Difference between revisions of "Guide to hydroponics"
imported>Denton (added details about strange seeds and ambrosia gaia updates. condensed the plant stats part (will need to rework it). added a todo list.) |
imported>Denton (restructured the guide to be less of a huge wall of text. added missing information, a few sections for beginners and more details about mutations. removed redundant or wrong information) |
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Hydroponics is divided into two rooms. The big southern section is where you'll spend most of your time growing goods. Trays are available where you grow plants and two vending machines, one with seeds and the other with miscellaneous items such as nutriments and tools for your job. The bio-generator can be used to grind plants and produce things for the station. In tandem is the seed dispenser used to reproduce your product. The northern area is where you can grab most of the equipment needed to work in botany. | Hydroponics is divided into two rooms. The big southern section is where you'll spend most of your time growing goods. Trays are available where you grow plants and two vending machines, one with seeds and the other with miscellaneous items such as nutriments and tools for your job. The bio-generator can be used to grind plants and produce things for the station. In tandem is the seed dispenser used to reproduce your product. The northern area is where you can grab most of the equipment needed to work in botany. | ||
− | Plants require nutriment and water to grow. They are also bothered by pests and weeds. Trays come equipped with alerts that flash specific colors to tell you what's happening with your plant. | + | Plants require nutriment (fertilizer) and water to grow. They are also bothered by pests and weeds.<br> |
+ | Trays come equipped with alerts that flash specific colors to tell you what's happening with your plant. | ||
From left to right - | From left to right - | ||
− | * Green: Ready to harvest. | + | * '''Green''': Ready to harvest. |
− | * Red: Low health | + | * '''Red''': Low health, caused by weeds/pests/toxins/end of lifespan. |
− | + | * '''Yellow''': Low nutriment. | |
− | * Yellow: Low nutriment. | + | * '''Blue''': Low water. |
− | * Blue: Low water. | ||
Tools that are of use in botany - | Tools that are of use in botany - | ||
− | * Wrench: Used to move your trays around. | + | * '''Plant Analyzer''': Shows detailed detailed plant statistics. Very useful for growing fragile plants like Ambrosia Deus. |
− | * Wirecutters: Used to set up the irrigation system. If 30u or more of water is put into trays while the irrigation is set up, water will be shared across trays. This will also distribute things like mutagen and plant killer. | + | * '''Cultivator''': Kills Weeds. |
− | * Hatchet: Chops tower-caps into planks, chops other things. This is also a | + | * '''Plant Bag''': Collects up to 50 items or 100 seeds from your harvest. Useful for moving those into the fridge or biogenerator. |
− | * Shovel: Digs up grass floors and cleaning the dirt. | + | * '''Wrench''': Used to move your trays around. |
− | * Spade: Removes and destroys plants in a tray. | + | * '''Wirecutters''': Used to set up the irrigation system. If 30u or more of water is put into trays while the irrigation is set up, water will be shared across trays. This will also distribute things like mutagen and plant killer. |
− | * | + | * '''Hatchet''': Chops tower-caps into planks, chops other things. This is also a robust tool that fits in pockets. |
− | + | * '''Shovel''': Digs up grass floors and cleaning the dirt. | |
− | * Portable Seed Extractor: | + | * '''Spade''': Removes and destroys plants in a tray. |
− | + | * '''All-In-One Grinder''': This is how you extract reagents from plants - throw them in and hit the "grind" button. | |
+ | * '''Portable Seed Extractor''': This can harvest and pick up plants and turn up to 100 plants into seeds. Less efficient than the machine. | ||
− | + | === [[File:Seed_Extractor.gif|Seed Extractor]] Plant growing 101 === | |
− | === [[File:Biogenerator.gif|Bio-generator]] | + | Take some seeds from the vendor and put them into the trays. Now, take a look at the try with a plant analyzer. For now, you only need to pay attention to the bottom five stats - '''Water/Nutrition''' and '''Weeds/Toxic/Pest''' levels.<br> |
− | The | + | Now, fill a bucket from the water tank and grab fertilizer from the vending machine. You get rid of weeds with the cultivator and remove pests with pest spray. [[Chemistry]] can give you better chemicals for this, which will be explained later in the guide.<br> |
+ | Some plants have a varied growth times, such as wheat growing faster while watermelons or apple trees take a little longer before you can harvest from them.<br> | ||
+ | Once your tray flashes green, you're set to harvest. If you want to replicate the plant to continue growing more, just insert it into the seed extractor. | ||
+ | |||
+ | === [[File:Biogenerator.gif|Bio-generator]] Biogenerator === | ||
+ | |||
+ | The Biogenerator makes items out of the nutriment in plants. As a rule of thumb: More nutriment = more biomass. Watermelons and pumpkins are commonly used due to their 20% nutriment boost trait.<br> | ||
+ | To get biomass, grab a spare bucket and equip the machine with it, then use the plant bag to put fruits inside.<br> | ||
+ | If you somehow run out of nutriment in the vendors, remember you can print the three standard nutriments here. Keep in mind that you can craft a whole bunch of useful items from the leather/cloth sheets the biogenerator creates. | ||
=== [[File:plant dna manip.gif]]DNA Extractor === | === [[File:plant dna manip.gif]]DNA Extractor === | ||
− | |||
− | + | The DNA extractor allows you to extract and modify seed stats and traits. This machine is what lets you become a [[Chemist]] on speed. | |
+ | |||
+ | This is a little complex, so look at: [[Guide_to_hydroponics#Advanced_Botany|Advanced Botany]] | ||
+ | |||
+ | |||
+ | == Getting started == | ||
+ | |||
+ | Botany is pretty complex - let's talk about making your roundstart easier and giving you independence from Chemistry. | ||
+ | |||
+ | I've had good results with the following steps: | ||
− | + | * First, and ask the local Chemist for a few bottles of unstable mutagen. | |
− | + | * Then, [[Hacking#Vending_Machines|hack your seed vendor]] and grab two seeds: Pumpkins and Glowshrooms. | |
− | + | * Plant pumpkins and use 5u of unstable mutagen on them until they mutate into blumpkins. | |
− | + | * Grow glowshrooms, extract their Phosphorus+Radium and splice it into your Blumpkin seeds. | |
− | |||
− | |||
− | + | You now have Blumpkins that produce their own unstable mutagen. Throw them into the blender and you'll never have to walk over to Chemistry again. | |
− | * | + | |
− | * | + | |
− | + | As an additional step, you can upgrade your plant trays to never require water, nutrients or weed/pest removal again: | |
− | + | ||
+ | * Plant Ambrosia Vulgaris and mutate it into Ambrosia Deus. | ||
+ | * (Extract the Omnizine production gene) | ||
+ | * Mutate Deus into Ambrosia Gaia, then modify the genes of that to high yield/potency with low production speed. | ||
+ | * To finally upgrade a tray, use some Robust Harvest and then Gaia on it until it turns golden. | ||
+ | |||
+ | For details, see: [[Guide_to_hydroponics#Ambrosia Gaia upgrades|Ambrosia Gaia upgrades]] | ||
+ | |||
+ | |||
+ | == Stats, reagents and traits == | ||
+ | |||
+ | Three things determine how your plant will turn out: Their '''stats''', '''reagents''' and '''traits'''. | ||
+ | |||
+ | === Stats === | ||
+ | |||
+ | Stats determine whether your plants are small and grow slowly, or are big and fast-growing. | ||
− | ''' | + | <div class="toccolours mw-collapsible mw-collapsed"> |
