The Crust Mushroom Farm vs Hydroponic Farm — Which Feeds Your Colony Better

Published 2026-09-205 min read

The Crust mushroom farm vs hydroponic farm compared: slag-to-organics rates, power, water, CPU and staffing so you know which food farm to build first.

The Crust modular habitat blueprint with dining table, kitchen and two small farms for 6-12 colonists.
Farms live with the kitchen: a 6–12 colonist module packing dining, kitchen and two farm plots. Blueprint via r/TheCrustGame.

Both food farms eat the same input and grow the same output — the difference is what they demand around them. The community wiki documents both machines (data verified at version 0.99.55; exact costs may have shifted in 1.0 patches), and side by side they look like this:

The numbers

Mushroom Farm Hydroponic Farm
Required research Mushroom Farm Food Cultivation Technologies
Recipe 5 slag → 10 organics per 180s (≈3.3 organics/min) 5 slag → 20 organics per 400s (≈3.0 organics/min)
CPU 1 2
Power 6 8
Water 3 6
Staffing Biologist ×4 Biologist ×2
Output storage 60 organics, refrigerated — (stub on the wiki)
Notes Output should feed a Cold Storage Cabinet or a Carbon Fiber Factory Social research adds Organic growth +20%

(One wiki oddity worth flagging: the infobox purchase prices — 97,800 for the mushroom farm vs 10,170 for hydroponics — predate 1.0 and look stale; check the in-game market rather than trusting either number.)

What that means in practice

  • Throughput is nearly a wash — ~3.3 vs ~3.0 organics per minute. Neither farm is a production jackpot; you build several either way.
  • The mushroom farm is the efficiency pick per unit: half the CPU, half the power, half the water, and it doubles as the organic supplier a Carbon Fiber Factory wants — carbon fiber being one of the hungriest endgame materials (the final documented mission asks for ~4,955 of it).
  • The hydroponic farm is the staffing pick: two biologists instead of four. If your colonist roster is small, four staffed mushroom farms means a dedicated biologist shift you may not be able to afford.
  • Both farms eat slag. That's by design — fungus and hydroponics grow in waste products — but it means food and slag-concrete production compete for the same byproduct stream. Watch your slag balance when you scale either.
  • Mushroom output is fussy: the farm holds 60 refrigerated organics and wants a cold-storage or carbon-fiber connection; dumping it into general storage wastes the refrigeration and risks spoilage-driven stalls.

How many farms do you need?

Working bases keep food production inside the habitat envelope: a popular community blueprint for a 6–12 colonist module packs the dining table, kitchen and two small farms in a single quad. In documented 1.0 runs, players typically place hydroponic farms in pairs ("maybe even two") once the kitchen exists — and remember colonists won't eat properly without a table to sit at; food without dining furniture tanks comfort even when bellies are full.

For where farms fit the wider base plan — living quarters middle-and-right, factories top-left — see the layouts guide; for the colonist side (needs, traits, hiring), the colonists guide covers the people math; for what the organics become on plates, see recipes.

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