How to Plant Healroot in RimWorld | Sowing Checker + Greenhouse Tool
Plant Healroot Without Guesswork
Healroot only looks mysterious until you line its checks up in order: Plants 8, a valid grow spot, Allow sowing on, enough warmth, and usable light. This page turns the local Core defs and plant code into a pass/fail checker, a first-harvest estimate, and a one-lamp greenhouse cheat sheet.
Plant_Healroot, HydroponicsBasin,
SunLamp, and Plant.cs.
Fastest fix order
- Use a grower with Plants 8.
- Set the zone or basin to Healroot.
- Make sure Allow sowing is on.
- Keep the tile above 0C and lit.
- If winter blocks you, move indoors under a sun lamp.
Can I Sow Healroot Right Now?
The pass/fail logic follows the local healroot def and the cultivation checks in Plant.cs.
Use it to catch the usual mistakes before you blame priorities or pathing.
growDays 7 adjusted only by the selected fertility tier.harvestYield = 1 per mature healroot plant.2900W sun lamp plus 70W for each basin you actually place.Blockers to fix
Pick The Fastest Start Route For Your Map
Outdoor field
Best when the growing season is already open and you have a grower who can plant immediately. This is the fastest way to get the first batch started without spending steel or components.
- Use regular soil or rich soil.
- Set a small zone first, not a giant field you cannot finish sowing.
- Great in temperate forest and boreal forest starts.
fertility 1.0 normal soilfertility 1.4 rich soilGreenhouse on soil
Use this when the outdoor season is closed but you still want low-cost production. A sun lamp keeps the crop lit; heaters keep it above freezing.
- One sun lamp is the expensive part:
2900W. - Ground healroot still needs
fertilityMin 0.7. - Build it before the cold snap, not during one.
specialDisplayRadius 5.8basePowerConsumption 2900Hydroponics room
Use hydroponics when your colony can afford power and you want stable herbal medicine output no matter the season. Healroot supports the hydroponic sow tag directly.
- Each basin has
fertility 2.8. - Each basin also burns
70Wcontinuously. - You must unlock the Hydroponics research first.
100 steel + 1 componentsowTag HydroponicOne Sun Lamp Room: Coverage + Power Math
The lamp diagram below marks the usable light circle from the local specialDisplayRadius 5.8.
Use it to rough out a compact greenhouse or a 20–24 basin hydroponics room before you start laying power.
11 x 11 room with one sun lamp
- Ground greenhouse: same lamp, lower power, slower growth than hydroponics.
- Hydroponics room: faster growth, but a power cut kills crops fast.
- Keep heaters and batteries on the same circuit plan, but count them separately from the baseline shown here.
Requirements, Growth Inputs, and Wild Biomes
sowMinSkill 8, a zone or grower set to healroot, and a surface that satisfies the plant's sow tag.PlantBase, which is why healroot will not sow on low-fertility junk tiles.| Check | Local value | What it means in play |
|---|---|---|
| Grower skill | sowMinSkill 8 |
No Plants 8 grower means no sowing, even if everything else is correct. |
| Base crop time | growDays 7 |
That is the clean baseline before fertility and environment change the rate. |
| Harvest output | harvestYield 1 |
Every mature plant becomes one herbal medicine pack. |
| Ground fertility floor | fertilityMin 0.7 |
Bad soil can block sowing before temperature or season even matter. |
| Hydroponics support | sowTags Ground + Hydroponic |
Healroot works in basins if you build and power them. |
| Hydroponics research | Hydroponics on the basin, not on healroot |
Ground healroot has no separate research lock in the local def. |
| Biome | Wild healroot weight | Practical read |
|---|---|---|
| Boreal forest | 0.16 |
Best local file weight among the core biome entries checked here. |
| Temperate forest | 0.05 |
Nice bonus supply, but you still want a planted patch quickly. |
| Temperate swamp | 0.05 |
Wild patches can help, but swamp pathing still makes harvesting annoying. |
| Tundra | 0.05 |
Wild pickup exists, but protected growing matters more than scouting. |
| Cold bog | 0.05 |
You can find it, but a warm greenhouse is still the real answer. |
The Questions That Usually Stall A First Crop
Why will my colonists harvest but not sow?
Because the zone can still be set up incorrectly: Allow sowing may be off, the crop may not actually be set to healroot, or nobody on the map has Plants 8.
Do I need a research project before I can plant healroot?
Not for ground planting. The local healroot def does not declare a sow research prerequisite. Only the hydroponics basin itself carries the Hydroponics research gate.
Can I grow healroot in hydroponics?
Yes. Plant_Healroot includes the Hydroponic sow tag, and the basin uses sowTag Hydroponic, so the tags line up directly.
What actually changes growth speed?
The plant code applies separate fertility, light, and temperature multipliers. Rich soil and hydroponics help, but dark or freezing tiles can still shut progress down.
The Exact Core Values Behind This Page
Show the local defs and code paths used here
/game/Data/Core/Defs/ThingDefs_Plants/Plants_Cultivated_Farm.xml Plant_Healroot growDays = 7 sowWork = 800 sowMinSkill = 8 sowTags = Ground, Hydroponic HealrootBase harvestedThingDef = MedicineHerbal harvestYield = 1 /game/Data/Core/Defs/ThingDefs_Plants/Plants_Bases.xml PlantBase fertilityMin = 0.7 fertilitySensitivity = 1.0 /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml HydroponicsBasin fertility = 2.8 basePowerConsumption = 70 researchPrerequisites = Hydroponics /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Furniture.xml SunLamp overlightRadius = 7.0 basePowerConsumption = 2900 specialDisplayRadius = 5.8 /game/Source/RimWorld/Thing/Plant/Plant.cs GrowthPerTick uses def.plant.growDays and GrowthRate GrowthRateFactor_Fertility / Light / Temperature all apply Cultivated plants count when inside Zone_Growing or on a SupportsPlants building