− | To | + | Click expand to see what stats do: |
− | + | <div class="mw-collapsible-content"> | |
− | + | * '''Potency''': The most important stat (0 to 100). This affects the amount of chemicals in the plant, though some have additional effects, such as stun length for bananas.<br> | |
+ | To get the amount of a given chemical in a plant, multiply the reagent in the chart by the potency: for example, 10% nutriment will be 5 nutriment at 50 potency. | ||
+ | * '''Yield''': How much product you get each harvest. Between 0 and 10. Pay attention to this, because if it drops to 0, you won't harvest anything. | ||
+ | * '''Production Speed''': How fast your plant reaches harvest. Between 1 and 10 -- the '''lower''' the faster. The plant has to wait (Production Speed) age cycles before each harvest. | ||
+ | * '''Maturation Speed''': Age cycles before the plant can start production. The first harvest will be (Maturation Speed + Production Speed). | ||
+ | * '''Lifespan''': When the age is above lifespan, the plant starts losing health. Between 10 and 100. Only important for plants with the Perennial Growth trait. | ||
+ | * '''Age''': Age of the plant. Only relevant in terms of the lifespan stat. | ||
+ | * '''Endurance''': Max health. Between 10 and 100. Not very useful, unless you leave your garden often. | ||
+ | * '''Weed growth rate''': Determines how quickly weeds grow in the plant tray. Only relevant with very high values. | ||
+ | * '''Weed vulnerability''': The higher, the more easily a plant is overtaken by weeds. Only relevant with very high values. | ||
+ | </div> | ||
+ | </div> | ||
− | === | + | === Reagents/Content === |
− | + | This determines what chemicals are present in a grown plant - the [[Guide_to_hydroponics#Advanced_Botany|DNA extractor]] lets you extract and splice these.<br> | |
+ | With a bit of creativity, you can mix your own mutagen, produce unique healing chemicals or turn tomatoes into napalm grenades. Solid [[Guide_to_chemistry|Chemistry]] knowledge will help you out immensely.<br> | ||
+ | For a detailed list, check out: [[Guide_to_hydroponics#Plant reference chart|Plant reference chart]] | ||
− | + | === Traits === | |
− | |||
− | |||
− | |||
− | |||
− | + | Traits give your plants unique properties. There are plenty - Perennial Growth for example lets you harvest plants multiple times.<br> | |
+ | These can be transferred, just like reagents. | ||
+ | <div class="toccolours mw-collapsible mw-collapsed"> | ||
+ | Click expand to see a list of traits: | ||
+ | <div class="mw-collapsible-content"> | ||
+ | * '''Perennial Growth''': Plants with this trait can be harvested more than once. | ||
+ | * '''Weed Adaptation''': The plant acquires weed-like properties, making it not need nutrients and immune to weeds in the tray. | ||
+ | * '''Fungal Vitality''': The plant acquires mushroom-like properties, making it not need light or water. | ||
+ | * '''Separated Chemicals''': Makes plant reagents not react until squashed. Otherwise, they will mix on harvest. | ||
+ | * '''Liquid Contents''': Causes the plant to squash when thrown, applying the reagents inside on the target and destroying the plant. | ||
+ | * '''Gaseous Decomposition''': Plants with this trait emit a smoke cloud when squashed, spewing reagents everywhere. Requires Liquid Contents to be useful. Only available through [[Guide_to_hydroponics#Strange seeds|Strange seeds]]. | ||
+ | * '''Densified Chemicals''': Doubles the reagent capacity of the plant. | ||
+ | * '''Slippery Skin''': Causes the plant, or any products of the plant, to become slippery. The stun time is (Potency * 0.08), divided by 3 unless the plant has lube or is a banana. Maximum stun is 7 seconds. | ||
+ | * '''Hypodermic Prickles''': Plants with this trait will sting when thrown, transferring a portion of their chemicals to the target. | ||
+ | * '''Capacitive Cell Production''': Plants with this trait can be made into batteries with the addition of wire. Electrical Activity increases the cell's maximum charge. | ||
+ | * '''Electrical Activity''': Gives the plant electrical charge, making it recharge batteries when used; it will also electrocute on slip if it also has Slippery Skin and on hit if it has Liquid Contents. | ||
+ | * '''Bluespace Activity''': Gives the plant bluespace properties, making it teleport people hit if the plant has Liquid Contents, and on slip if it has Slippery Skin. | ||
+ | * '''Bioluminescence''': Causes the plant to glow, emitting light equal to 10% of potency. Varieties include '''Shadow Emission''' and '''Red Electrical Glow'''. | ||
+ | * '''Strong Bioluminescence''': Causes the plant to glow, emitting light equal to 20% of potency. | ||
+ | </div> | ||
+ | </div> | ||
− | |||
− | |||
− | |||
− | == Plant reference chart | + | == Plant reference chart == |
− | + | All you need to know about plants - their reagents, traits and what they can mutate into. | |
<div class="toccolours mw-collapsible mw-collapsed"> | <div class="toccolours mw-collapsible mw-collapsed"> | ||
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</div> | </div> | ||
</div> | </div> | ||
+ | |||
== Chemicals == | == Chemicals == | ||
+ | A lot of chemicals influence plants - get these from the vending machine, [[Chemistry]] or by growing your own! | ||
+ | |||
+ | <div class="toccolours mw-collapsible mw-collapsed"> | ||
+ | Click expand to see a list of chemicals: | ||
+ | <div class="mw-collapsible-content"> | ||
=== Fertilizers === | === Fertilizers === | ||
+ | * Nutriment: A fertilizer that doesn't cause mutation. You can get it from the [[Chef]], or by putting your plants in the grinder. Heals the plant. | ||
+ | * Ammonia: Also a fertilizer, same effect as nutriment. Get it from the [[Chemist]] or hack the Nutri-Vend to get this. | ||
+ | * Diethylamine: A very powerful fertilizer. Twice as effective as Ammonia/Nutriment, meaning 1 unit diethylamine adds 2 units nutrient. Heals the plant AND also kills pests. Get it the same way you get Ammonia. | ||
+ | * Saltpeter: Heals your plant, increases potency, can increase yield and decreases production time. Great to have in any situation. | ||
+ | |||
+ | * Robust Harvest: Makes your plant produce twice as much, and will never mutate it. Useful if you already have good stats, are using unstable mutagen and don't want random mutations to interfere, or simply don't want to bother with mutating at all. | ||
* E-Z-Nutrient: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield. | * E-Z-Nutrient: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield. | ||
* Left 4 Zed: Makes your plant mutate twice, but it will only produce one plant at most - if the plant's yield is 0, then nothing is produced! You'll have to use another fertilizer to harvest the normal yield of the plant. | * Left 4 Zed: Makes your plant mutate twice, but it will only produce one plant at most - if the plant's yield is 0, then nothing is produced! You'll have to use another fertilizer to harvest the normal yield of the plant. | ||
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=== Pest Removal === | === Pest Removal === | ||
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* Weed Killer: Same as above, but for Weeds. | * Weed Killer: Same as above, but for Weeds. | ||
− | === | + | === Mutation === |
* [[Unstable Mutagen]]: Used to randomly mutate plants - 5u to change the plant type, less to only change stats. | * [[Unstable Mutagen]]: Used to randomly mutate plants - 5u to change the plant type, less to only change stats. | ||
* Radium and Uranium: Same chance to mutate plants, but you need 10 units, they also damage the plant and add toxicity. | * Radium and Uranium: Same chance to mutate plants, but you need 10 units, they also damage the plant and add toxicity. | ||
− | |||
=== Plant Meds === | === Plant Meds === | ||
− | |||
