Farming

There are 9 food, 5 decorative, and 7 industrial plants in the game.

For the food plants, simple, minimal-sized farms have been assembled, taking into account the coverage of 1 auto-sweeper. They can all work without one, but the auto-sweeper greatly reduces the labor of the dupes.

The automation principle outlined in the article on Sleet wheat can be applied to any of the farms. It consists of restricting the access of the dupes to the farm, during the growth phase of the plant. This essentially frees the dupes from the routine of taking care of the plants.

Farms can be supplemented with a farm station. With it, the farmer will be able to prepare a micro-fertilizer from the fertilizer, which, once applied to the plant, will reduce its growth time by half by 1 cycle. The farmer station consumes 5 kg of fertilizer at 1 time.

For farms, the yield per 1 harvest and the yield per 1 cycle for the finished dish and the cost per 1 cycle will be given. Quality is given for a dish with minimum cooking costs (usually on an electric grill).

As a result of the tests we got the following final table:

This table shows the plants from Spaced Out! Plants are shown in different stages of growth, from sprouting to ready to harvest.

Mealwood

 * Temperature, °С: 10…30
 * Atmosphere: О2, polluted О2, CO2
 * Fertilizer: dirt, 10 kg
 * Growth Speed, cycles: 3
 * Harvest: 1 Meal lice 600 kcal. Quality: -1
 * Yield per cycle: kcal (Liceloaf. Quality: 0)

An unpretentious, fast-growing plant, available from the start. On a microbial converter, from its fruit and 50 kg of water, a Liceloaf can be made, with 1700 kcal and a quality of "0".

Waterweed

 * Temperature, °С: 22…65
 * Atmosphere: water, salt water
 * Irrigation: salt water, 5 kg
 * Fertilizer: bleach stone, 0,5 kg
 * Growth Speed, cycles: 12
 * Harvest: 12 Lettuce 400 kcal. Quality: 0
 * Yield per cycle: kcal

Occurs in Tide pool biome. Grows submerged in water or saltwater (50 kg/cell is sufficient). Requires irrigation with salt water and feeding with bleach stone.

Eaten raw with quality 0 or as a complex dish: Mushroom wrap (quality +4) and Frost burger (quality +6).

Bristle Blossom

 * Temperature, °С: 5…30
 * Atmosphere: О2, polluted О2, CO2
 * Illumination: needed
 * Irrigation: water, 20 kg
 * Growth Speed, cycles: 6
 * Harvest: 1 Bristle berry 1600 kcal: Quality: 0
 * Yield per cycle: kcal (Gristle berry. Quality: +1)

An unpretentious, fast-growing plant that requires light and consumes quite a lot of water. On the grill can be cooked into a Gristle berry with 2000 kcal and +1 quality. Recommended.

Also found as part of a complex dish - Stuffed berry (quality +4).

Dusk Cap

 * Temperature, °С: 5…35
 * Atmosphere: carbon dioxide
 * Fertilizer: slime, 4 kg
 * Growth Speed, cycles: 7,5
 * Harvest: 1 mushroom 2400 kcal. Quality: 0
 * Yield per cycle: kcal (Fried mushroom. Quality: +1)

Fast-growing. Grows only in an atmosphere of CO2. That's why the door is raised two cells higher - so the dupes will have something to breathe and for the Dusk cap will be the right atmosphere.

In addition to Fried mushrooms, Mushroom wrap (quality quality +4). A good alternative to Bristle berry.

Nosh Sprout

 * Temperature, °С: -25…0
 * Atmosphere: any
 * Irrigation: ethanol, 20 kg
 * Fertilizer: dirt, 1 kg
 * Growth Speed, cycles: 21
 * Not edible in raw form
 * Harvest: 12 Nosh bean, 3600 kcal
 * Yield per cycle: kcal (Tofu, 6 beans. Quality: +2)

Occurs in the rust biome, and it is present only on the asteroids: Rime, Verdante, Arboria, Badlands, and Aridio. Of other difficulties - low temperature, long growth time and inedible without cooking fruit. It can also be cooked into Spicy tofu (quality +5).

