How to Make Hydroponics in RimWorld | Layout + Power Planner
Year-round food, stable power, no crop deaths
How To Make Hydroponics In RimWorld
Build one reliable room, keep the lamp fed, hold the right temperature, and pick crops that recover fast after outages.
This page leads with the 11×11 setup, the 20–24 basin layouts, the sun lamp power math,
the temperature plan, and the fixes for common failures.
1 lamp + 24 basins under bright light
2900W lamp + 70W per basin
21°C target room temp
Rice first at 1.98d grow time
Quick Solution
Power Table
Layout Diagram
Crop Picks
Troubleshooting
At-a-glance setup
Start here
Room
11×11
One centered sun lamp with room for 20–24 basins.
Peak draw
4580W
Full 24-basin room during lamp-on hours.
Night draw
1680W
Basins keep pulling power after dark.
Starter crop
Rice
Fastest stable food cycle for a new room.
24 BasinsBest tile efficiency
21 BasinsBetter planter pathing
2 Solar + 2 BatteriesSafe default power pair
1–3 Heaters/CoolersDepends on biome
Build priorities
Guide
Layout24-basin max yield and 21-basin walkway variant
Power2 solar + 1–2 batteries or geothermal backup
SafetyFix lamp outages, stalled growth, and dusk brownouts fast
Also included
Extras
Biome cardsIce sheet, desert, and mountain base playbooks
ToolsPlanner link, mod notes, and patch timeline
FAQAnswers for sterile tile, basin limits, and crop deaths
Quick solution
Build one room that stays alive
Fast answer
Build this first
Research Hydroponics, then place 1 sun lamp in an 11×11 interior.
Fill the bright area with 20–24 basins. Keep a walkway if planter travel is slowing sowing and harvest.
Feed the room with 2 solar generators + 1–2 batteries at minimum, or anchor it to geothermal.
Hold temperature near 21°C / 70°F and plant rice first.
Materials
Layout
Power
Temperature
Crops
What you need
| Item | Purpose |
|---|---|
| 1 × Sun lamp | Provides the bright-light footprint that the basins depend on. |
| 20–24 × Basins | Compact year-round growing space inside the lamp radius. |
| 2 × Solar + 1–2 × Batteries | Smooths out dawn, dusk, and short weather dips. |
| 1–3 × Heater/Cooler | Keeps the room inside a safe growth range for your biome. |
Layout
24 basins for output, 21 basins for smoother pathing
Blueprint
Room blueprint
24 Basin Max Yield
21 Basin Fast Pathing
Planner Copy
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Center the lamp exactly. A small offset is enough to leave a band of weak growth on the far side of the room.
Placement notes
24 basins
Best tile efficiency when your growers are fast and the harvest route is short.
21 basins + walkway
Better for lower-skill colonies, larger farm blocks, and slower pawns.
Shelves and kitchen
Put shelves near the door and keep the kitchen one room away to cut hauling time.
Planner link
Place a secondary planner button under the diagram for quick room sketching.
Power and temperature
Power the lamp safely and keep the room inside the growth range
Critical
Power budget
Safe default room
1 sun lamp, 24 basins, 2 solar generators, 2 batteries, hidden conduits, and a reserve line you can isolate.
Peak day
4580W
Lamp plus 24 basins while the lamp is active.
Night base
1680W
Basins stay hungry when the lamp turns off.
Average
2435 Wd
Best value for long-run generation sizing.
| Basins | Average draw | Recommended generation |
|---|---|---|
| 12 | ~2015 Wd | 2 × solar + 1 battery |
| 20 | ~2295 Wd | 2 × solar + 2 batteries |
| 24 | ~2435 Wd | 2 × solar + 2 batteries or 1 geothermal + 1 battery |
Peak day = 2900 + 70 × N
Peak night = 70 × N
Average = 1595 + 70 × N
Generation target = room average + margin for benches and dusk spikes
Temperature by biome
Temperate forest
1 heater for cold snaps, 1 cooler for heat waves. Hold the room near 21°C.
Desert / Arid
2 coolers on opposite walls. Intake from a corridor and exhaust outside.
Tundra / Ice sheet
2–3 heaters, double walls, and an airlock. Geothermal makes this much safer.
Mountain base
Natural insulation helps, but overhead mountain blocks transparent-roof greenhouse tricks.
Crops and failures
Plant the right crop first and fix the top failure states quickly
Recovery
Crop picks
| Crop | Best use | Notes |
|---|---|---|
| Rice | Fastest food, ~1.98d grow time | Best first crop for a new hydro room. |
| Strawberries | Raw edible fallback | Useful when cooking labor is tight. |
| Healroot | Medical security | Switch in after the food buffer is stable. |
| Cannot grow | Corn, Devilstrand, Haygrass | Keep these on soil or greenhouse plots instead. |
Rice first
Healroot later
Corn blocked
Devilstrand blocked
If something breaks
Lamp won’t turn on
Check daytime headroom, switches, and whether the battery line has any charge left.
›
Plants stall near 50–60%
Look for a misaligned sun lamp radius or a room that drifted outside the safe temperature band.
›
Night brownouts kill crops
Add another battery, reduce competing loads, or isolate a reserve grid for the farm.
›
Solar flare or blight
Harvest early if needed and clear infected plants fast before the compact room spreads the damage.
›
Decision support
Use hydro where it wins, skip it where soil is cheaper
Advanced
Hydroponics vs greenhouse
Hydro wins when
You are in ice sheet, mountain, desert, or toxic conditions.
Space efficiency matters more than steel and components.
You want year-round food behind your defensive core.
Soil / greenhouse wins when
You already have strong soil and a long growing season.
You want lower capital cost and less power fragility.
You need crops that basins do not support.
Biome playbooks
Ice Sheet
Put the first room near a geyser. Start around 16 basins, then scale up after warm clothing is stable.
Desert
Use coolers aggressively and keep heat exhaust away from your service corridor.
Mountain Base
Mirror two rooms around a kitchen corridor to cut hauling and protect the food chain.
Shelves by door
Kitchen next-door
Reserve grid
Walkway for speed
Tools and context
Planner access, mod notes, and the current 1.6 timeline
Support
Tools and mods
RimWorld Planner
Sketch 11×11 interiors before spending steel and components.
Growing Zone Priorities
Helps keep sowing and harvesting organized across multiple rooms.
Normal Light Growth
Useful for low-power runs. Keep it clearly separated from vanilla rules.
Greenhouse-ish
Transparent-roof alternative for modded indoor farming.
Related guide
Power that never fails: batteries, solar, and reserve banks.
Related guide
Greenhouse without a sun lamp for soil-based indoor farming.
Recent 1.6 timeline
2025-07-11
Odyssey + 1.6 stable release
Sets the modern baseline for the numbers shown on the page.
2025-07-29
1.6.4535 bugfixes
No hydro stat shifts, so the layout and power guidance stay the same.
2025-08-28
1.6.4566 update
General stability improvements without changing the room recipe here.
2025-10-31
1.6.4630 release
Confirms that the hydro setup remains current in the latest 1.6 cycle.