* Charcoal: Makes your plant less toxic. You can get it by whining to anyone who works in [[Medbay]]. | * Charcoal: Makes your plant less toxic. You can get it by whining to anyone who works in [[Medbay]]. | ||
− | * [[Cryoxadone]]: Heals your plant, via miracles. Also lowers toxicity. | + | * [[Cryoxadone]]: Heals your plant, via <s>miracles</s> science. Also lowers toxicity. Don't expect the [[Chemist]] to give this to you, it's always needed at Medbay and requires Plasma to mix. |
* Holy water: If you can get the [[Chaplain]]'s attention and make him bless your water, it will heal your plant a bit. | * Holy water: If you can get the [[Chaplain]]'s attention and make him bless your water, it will heal your plant a bit. | ||
* [[Ash]]: Heals your plant and adds nutriment. Also kills weeds. | * [[Ash]]: Heals your plant and adds nutriment. Also kills weeds. | ||
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* Toxins, Acids, Fluorine, Chlorine: Damage the plant. | * Toxins, Acids, Fluorine, Chlorine: Damage the plant. | ||
* Sugar: Makes pests and weeds grow stronger. Unless you [[Traitor|plan to use some mutagen to unleash giant spiders or Kudzu upon the station]], it's of no use. | * Sugar: Makes pests and weeds grow stronger. Unless you [[Traitor|plan to use some mutagen to unleash giant spiders or Kudzu upon the station]], it's of no use. | ||
− | * Phosphorus: Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. You can use it to kill off plants (or just use | + | * Phosphorus: Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. You can use it to kill off plants (or just use the spade). |
+ | </div> | ||
+ | </div> | ||
+ | |||
== Advanced Botany == | == Advanced Botany == | ||
− | |||
− | + | This is where you get to PLAY GOD and mess with the stats, reagents and traits of plants.<br> | |
− | + | === Using the DNA manipulator === | |
− | + | 1. Go to the locker in the back and take out the box of plant data disks.<br> | |
− | + | 2. Load a disk into the machine along with any seed of choice.<br> | |
− | + | 3. Extract any gene, this will destroy the seed and save it to the disk.<br> | |
− | + | 4. Put in another seed.<br> | |
− | + | 5. You can now modify the seed's stats and genes based on what's on the plant data disk.<br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Useful genes to extract at roundstart: | |
+ | * The wheat in the seed vendor has 1 production speed | ||
+ | * Treecaps have naturally high endurance and resistance and 50 potency | ||
+ | * The tobacco in the seed vendor has 10 yield | ||
+ | * Apples have perennial growth | ||
− | + | '''NOTE:'''Not all traits are readily transferable: potency for example is capped at 50% on the standard machine.<br> | |
− | + | To up your potency cap, upgrade the machine with the help of RnD: each of its three components (manipulator, scanner, laser) will up the cap by 5% multiplied by their research tier; <br> | |
− | + | Machine base is 35%, all T1 components net +(5%x1)x3= 15% total, and all T4 components net +(5%x4)x3=60% total, making the maximum cap 95%.<br> | |
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− | |||
− | ==== | + | === Mutations === |
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− | + | You can mutate plants to A) change stats or B) mutate them into a different subspecies. To do this in a timely manner, you'll need to work with the [[Chemistry]] department. | |
− | + | * The agonizingly slow way is using '''E-Z Nutriment''' to make the plant mutate once every time it's ready to harvest. '''Left 4 Zed''' makes it mutate twice, but you'll have to replace the nutriment to actually harvest something! Finally, regular '''nutriment''' has a very small chance to mutate the plant into a different species. | |
− | * | + | * You can speed up the process to bearable levels by asking your local [[Chemist]] for a few bottles of '''[[Guide_to_chemistry#unstable mutagen|unstable mutagen]]'''.<br> |
− | + | Pour 5 units on your plant and prepare for... | |
− | ** 10% chance of | + | ** 10% chance of '''mutation into a related species'''. This destroys the old plant and plants a new one. See the [[Guide_to_hydroponics#Plant reference chart|Plant reference chart]] for information on these mutations. |
− | + | ** 10% chance of the '''plant losing lots of health instantly'''. The plant can die because of this | |
− | ** 15% chance of heavy stat mutation with a 3% chance of a new trait appearing. | + | ** 15% chance of '''heavy stat mutation''' with a 3% chance of a new trait appearing. |
− | ** 15% chance of normal stat mutation. | + | ** 15% chance of '''normal stat mutation'''. |
− | ** 20% chance of nothing. You get a message when this happens. | + | ** 20% chance of '''nothing'''. You get a message when this happens. |
− | ** 10% chance of weeds mutating. If weed level is less than 5, nothing happens, otherwise you get a random mutated weed. | + | ** 10% chance of '''weeds mutating'''. If weed level is less than 5, nothing happens, otherwise you get a random, special mutated weed (Kudzu, Deathnettle, Destroying Angel, Liberty Cap). |
− | ** 10% chance of pests mutating. Again, if pest level is less than 5, nothing happens. Otherwise, | + | ** 10% chance of '''pests mutating'''. Again, if pest level is less than 5, nothing happens. Otherwise, spiderlings are spawned. |
+ | ** This is '''really bad'''. If the spiderlings escape, you'll get chased by a lynchmob, a dozen huge spiders and most likely bwoink'd. | ||
Or, if you don't want to bother with species mutation, pour 2 units for a guaranteed heavy stat mutation with a 3% chance of a new trait appearing, or even 1 for a guaranteed normal stat mutation. This method is safe even if you don't have backup seeds, and you can use a bottle for it. | Or, if you don't want to bother with species mutation, pour 2 units for a guaranteed heavy stat mutation with a 3% chance of a new trait appearing, or even 1 for a guaranteed normal stat mutation. This method is safe even if you don't have backup seeds, and you can use a bottle for it. | ||
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* R&D can also make a wonderful thing called a '''Floral Somatoray'''. It has two options: increase yield and mutate the plant. In yield more mode, every time you fire it at the plant, there is a chance the yield will increase. The chance becomes very small when you reach high levels, but it's very useful for low-yield plants. It can even raise yield from zero! In mutation mode, it will always induce a normal stat mutation. | * R&D can also make a wonderful thing called a '''Floral Somatoray'''. It has two options: increase yield and mutate the plant. In yield more mode, every time you fire it at the plant, there is a chance the yield will increase. The chance becomes very small when you reach high levels, but it's very useful for low-yield plants. It can even raise yield from zero! In mutation mode, it will always induce a normal stat mutation. | ||
− | === | + | === Dude weeds === |
− | + | Trays, whether empty or occupied by plants, can be occasionally overtaken by a weed if their level is 5 or more. In that case the old plant is destroyed, and a new one will sprout in its place. | |
− | + | Possible plants include: | |
− | + | * 1/6 chance for Reishi/Starshittle. | |
− | * | + | * 1/9 chance for Nettle/Harebell/Amanita/Chanterelle/Tower Cap/Plump Helmets |
− | * | ||
− | + | Using 5u of unstable mutagen on high weed level trays results in different plants: | |
+ | * Kudzu, Deathnettle, Destroying Angel, Liberty Cap | ||
− | |||
== Other Notes == | == Other Notes == | ||
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Upgraded trays permanently contain the last fertilizer you used before the upgrade - Robust Harvest is usually the best choice. | Upgraded trays permanently contain the last fertilizer you used before the upgrade - Robust Harvest is usually the best choice. | ||
