction 
Forester icon.png Forester 0.1 28 days 12 days Log icon.png Logs, Maple Syrup icon.png Maple Syrup
Chestnut Tree icon.png Chestnut Tree Plant trees and bushes icon.png
Unique to the Folktails faction 
Forester icon.png Forester 0.3 24 days 8 days Log icon.png Logs, Chestnut icon.png Chestnuts
Mangrove Tree icon.png Mangrove Tree Plant trees and bushes icon.png
 Unique to the Iron Teeth faction
Forester icon.png Forester 0.3 10 days 10 days Log icon.png Logs, Mangrove Fruit icon.png Mangrove Fruits
Oak icon.png Oak Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.1 30 days -- Log icon.png Logs
Crops icon.png Crops Tab Faction Workplace Time to Harvest Produces
Production icon.png Beehive icon.png
Carrot (Crop) icon.png Carrot (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 4 days 2.8 days Carrot icon.png Carrots
Sunflower (Crop) icon.png Sunflower (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 5 days 3.5 days Sunflower Seeds icon.png Sunflower Seeds
Potato (Crop) icon.png Potato (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 6 days 4.2 days Potatoes icon.png Potatoes
Wheat (Crop) icon.png Wheat (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 10 days 7.0 days Wheat icon.png Wheat
Cattail (Crop) icon.png Cattail (Crop) Crops icon.png
Unique to the Folktails faction 
Aquatic Farmhouse icon.png Aquatic Farmhouse 8 days 5.6 days Cattail Root icon.png Cattail Root
Spadderdock (Crop) icon.png Spadderdock (Crop) Crops icon.png
Unique to the Folktails faction 
Aquatic Farmhouse icon.png Aquatic Farmhouse 12 days 8.4 days Spadderdock icon.png Spadderdock
Kohlrabi (Crop) icon.png Kohlrabi (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 3 days -- Kohlrabi icon.png Kohlrabies
Canola (Crop) icon.png Canola (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 5 days -- Canola Seeds icon.png Canola Seeds
Cassava (Crop) icon.png Cassava (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 8 days -- Cassava icon.png Cassavas
Soybean (Crop) icon.png Soybean (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 9 days -- Soybean icon.png Soybean
Corn (Crop) icon.png Corn (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 10 days -- Corn icon.png Corn
Eggplant (Crop) icon.png Eggplant (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 12 days -- Eggplant icon.png Eggplant

[a] Spread rate: higher number is more frequent; only Blueberry Bush icon.png Blueberry Bush, Birch icon.png Birch, Pine icon.png Pine, and Oak icon.png Oak are naturally occurring in the map at the start of the game.

Subcategories

This category has the following 3 subcategories, out of 3 total.

B

C

T

Pages in category "Plants"

This category contains only the following page.