Sleet Wheat
Wheat grains can be found in Forest biomes that are not found on asteroids: Verdante, Aridio, Oasisse. Requires low temperature, takes a long time to grow, consumes a lot of water, but gives the best caloric value with food quality (+2) of all grilled plants.
 * Temperature, °С: -55…5
 * Atmosphere: О2, polluted О2, CO2
 * Irrigation: water, 20 kg
 * Fertilizer: dirt, 5 kg
 * Growth Speed, cycles: 18
 * Not edible in raw form
 * Harvest: 18 Sleet wheat grain (one of them will be needed for planting), 1200 kcal
 * Yield per cycle: kcal (Frost bun, 3 grains. Quality: +2)

The Frost sleet Farm was discussed in this article. Here is a simpler version. The walls are insulated tile, the door is raised for the purpose of slightly less heat transfer. If it will be warm around the farm (+20°C and above), a normal water lock will be needed.

Pincha Pepper

 * Temperature, °С: 35…85
 * Atmosphere: any
 * Irrigation: polluted water, 35 kg
 * Fertilizer: phosphorite, 1 kg
 * Growth Speed, cycles: 8
 * Not edible in raw form
 * Harvest: 4 Pincha peppernut, 4400 kcal
 * Yield per cycle: kcal (Stuffed berry, 2 grains + Gristle berry. Quality: +4

Requires elevated temperatures. The most difficult recipe for cooking, requiring a Gas range, Gristle berry, which before must be cooked from the usual Bristle berry on the grill.

But the greatest caloric value and the highest quality (+4).

Wheezewort

 * Temperature, °С: -60…95
 * Atmosphere: any
 * Fertilizer: phosphorite, 4 kg
 * Purpose: cooling

The Wheezewort is designed to cool the atmosphere around it. It can grow in any atmosphere, but is most effective in a hydrogen atmosphere.

Schemes with it were used in cooling oxygen, water and many others.

Thimble Reed
When harvested, yields fiber that can be used to make a Snazzy Suit, Cool Vest, Warm Sweater (4 fibers), an atmosuit (2 fibers), or an insulator (5 fibers for every 100 kg).
 * Temperature, °С: 22…37
 * Atmosphere: О2, polluted О2, CO2
 * Irrigation: polluted water, 160 kg
 * Growth Speed, cycles: 2
 * Harvest: 1 Reed fiber

Grows fast, consumes a shitload of polluted water. Reasonable to use in a Lavatory, instead of a closed loop system, which is what was described in the "Plumbing" article.

Arbor Tree

 * Temperature, °С: 15…40
 * Atmosphere: any
 * Irrigation: polluted water, 70 kg
 * Fertilizer: dirt, 10 kg
 * Growth Speed, cycles: 4,5 (+ branch growth time)
 * Harvest: 1500 kg lumber for 1 harvest or 1000 kg per cycle

Occurs in the forest biome, which does not exist on the asteroids: Terra, Oceania, Volcania, Badlands. Branches are used in a Wood burner or ethanol distiller. Its use is discussed in the articles "Perpetuum Mobile" and "Pip farm".

Oxyfern

 * Temperature, °С: 0…40
 * Atmosphere: carbon dioxide, 0,625 г/цикл
 * Irrigation: water, 19 kg
 * Fertilizer: dirt, 4 kg
 * Производит: 31,25 g of oxygen

Available from the start as a source of oxygen and CO2 scrubber. It takes 3.2 plants per dupe. Not the best option for oxygen supply, as it does not reproduce and is not present on all asteroids. It was discussed in detail in the article "Get Oxygen".

Dasha Saltvine

 * Temperature, °С: -25…50
 * Atmosphere: chlorine
 * Fertilizer: sand, 7 kg; chlorine, 3,6 kg
 * Growth Speed, cycles: 6
 * Harvest: salt, 50 kg (75 kg/cycle)

Balm Lily

 * Temperature, °С: 35…85
 * Atmosphere: chlorine
 * Growth Speed, cycles: 12
 * Harvest: 2 Balm lily flower (1,3 flower/cycle)

Both plants are useless. Salt is a byproduct of the desalter, and the original salt water is on all asteroids in infinite quantities (salt water geyser). Balm lily + 1 kg of phosphorite can be used to make a Medical pack. But since this article is designed more for beginner players, you are unlikely to need a Medical pack.

The scheme is the same for both plants, since the requirements are similar: elevated temperature and chlorine atmosphere.