+ | |||
+ | === Replica Pod Cloning === | ||
+ | |||
+ | Replica pods can be used to grow dead people back to life - even when their brain and head are missing. | ||
+ | |||
+ | To clone someone, follow these simple steps: | ||
+ | |||
+ | * Take a blood sample from the body using a syringe. | ||
+ | * Inject it into the bag of seeds. | ||
+ | * Plant the seeds. | ||
+ | * Let the plant grow and harvest it. | ||
+ | |||
+ | A cloned person will either be human (high seed potency) or become a [[Podman]] (low potency). | ||
+ | They are a little different from normal humans, e.g. they regenerate in light but suffer in darkness and don't get attacked by bees. | ||
+ | |||
+ | Cabbage can be mutated into Replica Pod. | ||
=== Strange seeds === | === Strange seeds === | ||
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Notable examples are: | Notable examples are: | ||
− | * Nitroglycerin | + | * Gaseous Decomposition |
− | * Microbes ( | + | * Nitroglycerin |
+ | * Microbes (Fungal Tuberculosis) | ||
* Any drink, like Gin Tonic or Beepsky Smash | * Any drink, like Gin Tonic or Beepsky Smash | ||
* Glitter | * Glitter | ||
− | |||
* Plasmaman Mutation Toxin | * Plasmaman Mutation Toxin | ||
* Hell Water | * Hell Water | ||
− | + | Of course, this is pretty gimmicky and unreliable. | |
=== Kudzu === | === Kudzu === | ||
− | |||
Usual plant stats affect active kudzu in the specific way: | Usual plant stats affect active kudzu in the specific way: | ||
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* Production will affect how fast the kudzu can spread, usual kudzu spreads at a rate of 20% of the amount of pieces per tick but no more than 30, production changes the cap '''[30 * production / 50]''' and the percent of processed pieces per tick '''[20 * (production / 50)]''' | * Production will affect how fast the kudzu can spread, usual kudzu spreads at a rate of 20% of the amount of pieces per tick but no more than 30, production changes the cap '''[30 * production / 50]''' and the percent of processed pieces per tick '''[20 * (production / 50)]''' | ||
+ | Killing the last piece of kudzu will create a kudzu seed on its place with all the mutations of the piece saved in the seed, so if you reactivate it new first piece will have all the same mutations the seed has and will spread it to all the progenitors.<br> | ||
− | + | Kudzu can gain mutations only on spread, here is the list of all of them: | |
+ | <div class="toccolours mw-collapsible mw-collapsed"> | ||
+ | Click expand to see Kudzu traits and mutations: | ||
+ | <div class="mw-collapsible-content"> | ||
* '''CO2 consumption''' - ''positive'' mutation, consumes CO2 from the air | * '''CO2 consumption''' - ''positive'' mutation, consumes CO2 from the air | ||
* <s>'''Space covering''' - ''positive'' mutation, makes vines grow vine floors over space</s> Removed as of August 23 2017. | * <s>'''Space covering''' - ''positive'' mutation, makes vines grow vine floors over space</s> Removed as of August 23 2017. | ||
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* Adding ''5u'' of '''plasma''' will change the potency value of the seeds by a random number in the range from ''-15 to +5'' | * Adding ''5u'' of '''plasma''' will change the potency value of the seeds by a random number in the range from ''-15 to +5'' | ||
* Adding ''10u'' of '''holy water''' will change a potency value of the seeds by a random number in the range from ''-5 to +15'' | * Adding ''10u'' of '''holy water''' will change a potency value of the seeds by a random number in the range from ''-5 to +15'' | ||
+ | </div> | ||
+ | </div> | ||
=== Sandstone and Soil === | === Sandstone and Soil === | ||
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=== Things You Can Make Out of Your Plants === | === Things You Can Make Out of Your Plants === | ||
+ | * Separated Chemicals + Liquid Contents lets you grow grenades. Glow-berry Uranium + Towercap Iron = EMP. Watermelon Water + Banana Potassium = Boom. | ||
* Add some cable to a potato to make a potato battery. | * Add some cable to a potato to make a potato battery. | ||
* Glowberries and glowshrooms, as the name suggests, glow. | * Glowberries and glowshrooms, as the name suggests, glow. | ||
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* Flowers and ambrosia can be worn on your head. | * Flowers and ambrosia can be worn on your head. | ||
* Add dried ambrosia, wheat, tea aspera tips or tobacco leaves to a tower cap log to make a torch. | * Add dried ambrosia, wheat, tea aspera tips or tobacco leaves to a tower cap log to make a torch. | ||
− | * Dried ambrosia, tobacco or any mutations of those are able to be smoked from wrapping paper, found in smoking vending machines. | + | * Dried ambrosia, tobacco or any mutations of those are able to be smoked from wrapping paper, found in smoking vending machines. You can also grind them and put the liquid in an e-cig. |
== Todo list for this guide == | == Todo list for this guide == | ||
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* Add missing/fix outdated entries in the plant reference chart | * Add missing/fix outdated entries in the plant reference chart | ||
* Add some icons and pictures to break up the wall of text | * Add some icons and pictures to break up the wall of text | ||
[[Category:Guides]] | [[Category:Guides]] |
Revision as of 17:22, 6 October 2017
Basics of Botany
Hydroponics and the Botanists who work there are important to the station, especially in longer rounds. Botanists grow plants that the Chef can use for food. Without botany, the station will have to live off of beef jerky and space twinkies, or starve to death.
Your Area
Hydroponics is divided into two rooms. The big southern section is where you'll spend most of your time growing goods. Trays are available where you grow plants and two vending machines, one with seeds and the other with miscellaneous items such as nutriments and tools for your job. The bio-generator can be used to grind plants and produce things for the station. In tandem is the seed dispenser used to reproduce your product. The northern area is where you can grab most of the equipment needed to work in botany.
Plants require nutriment (fertilizer) and water to grow. They are also bothered by pests and weeds.
Trays come equipped with alerts that flash specific colors to tell you what's happening with your plant.
From left to right -
- Green: Ready to harvest.
- Red: Low health, caused by weeds/pests/toxins/end of lifespan.
- Yellow: Low nutriment.
- Blue: Low water.
Tools that are of use in botany -
- Plant Analyzer: Shows detailed detailed plant statistics. Very useful for growing fragile plants like Ambrosia Deus.
- Cultivator: Kills Weeds.
- Plant Bag: Collects up to 50 items or 100 seeds from your harvest. Useful for moving those into the fridge or biogenerator.
- Wrench: Used to move your trays around.
- Wirecutters: Used to set up the irrigation system. If 30u or more of water is put into trays while the irrigation is set up, water will be shared across trays. This will also distribute things like mutagen and plant killer.
- Hatchet: Chops tower-caps into planks, chops other things. This is also a robust tool that fits in pockets.
- Shovel: Digs up grass floors and cleaning the dirt.
- Spade: Removes and destroys plants in a tray.
- All-In-One Grinder: This is how you extract reagents from plants - throw them in and hit the "grind" button.
- Portable Seed Extractor: This can harvest and pick up plants and turn up to 100 plants into seeds. Less efficient than the machine.
Plant growing 101
Take some seeds from the vendor and put them into the trays. Now, take a look at the try with a plant analyzer. For now, you only need to pay attention to the bottom five stats - Water/Nutrition and Weeds/Toxic/Pest levels.
