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Farming: light, water, temperature and air for plants

What a plant in Stationeers needs – light and darkness, water, carbon dioxide, temperature and pressure – with the values from the game and worked examples for your own greenhouse.

Checked with 0.2.6428.27798 Updated Oct 20, 2026

Sooner or later the emergency rations run out. Then survival depends on the greenhouse. Plants in Stationeers are demanding but predictable: every crop has fixed values for light, water, gas, temperature and pressure. Know them and your first bed will bear fruit.

What a plant needs

According to the game data most crops share the same base values. Deviations are listed further down for the individual crops.

NeedStandard value
Light per dayat least 600 s
Darkness per dayat least 300 s
Water0.00006 mol per tick
Breathes in0.0012 mol Carbon Dioxide per tick
Breathes out0.0012 mol Oxygen per tick
Temperature ideal20 to 30 °C
Pressure ideal50 to 100 kPa

A tick lasts 0.5 s, so an hour has 7,200 ticks. That turns every value into something tangible: 0.0012 mol per tick is 8.64 mol of carbon dioxide per hour, 0.00006 mol of water is 0.432 mol or just under 8 mL per hour.

Outside the ideal range a plant grows worse. The Greenhouse planner gives 0 to 50 °C and 25 to 200 kPa as the limits within which it survives.

Light and darkness

Plants need both: a minimum time of light and a minimum time of darkness per day. A day lasts 1,200 s on most worlds and about 1,297 s on the Moon (see Planet data sheet).

Artificial light comes from the Grow Light. The greenhouse planner counts it with a factor of 0.8. A worked example for a standard plant:

  • Light: 600 s ÷ 0.8 = 750 s of lamp time
  • Darkness: 300 s
  • together 1,050 s – that fits into a 1,200 s day with 150 s to spare.

Sunlight through a window counts on top, with a different factor on each world. On Mars the planner uses about 0.43.

The exception is the Mushroom: it needs 0 s of light but 1,100 s of darkness, and takes damage after only 120 s of light. Mushrooms therefore belong in a dark room of their own.

Water

Trays and planters get their water from a liquid pipe line; the Hydroponics Tray is itself a pipe piece. Consumption is small:

  • Ten standard plants drink 10 × 0.432 = 4.32 mol per hour.
  • One litre of water holds about 55.6 mol. So it lasts almost 13 hours.

Small does not mean unimportant. Without water most plants take damage after 1,800 s. Rice drinks twice as much and lasts only 300 s without water.

Air: carbon dioxide in, oxygen out

Plants breathe the other way round from you. According to the game data (value Ratio 0.01) they count on a 1 % share of carbon dioxide in the air. The greenhouse planner assumes full uptake from 1 % and none below 0.1 %.

How fast the CO₂ in a closed room is used up is shown by a worked example with the gas equation n = p · V ÷ (R · T):

  • Room of four cells: 4 × 8,000 L = 32,000 L, 101.3 kPa, 25 °C (298 K)
  • Gas in the room: 101.325 · 32,000 ÷ (8.3144 · 298) ≈ 1,309 mol
  • 1 % of it CO₂: about 13 mol
  • ten plants use 86.4 mol per hour – the CO₂ is gone after about 9 minutes.

So a greenhouse needs supply: from a CO₂ tank through an Active Vent, from the crew's exhaled air, or from a mushroom room next door, because mushrooms breathe in oxygen and breathe out CO₂. A Gas Sensor with RatioCarbonDioxide tells you whether the share is enough.

The oxygen the plants release is a welcome side effect. Ten plants deliver 86.4 mol of O₂ per hour. The Soybean also breathes in nitrogen, and the Fern twice as much CO₂ as the others.

Harmful gases

Some gases do not agree with plants. According to the game data these partial pressure limits apply:

Gasharmful from
Pollutant, Methane (volatiles), Silanol1 kPa
Hydrochloric Acid, Hydrazine0.1 kPa

After 300 s in bad air they take damage. To give a sense of scale: the outside air on Venus is 28.9 % hydrochloric acid; at about 239 kPa that is almost 69 kPa of partial pressure – 690 times what a plant can stand. Outside air has no business in a greenhouse there.

Damage and patience

Plants do not die at once; they have a grace period for every disturbance:

DisturbanceStandardTomato, Fern
no water1,800 s1,200 s
too cold or too hot300 s120 s
pressure too low or too high600 s120 s
too little breathing gas3,600 s1,200 s
too little light or darkness3,600 s3,600 s

A short power cut or an open airlock door is no disaster. A greenhouse that stays too cold for an hour is.

The crops at a glance

Plantripe afterseeds fromharvest up tonutrition raw → cookedlight / dark
Potato3,001 s4,001 s210 → 40300 / 200 s
Wheat2,701 s3,601 s55 (for flour)600 / 300 s
Rice3,601 s4,801 s53 → 10600 / 300 s
Soybean3,601 s4,801 s35 → 10600 / 300 s
Mushroom3,601 s4,801 s310 → 400 / 1,100 s
Fern2,401 s3,201 s2– (chemistry)480 / 300 s
Corn7,201 s9,001 s310 → 30500 / 200 s
Tomato11,701 s14,401 s315 → 25480 / 300 s
Pumpkin14,401 s16,801 s350 → 80500 / 100 s

Tomato and pumpkin are perennial: after harvesting they regrow from stage 3. All others you plant again – with seeds or directly with a fruit.

Fast first, slow later

Start with potato and wheat, which deliver after an hour. Plant tomatoes and pumpkins alongside so they are ripe when the stock runs low.

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