Gas Grass

 * Temperature, °С: -273,2...75
 * Atmosphere: any
 * Illumination: at least 20,000 lux
 * Irrigation: liquid chlorine, 0,5 kg
 * Growth Speed, cycles: 8
 * Harvest: 1 Gas grass

Gas grass has no other use except to feed Gassy Moo. The Gassy Moo itself is useless little more than completely - it does not spawn, you have to bring it in from the asteroid every time, which will cost more than the fuel spent to fly it. Gas Muu gives only 5 kg of natural gas per cycle.

Gas grass requires a lot of light. It is not profitable to keep it under a sun lamp, and under sunlight, given the meteor showers and night, it grows 2 times slower than it could be. In addition, it requires irrigation with liquid chlorine.

Decorative plants
The screenshot, from left to right, shows the following decorative plants: Buried Muckroot, Hexalent, Mirth Leaf, Buddy Bud, Bluff Briar, Jumping Joya, Sporechid. Buried muckroot and Hexalent are actually edible plants, but it is not possible to grow them on the farm. Digging up Buried muckroot yields Muckroot, with a nutritional value of 800 kcal, and digging up Hexalent yields a fruit of 6400 kcal. Both with a "-1" quality.

The rest of the decorative plants (except Sporechid) give +26 decor in a 5 cell radius. Sporechid increases decor by 80 in a radius of 7 cells and releases "Zombie Spores" microbes into the atmosphere, which, when inhaled, reduce all attributes of the dupes by 10 for 27 cycles. This is why it is surrounded by glass tiles. Edible plants also change the decor by +10...15 (most), by +25 Gas grass, and by -10 Mealwood.

Bristle blossom and Buddy Bud also release germs "Floral Scent" and dupes, passing by will get the "Smelled Flowers" buff (-5% stress), except for allergic, who will get the "Allergic reaction" debuff.

Farming
Almost all critters require a room of a certain size, with at least 8 cages for Pacu, 16 cages for Puffts and Moo, 12 cages for all others. The exceptions are Morbs and Shove Vole, they do not experience overcrowding and can be kept by the dozens or hundreds in a tiny room.

Critters have a caloric reserve that decreases over time and increases when they are fed. If the caloric reserve is reduced to zero, the animal will die after 10 cycles if it doesn't get at least some food. Half-starved farms are built on the principle of feeding a minimum of food every few cycles. At full feeding, some critters are not realistic to keep - they consume too much.

Critters eggs can be incubated on their own or in an incubator. The breeder must sing the egg a song in the incubator and then the incubation rate will increase by a factor of 5. After the egg has hatched, the cub will remain in the incubator for another 5 cycles until it matures or can be retrieved manually by the dupes at the player's command or independently if there is an appropriate Critter drop-off.

Most critters can be kept at normal temperature (except Gulp Fish, Molten Slickster) and atmosphere (except Dreckons, Molten Slickster, Puffts).

To summarize, the main problems in keeping critters are the need to avoid overpopulation (both critters and eggs count in the room), providing a moderate diet, breeding the right species (for animals that need breeding), and providing the right atmosphere and temperature.

This article shows farm critters with their intake and performance (for the maximum option), and lists some of the features of their housing. The order is alphabetical.

Gulp Fish

 * Produce: kg water chilled to 40°C
 * Consumed: 6000 kg polluted water

Gulp fish is interesting because it can purify and cool polluted water. The scheme is compact, but requires some ethanol and the obligatory presence of a Pacu farm from which Gulp fish eggs will be replenished.

The scheme cools the water from 95 to 45°C. The same volume would require 3.5 AT for a total consumption of 4,200 watts.

The circuit does not consume any resources. Power consumption is minimal.

Gassy Moo

 * Produce: kg natural gas
 * Consumed: 25% Gas grass growth

The Gassy moo was considered in the description of the Gas grass Farm. Brief conclusion: a useless critter. It is not worth creating a farm for her.

Drecko

 * Produce: kg plastic, 2500 kcal (bbq), 0.9 kg shells, 70 kg phosphorite
 * Consumed: 90 kg dirt

There are 2 types of Dreckons in the game: Glossy drecko (gives plastic) and regular Drecko (gives reed fibers). The article presents several variants of the farm of Glossy drecko, without atmosuits and with them. The farms are not simple, requiring a lot of dupes labor and an atmosphere of hydrogen.