Now, fill a bucket from the water tank and grab fertilizer from the vending machine. You get rid of weeds with the cultivator and remove pests with pest spray. Chemistry can give you better chemicals for this, which will be explained later in the guide.
Some plants have a varied growth times, such as wheat growing faster while watermelons or apple trees take a little longer before you can harvest from them.
Once your tray flashes green, you're set to harvest. If you want to replicate the plant to continue growing more, just insert it into the seed extractor.
Biogenerator
The Biogenerator makes items out of the nutriment in plants. As a rule of thumb: More nutriment = more biomass. Watermelons and pumpkins are commonly used due to their 20% nutriment boost trait.
To get biomass, grab a spare bucket and equip the machine with it, then use the plant bag to put fruits inside.
If you somehow run out of nutriment in the vendors, remember you can print the three standard nutriments here. Keep in mind that you can craft a whole bunch of useful items from the leather/cloth sheets the biogenerator creates.
DNA Extractor
The DNA extractor allows you to extract and modify seed stats and traits. This machine is what lets you become a Chemist on speed.
This is a little complex, so look at: Advanced Botany
Getting started
Botany is pretty complex - let's talk about making your roundstart easier and giving you independence from Chemistry.
I've had good results with the following steps:
- First, and ask the local Chemist for a few bottles of unstable mutagen.
- Then, hack your seed vendor and grab two seeds: Pumpkins and Glowshrooms.
- Plant pumpkins and use 5u of unstable mutagen on them until they mutate into blumpkins.
- Grow glowshrooms, extract their Phosphorus+Radium and splice it into your Blumpkin seeds.
You now have Blumpkins that produce their own unstable mutagen. Throw them into the blender and you'll never have to walk over to Chemistry again.
As an additional step, you can upgrade your plant trays to never require water, nutrients or weed/pest removal again:
- Plant Ambrosia Vulgaris and mutate it into Ambrosia Deus.
- (Extract the Omnizine production gene)
- Mutate Deus into Ambrosia Gaia, then modify the genes of that to high yield/potency with low production speed.
- To finally upgrade a tray, use some Robust Harvest and then Gaia on it until it turns golden.
For details, see: Ambrosia Gaia upgrades
Stats, reagents and traits
Three things determine how your plant will turn out: Their stats, reagents and traits.
Stats
Stats determine whether your plants are small and grow slowly, or are big and fast-growing.
Click expand to see what stats do:
- Potency: The most important stat (0 to 100). This affects the amount of chemicals in the plant, though some have additional effects, such as stun length for bananas.
To get the amount of a given chemical in a plant, multiply the reagent in the chart by the potency: for example, 10% nutriment will be 5 nutriment at 50 potency.
- Yield: How much product you get each harvest. Between 0 and 10. Pay attention to this, because if it drops to 0, you won't harvest anything.
- Production Speed: How fast your plant reaches harvest. Between 1 and 10 -- the lower the faster. The plant has to wait (Production Speed) age cycles before each harvest.
- Maturation Speed: Age cycles before the plant can start production. The first harvest will be (Maturation Speed + Production Speed).
- Lifespan: When the age is above lifespan, the plant starts losing health. Between 10 and 100. Only important for plants with the Perennial Growth trait.
- Age: Age of the plant. Only relevant in terms of the lifespan stat.
- Endurance: Max health. Between 10 and 100. Not very useful, unless you leave your garden often.
- Weed growth rate: Determines how quickly weeds grow in the plant tray. Only relevant with very high values.
- Weed vulnerability: The higher, the more easily a plant is overtaken by weeds. Only relevant with very high values.
Reagents/Content
This determines what chemicals are present in a grown plant - the DNA extractor lets you extract and splice these.
With a bit of creativity, you can mix your own mutagen, produce unique healing chemicals or turn tomatoes into napalm grenades. Solid Chemistry knowledge will help you out immensely.
For a detailed list, check out: Plant reference chart
Traits
Traits give your plants unique properties. There are plenty - Perennial Growth for example lets you harvest plants multiple times.
These can be transferred, just like reagents.
Click expand to see a list of traits:
- Perennial Growth: Plants with this trait can be harvested more than once.
- Weed Adaptation: The plant acquires weed-like properties, making it not need nutrients and immune to weeds in the tray.
- Fungal Vitality: The plant acquires mushroom-like properties, making it not need light or water.
- Separated Chemicals: Makes plant reagents not react until squashed. Otherwise, they will mix on harvest.
- Liquid Contents: Causes the plant to squash when thrown, applying the reagents inside on the target and destroying the plant.
- Gaseous Decomposition: Plants with this trait emit a smoke cloud when squashed, spewing reagents everywhere. Requires Liquid Contents to be useful. Only available through Strange seeds.
- Densified Chemicals: Doubles the reagent capacity of the plant.
- Slippery Skin: Causes the plant, or any products of the plant, to become slippery. The stun time is (Potency * 0.08), divided by 3 unless the plant has lube or is a banana. Maximum stun is 7 seconds.
- Hypodermic Prickles: Plants with this trait will sting when thrown, transferring a portion of their chemicals to the target.
- Capacitive Cell Production: Plants with this trait can be made into batteries with the addition of wire. Electrical Activity increases the cell's maximum charge.
- Electrical Activity: Gives the plant electrical charge, making it recharge batteries when used; it will also electrocute on slip if it also has Slippery Skin and on hit if it has Liquid Contents.
- Bluespace Activity: Gives the plant bluespace properties, making it teleport people hit if the plant has Liquid Contents, and on slip if it has Slippery Skin.
- Bioluminescence: Causes the plant to glow, emitting light equal to 10% of potency. Varieties include Shadow Emission and Red Electrical Glow.
- Strong Bioluminescence: Causes the plant to glow, emitting light equal to 20% of potency.
Plant reference chart
All you need to know about plants - their reagents, traits and what they can mutate into.
Plant Chart (mouse over the reagents to have a brief effect description)
Name | Type | Seed | Potting | Product | Reagent Production | Traits | Available from | Mutates into |
---|---|---|---|---|---|---|---|---|
Ambrosia deus | Normal | 5% nutriment, 15% omnizine, 15% synaptizine, 10% space drugs, 4% vitamin | Perennial Growth | Mutate Ambrosia vulgaris | Ambrosia gaia | |||
Ambrosia gaia | Normal | 6% nutriment, 5% earthsblood, 5% vitamin | Mutate Ambrosia deus | |||||
Ambrosia vulgaris | Normal | 5% nutriment, 10% bicaridine, 10% kelotane, 15% space drugs, 10% toxin, 4% vitamin | Perennial Growth | MegaSeed Servitor | Ambrosia deus | |||
Apple | Normal | 10% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor | Gold apple | |||
Banana | Normal | 10% banana juice, 10% potassium, 4% vitamin, 2% nutriment | Slippery Skin, Perennial Growth | MegaSeed Servitor, Exotic Seeds Crate | Mimana, Blue-space banana | |||
Berry | Normal | 10% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor, Seeds Crate | Glow-berry, Poison-berry | |||
Blood tomato | Normal | 10% nutriment, 20% blood, 4% vitamin | Liquid Contents, Perennial Growth | Mutate Tomato | ||||
Blue-space banana | Normal | 20% singulo, 10% banana juice, 4% vitamin, 2% nutriment | Slippery Skin, Bluespace Activity, Perennial Growth | Mutate Banana | ||||
Blue-space tomato | Normal | 10% nutriment, 20% singulo, 20% space lube, 4% vitamin | Slippery Skin, Bluespace Activity, Liquid Contents, Perennial Growth | Mutate Blue tomato | ||||
Blue cherry | Normal | 7% nutriment, 7% sugar | Perennial Growth | Mutate Cherry | ||||
Blue tomato | Normal | 10% nutriment, 20% space lube, 4% vitamin | Slippery Skin, Perennial Growth | Mutate Tomato | Blue-space tomato | |||
Blumpkin | Normal | 20% ammonia, 10% chlorine, 20% nutriment | Perennial Growth | MegaSeed Servitor, mutate Pumpkin | ||||
Cabbage | Normal | 10% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor | Replica pod | |||
Cannabis | Normal | 15% space drugs, 35% lipolicide | Perennial Growth | MegaSeed Servitor (hacked) | Rainbow weed, Deathweed, Lifeweed, Omega weed | |||
Carpet | Normal | 2% nutriment, 5% hydrogen | Perennial Growth | Mutate Grass | ||||
Carrot | Normal | 5% nutriment, 4% vitamin, 25% oculine | MegaSeed Servitor, Seeds Crate | Parsnip | ||||
Chanterelle | Mushroom | 10% nutriment | Fungal Vitality | MegaSeed Servitor, Seeds Crate, can overtake a tray | ||||
Cherry | Normal | 7% nutriment, 7% sugar | Perennial Growth | MegaSeed Servitor | Blue cherry | |||
Cherry Bomb | Normal | 10% nutriment, 10% sugar, 70% blackpowder | Perennial Growth | Only available from Xenobiology | ||||
Chili | Normal | 4% nutriment, 25% capsaicin, 4% vitamin | Perennial Growth | MegaSeed Servitor | Ghost chili, Ice Pepper | |||
Cocoa | Normal | 10% nutriment, 25% cocoa | Perennial Growth | MegaSeed Servitor | Vanilla | |||
Coffee arabica | Normal | 10% coffee powder, 4% vitamin | Perennial Growth | MegaSeed Servitor | Coffee robusta | |||
Coffee robusta | Normal | 10% coffee powder, 4% vitamin, 10% ephedrine | Perennial Growth | Mutate Coffee arabica | ||||
Combustible Lemon | Normal | 5% nutriment | Perennial Growth | Mutate Lemon | ||||
Corn | Normal | 10% nutriment, 20% corn oil, 4% vitamin | MegaSeed Servitor, Seeds Crate | Snapcorn | ||||
Death berry | Normal | 10% nutriment, 8% coniine, 10% tirizene, 4% vitamin | Perennial Growth | Mutate Poison-berry | ||||
Death nettle | Weed | 50% fluorosulphuric acid, 50% sulphuric acid | Perennial Growth, Weed Adaptation, Hypodermic Prickles | Mutate Nettle, weed mutation | ||||
Deathweed | Normal | 35% cyanide, 15% space drugs, 15% lipolicide | Perennial Growth | Mutate Cannabis | ||||
Destroying angel | Mushroom | 10% amatoxin, 4% mushroom hallucinogen, 20% amanitin | Fungal Vitality | Mutate Fly amanita | ||||
Eggplant | Normal | 10% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor, Seeds Crate | Egg-plant | |||
Egg-plant | Normal | 10% nutriment | Perennial Growth | Mutate Eggplant, Exotic Seeds Crate | ||||
Fly amanita | Mushroom | 35% amatoxin, 4% mushroom hallucinogen, ?% growth serum | Fungal Vitality | MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray | Destroying angel | |||
Gatfruit | Normal | 10% sulfur, 10% carbon, 7% nitrogen, 5% potassium, a goddamn .357 revolver when harvested | Perennial Growth | Only available from Xenobiology | ||||
Geranium | Normal | 5% nutriment, 20% bicaridine | Mutate Poppy | |||||
Glow-berry | Normal | 10% nutriment, 25% uranium, 20% iodine, 4% vitamin. Luminosity: 20%. | Strong Bioluminescence, Separated Chemicals, Perennial Growth | Mutate Berry | ||||
Ghost chili | Normal | 4% nutriment, 55% capsaicin, 30% condensed capsaicin | Perennial Growth | Mutate Chili | ||||
Glowshroom | Mushroom | 10% radium, 10% phosphorus, 4% nutriment. Glow: 10% | Bioluminescence, Fungal Vitality | MegaSeed Servitor (hacked) | Glowcap | |||
Glowcap | Mushroom | 10% teslium. Glow: 10%. Restores up to 100% battery charge. | Electrical Activity, Bioluminescence, Fungal Vitality | Mutate Glowshroom | ||||
Gold apple | Normal | 10% nutriment, 20% gold, 4% vitamin | Mutate Apple | |||||
Grapes | Normal | 10% nutriment, 10% sugar, 4% vitamin | Perennial Growth | MegaSeed Servitor | Green grapes | |||
Grass | Normal | 1% nutriment, 5% hydrogen | Perennial Growth | MegaSeed Servitor | Carpet | |||
Green grapes | Normal | 10% nutriment, 20% kelotane, 10% sugar, 4% vitamin | Mutate Grapes | |||||
Harebell | Weed | 4% nutriment | Weed Adaptation | Can overtake a a tray | ||||
Holymelon | Normal | 20% holy water, 4% vitamin, 10% nutriment | Perennial Growth | Mutate Watermelon | ||||
Ice Pepper | Normal | 2% nutriment, 25% frost oil, 2% vitamin | Perennial Growth | Mutate Chili | ||||
Killer tomato | Normal | 10% nutriment, 4% vitamin | Liquid Contents | Mutate Tomato | ||||
Koibean | Normal | 5% nutriment, 10% carpotoxin, 4% vitamin | Perennial Growth | Mutate Soybean | ||||
Kudzu | Weed | 2% nutriment, 4% charcoal | Perennial Growth, Weed Adaptation | Weed mutation | Special, see this. | |||
Lemon | Normal | 5% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor | Combustible Lemon | |||
Liberty-cap | Mushroom | 2% nutriment, 25% mushroom hallucinogen | Fungal Vitality | MegaSeed Servitor (hacked), Exotic Seeds Crate, weed mutation | ||||
Lifeweed | Normal | 35% omnizine, 15% space drugs, 15% lipolicide | Perennial Growth | Mutate Cannabis | ||||
Lily | Normal | 5% nutriment, 20% bicaridine | Perennial Growth | Mutate Poppy | ||||
Lime | Normal | 5% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor, mutate Orange | Orange | |||
Meatwheat | Normal | 5% nutriment, 4% vitamin, blood (when harvested) | Mutate Wheat | |||||
Mimana | Normal | 10% nothing, 10% mute toxin, 2% nutriment | Slippery Skin, Perennial Growth | MegaSeed Servitor, Exotic Seeds Crate | Mimana, Blue-space banana | |||
Moonflower | Normal | 2% nutriment, 2% vitamin, 20% moonshine | Mutate Sunflower | |||||
Nettle | Weed | 50% sulphuric acid | Perennial Growth, Weed Adaptation | MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray | Death nettle | |||