The farms produce tons of plastic, which frees the dupes from working in an oil refinery, and saves tons of oil.

The schemes consume a minimum of dirt and power.

Pokeshell
Pokeshell recycle polluted dirt and Rot pile into sand. Farm can produce tons of sand or vice versa work in half-starvation mode.
 * Produce: kg sand,  kg shells, 20 kg clay
 * Consumed: 4900 kg polluted dirt или Rot pile

In either case, in addition to the sand, the output is shell, in volume even higher than that of Paсu's farm. However, unlike Paсu, it requires the work of dupes and a lot of time to grow the population of Pokeshell.

The labor costs of the dupes and power are not great.

Morb
The purpose of Morbs is to produce oxygen. And they do it without the cost of materials, labor, and power. All you need is no demolition or cleaning of Outhouse, plus some automation.
 * Produce: kg polluted (clean) oxygen
 * Consumed: nothing

Already on the first cycle, find a place for the Outhouse, where later you will have a farm Morbs. After not complicated arrangement it will be able to fully supply the base with oxygen and clay (ceramic after firing).

Pacu
Pacu can not not have on the base, because they produce enough food for the entire base, with minimal consumption of algae, without the participation of dupes and almost no cost of energy. Plus lots of shells.
 * Produce: kcal (pacu fillet),  kg shells, 6.9 kg polluted dirt
 * Consumed: 35 kg algae

Farm is extremely compact and simple.

A must have as well as the Morb farm. I recommend building it as soon as you learn the right technology.

Pip
The main purpose of Pips is to plant wild plants. They can be used to create farms of plants that do not require resources and conveyors (if desired). But such farms will be 4 times larger for the same output.
 * Produce: kcal (bbq),  kg lumber, 160 kg dirt, 1,1 kg shells
 * Consumed: nothing

Pip planting requires careful planning, as discussed in the article. A farm giving dirt, lumber, etc.

The farm turned out to be simple, relatively compact, consuming nothing.

Puft

 * Produce: kg slime,  kcal (bbq), 0.5 kg shells
 * Consumed: 1 kg polluted oxygen

Compact Farm, which doesn't require much dupes labor. The output is a lot of slime, which is required as a feed for Dusk cap or can be processed in a distiller into algae and polluted water. By heating to 125°C, the slime can be converted to dirt.

Other Puft species produce: bleach stone (Squeaky puft) and oxylite (Dense puft), which are less interesting. Puft Prince produces only 10% of what is consumed, but it is the farm's supplier of common Puft eggs.

Shove Vole

 * Produce: kcal (bbq), 2 kg shells
 * Consumed: 600 kg regolith

It only makes sense to use half-starved farms to keep Shove Vole, since Shove Vole excrete what they consume. Even farms with little dupes labor can provide meat for large bases.

Because Shove Vole are not crowded, their farms are very compact and simple. At the output, in addition to meat, there is also the shell. Good option if you don't like Pacu or need a huge amount of meat from one farm.

Shine Bug

 * Produce: kWh of power, 3.6 kg shells
 * Consumed: nothing

Shine Bug Farm is simple and allows you to get several kW of power (limited only by your computer speed) without spending any resources or time on dupes. In addition we get a few kilos of shells.

It can be recommended if you have no luck with other sources of electricity or you want green energy.

Slickster

 * Produce: kg petroleum
 * Consumed: 3000 kg carbon dioxide

Of the 3 types of Slickster, the Molten Slickster one is the most useful. It converts unneeded carbon dioxide into petroleum, which allows you to partially abandon crude oil extraction and refining.

The scheme is cumbersome, requires thermal insulation, some power costs, and produces nothing but petroleum. But nevertheless it can be used both independently and as a part of a more complex scheme "The Perpetuum Engine".

Hatch

 * Produce: kg coal,  kcal (bbq), 2.1 kg shells
 * Consumed: 5000 kg sandstone, dirt, sedimentary rock etc.

Hatch is interesting because it recycles unneeded resources (e.g., igneous rock) into coal. Smooth Hatch processes metallic ore into refined metal, more efficiently than a stone crusher, but less efficiently than a Metal refinery.

Coal, on the other hand, is required not only for the coal generator, but also for the Kiln (to produce ceramics) and to produce steel. Additionally, the scheme yields meat and shell.