Novaflower | Normal | 25% condensed capsaicin, 30% capsaicin, 4% nutriment | Mutate Sunflower | |||||
Oat | Normal | 4% nutrient | Mutate Wheat | |||||
Omega weed | Normal | 30% space drugs, 30% mindbreaker toxin, 15% mercury, 15% lithium, 15% atropine, 15% haloperidol, 15% methamphetamine, 15% capsaicin, 15% barber's aid, 15% bath salts, 15% itching powder, 15% crank, 15% krokodil, 15% histamine, 15% lipolicide | Perennial Growth | Mutate Cannabis | ||||
Orange | Normal | 5% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor, mutate Lime | Lime | |||
Parsnip | Normal | 5% vitamin, 5% nutriment | Mutate Carrot | |||||
Plump helmet | Mushroom | 10% nutriment, 4% vitamin | Fungal Vitality | MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray | Walking mushroom | |||
Poison-berry | Normal | 10% nutriment, 15% cyanide, 20% tirizene, 4% vitamin | Perennial Growth | Mutate Berry | Death berry | |||
Poppy | Normal | 5% nutriment, 20% bicaridine | MegaSeed Servitor | Geranium, Lily | ||||
Potato | Normal | 10% nutriment, 4% vitamin | Capacitive Cell Production | MegaSeed Servitor, Seeds Crate | Sweet Potato | |||
Pumpkin | Normal | 20% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor | Blumpkin | |||
Rainbow weed | Normal | 15% mindbreaker toxin, 35% lipolicide | Perennial Growth | Mutate Cannabis | ||||
Redbeet | Normal | 5% nutriment, 5% vitamin | Densified Chemicals | Mutate Whitebeet | ||||
Rice | Normal | 4% nutrient | MegaSeed Servitor | |||||
Reishi | Mushroom | 35% charcoal, 35% morphine | Fungal Vitality | MegaSeed Servitor (hacked), can overtake a tray | ||||
Replica pod | Normal | None | MegaSeed Servitor, Exotic Seeds Crate, Mutate Cabbage | |||||
Snapcorn | Normal | 10% nutriment, 20% corn oil, 4% vitamin | Mutate Corn | |||||
Soybean | Normal | 5% nutriment, 4% vitamin | Perennial Growth | MegaSeed Servitor, Seeds Crate | Koibean | |||
Space tobacco | Normal | 3% nutriment, 8% nicotine, 5% salbutamol | Mutate Tobacco | |||||
Starthistle | Weed | None | Can overtake a tray | |||||
Steelcap | Mushroom | None | Fungal Vitality | Mutate Towercap | ||||
Sugarcane | Normal | 25% sugar | Perennial Growth | Seeds Crate | ||||
Sunflower | Normal | 8% corn oil, 4% nutriment | MegaSeed Servitor, Seeds Crate | Moonflower, Novaflower | ||||
Sweet Potato | Normal | 10% nutriment, 10% sugar, 10% vitamin | Mutate Potato | |||||
Tea aspera | Normal | 10% tea powder, 4% vitamin | Perennial Growth | MegaSeed Servitor | Tea astra | |||
Tea astra | Normal | 10% tea powder, 10% synaptizine, 4% vitamin | Perennial Growth | Mutate Tea aspera | ||||
Tobacco | Normal | 3% nicotine, 3% nutriment | MegaSeed Servitor | Space tobacco | ||||
Tomato | Normal | 10% nutriment, 4% vitamin | Liquid Content, Perennial Growth | MegaSeed Servitor, Seeds Crate | Blood, Blue or Killer tomato | |||
Towercap | Mushroom | None | Fungal Vitality | MegaSeed Servitor, can overtake a tray | Steelcap | |||
Vanilla | Normal | 25% vanilla, 10% nutriment | Perennial Growth | Mutate Cocoa | ||||
Walking mushroom | Mushroom | 15% nutriment, 5% vitamin | Fungal Vitality | Mutate Plump helmet | ||||
Watermelon | Normal | 20% nutriment, 20% water, 4% vitamin | Perennial Growth | MegaSeed Servitor | Holymelon | |||
Wheat | Normal | 4% nutriment | MegaSeed Servitor, Seeds Crate | Oat, Meatwheat | ||||
Whitebeet | Normal | 5% nutriment, 20% sugar, 4% vitamin | MegaSeed Servitor | Redbeet |
Chemicals
A lot of chemicals influence plants - get these from the vending machine, Chemistry or by growing your own!
Click expand to see a list of chemicals:
Fertilizers
- Nutriment: A fertilizer that doesn't cause mutation. You can get it from the Chef, or by putting your plants in the grinder. Heals the plant.
- Ammonia: Also a fertilizer, same effect as nutriment. Get it from the Chemist or hack the Nutri-Vend to get this.
- Diethylamine: A very powerful fertilizer. Twice as effective as Ammonia/Nutriment, meaning 1 unit diethylamine adds 2 units nutrient. Heals the plant AND also kills pests. Get it the same way you get Ammonia.
- Saltpeter: Heals your plant, increases potency, can increase yield and decreases production time. Great to have in any situation.
- Robust Harvest: Makes your plant produce twice as much, and will never mutate it. Useful if you already have good stats, are using unstable mutagen and don't want random mutations to interfere, or simply don't want to bother with mutating at all.
- E-Z-Nutrient: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield.
- Left 4 Zed: Makes your plant mutate twice, but it will only produce one plant at most - if the plant's yield is 0, then nothing is produced! You'll have to use another fertilizer to harvest the normal yield of the plant.
Pest Removal
- Pest Killer: Kills pests, and adds a small amount of toxicity.
- Weed Killer: Same as above, but for Weeds.
Mutation
- Unstable Mutagen: Used to randomly mutate plants - 5u to change the plant type, less to only change stats.
- Radium and Uranium: Same chance to mutate plants, but you need 10 units, they also damage the plant and add toxicity.
Plant Meds
- Charcoal: Makes your plant less toxic. You can get it by whining to anyone who works in Medbay.
- Cryoxadone: Heals your plant, via
miraclesscience. Also lowers toxicity. Don't expect the Chemist to give this to you, it's always needed at Medbay and requires Plasma to mix. - Holy water: If you can get the Chaplain's attention and make him bless your water, it will heal your plant a bit.
- Ash: Heals your plant and adds nutriment. Also kills weeds.
Plant Killers
- Plant-B-Gone: Seriously damages the plant. Also lowers toxicity by magic and kills weeds.
- Toxins, Acids, Fluorine, Chlorine: Damage the plant.
- Sugar: Makes pests and weeds grow stronger. Unless you plan to use some mutagen to unleash giant spiders or Kudzu upon the station, it's of no use.
- Phosphorus: Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. You can use it to kill off plants (or just use the spade).
Advanced Botany
This is where you get to PLAY GOD and mess with the stats, reagents and traits of plants.
Using the DNA manipulator
1. Go to the locker in the back and take out the box of plant data disks.
2. Load a disk into the machine along with any seed of choice.
3. Extract any gene, this will destroy the seed and save it to the disk.
4. Put in another seed.
5. You can now modify the seed's stats and genes based on what's on the plant data disk.
Useful genes to extract at roundstart:
- The wheat in the seed vendor has 1 production speed
- Treecaps have naturally high endurance and resistance and 50 potency
- The tobacco in the seed vendor has 10 yield
- Apples have perennial growth
NOTE:Not all traits are readily transferable: potency for example is capped at 50% on the standard machine.
To up your potency cap, upgrade the machine with the help of RnD: each of its three components (manipulator, scanner, laser) will up the cap by 5% multiplied by their research tier;
Machine base is 35%, all T1 components net +(5%x1)x3= 15% total, and all T4 components net +(5%x4)x3=60% total, making the maximum cap 95%.
Mutations
You can mutate plants to A) change stats or B) mutate them into a different subspecies. To do this in a timely manner, you'll need to work with the Chemistry department.
- The agonizingly slow way is using E-Z Nutriment to make the plant mutate once every time it's ready to harvest. Left 4 Zed makes it mutate twice, but you'll have to replace the nutriment to actually harvest something! Finally, regular nutriment has a very small chance to mutate the plant into a different species.
- You can speed up the process to bearable levels by asking your local Chemist for a few bottles of unstable mutagen.
Pour 5 units on your plant and prepare for...
- 10% chance of mutation into a related species. This destroys the old plant and plants a new one. See the Plant reference chart for information on these mutations.
- 10% chance of the plant losing lots of health instantly. The plant can die because of this
- 15% chance of heavy stat mutation with a 3% chance of a new trait appearing.
- 15% chance of normal stat mutation.
- 20% chance of nothing. You get a message when this happens.
- 10% chance of weeds mutating. If weed level is less than 5, nothing happens, otherwise you get a random, special mutated weed (Kudzu, Deathnettle, Destroying Angel, Liberty Cap).
- 10% chance of pests mutating. Again, if pest level is less than 5, nothing happens. Otherwise, spiderlings are spawned.
- This is really bad. If the spiderlings escape, you'll get chased by a lynchmob, a dozen huge spiders and most likely bwoink'd.
Or, if you don't want to bother with species mutation, pour 2 units for a guaranteed heavy stat mutation with a 3% chance of a new trait appearing, or even 1 for a guaranteed normal stat mutation. This method is safe even if you don't have backup seeds, and you can use a bottle for it.
- You can use radium and uranium, but they cause ill effects, and if you can get radium, you can get mutagen.
- R&D can also make a wonderful thing called a Floral Somatoray. It has two options: increase yield and mutate the plant. In yield more mode, every time you fire it at the plant, there is a chance the yield will increase. The chance becomes very small when you reach high levels, but it's very useful for low-yield plants. It can even raise yield from zero! In mutation mode, it will always induce a normal stat mutation.
Dude weeds
Trays, whether empty or occupied by plants, can be occasionally overtaken by a weed if their level is 5 or more. In that case the old plant is destroyed, and a new one will sprout in its place.
Possible plants include:
- 1/6 chance for Reishi/Starshittle.
- 1/9 chance for Nettle/Harebell/Amanita/Chanterelle/Tower Cap/Plump Helmets
Using 5u of unstable mutagen on high weed level trays results in different plants:
- Kudzu, Deathnettle, Destroying Angel, Liberty Cap
Other Notes
Ambrosia Gaia upgrades
Using enough Ambrosia Gaia on a plant tray will give it a golden shine. Now it will no longer require water, fertilizer or weed/pest removal.
This is great in combination with plants that have the Perennial Growth trait! A lot of Botanists will upgrade their trays before getting started with actual hydroponics.
Upgraded trays permanently contain the last fertilizer you used before the upgrade - Robust Harvest is usually the best choice.
Replica Pod Cloning
Replica pods can be used to grow dead people back to life - even when their brain and head are missing.
To clone someone, follow these simple steps:
- Take a blood sample from the body using a syringe.
- Inject it into the bag of seeds.
- Plant the seeds.
- Let the plant grow and harvest it.
A cloned person will either be human (high seed potency) or become a Podman (low potency). They are a little different from normal humans, e.g. they regenerate in light but suffer in darkness and don't get attacked by bees.
Cabbage can be mutated into Replica Pod.
Strange seeds
Harvested strange seeds (from hacked vendors or Cargonia) have completely random reagents and traits.
Notable examples are:
- Gaseous Decomposition
- Nitroglycerin
- Microbes (Fungal Tuberculosis)
- Any drink, like Gin Tonic or Beepsky Smash
- Glitter
- Plasmaman Mutation Toxin
- Hell Water
Of course, this is pretty gimmicky and unreliable.
Kudzu
Usual plant stats affect active kudzu in the specific way:
- Potency of the seed will make kudzu mutate more on spread, the chance to mutate on each new piece is [potency / 10]
- Production will affect how fast the kudzu can spread, usual kudzu spreads at a rate of 20% of the amount of pieces per tick but no more than 30, production changes the cap [30 * production / 50] and the percent of processed pieces per tick [20 * (production / 50)]
Killing the last piece of kudzu will create a kudzu seed on its place with all the mutations of the piece saved in the seed, so if you reactivate it new first piece will have all the same mutations the seed has and will spread it to all the progenitors.
Kudzu can gain mutations only on spread, here is the list of all of them:
Click expand to see Kudzu traits and mutations:
- CO2 consumption - positive mutation, consumes CO2 from the air
Space covering - positive mutation, makes vines grow vine floors over spaceRemoved as of August 23 2017.- Light - positive mutation, about 40% of the vines with this mutation emit light slightly more powerful than PDA
- Transparency - positive mutation, makes vines look-through
- Toxins consumption - positive mutation, absorbs plasma from the air
Bluespace vines - minor negative mutation, makes vines be able to grow through anythingRemoved as of August 23 2017.- Explosive - minor negative mutation, on death vines with this mutation explode with a 0,0,2 power, clusters of this vine will chain-explode one after another
- Fire resistant - minor negative mutation, makes vines ignore fire damage, be it plasma fires or welders
- Vine eating - minor negative mutation, vines with this mutation will eat vines without it
- Toxicity - negative mutation, eating vine with this mutation or walking thought it will cause you toxin damage
- Aggressive spreading - negative mutation, on spreading vines will cause effect of mini-explosion on the tile they spread to, mobs buckled by this vine will also experience effects akin to minor explosion
- O2 consumption - negative mutation, absorbs O2 from the air around
- N2 consumption - negative mutation, absorbs N2 from the air
- Thorns - negative mutation, makes mobs touching or going through vines recieve physical damage
- Hardening - negative mutation, makes vines not die fast from sharp objects, but makes non-sharp objects(hands included) be more effective agaisnt them, on the full maturation block the passage
- Flowering - negative mutation, makes vines very entangly and spawns harmful flowers occasionally, flowers after destruction spawn flower mob that is agressive and attacks
Adding special chemicals to the tray when the seeds are growing will affect the specific kudzu mutations:
- Adding 5u of welding fuel will remove random positive mutation with a 20% probability
- Adding 5u of phenol will remove a random minor negative mutation with a 20% probability
- Adding 5u of sterilizine will remove a random negative mutation with a 20% probability
- Adding 15u of blood will change the production value of the seeds by a random number in the range from -5 to +15
- Adding 5u of amatoxin will change the production value of the seeds by a random number in the range from -15 to +5
- Adding 5u of plasma will change the potency value of the seeds by a random number in the range from -15 to +5
- Adding 10u of holy water will change a potency value of the seeds by a random number in the range from -5 to +15
Sandstone and Soil
If you pick up the grass and use it (click on it in your hand), you will prepare astroturf. Get a crowbar and remove some floor tiles, then place astroturf in their place. In addition to looking nice, it can be used to get some sand. Just dig it with your spade and you'll get two piles. Now, pick up the sand and use it; you will make a sandstone brick. Using three bricks, you can make a soil plot, which is like a tray, except you can walk over it and there are no lights. You can also build a sandstone door with 10 bricks.
Science can build hydroponics trays. They can also upgrade them by replacing the matter bins, and this increases the water and nutrient capacity of the tray.
Wood and Drying Racks
First you need to get some tower-caps, grow them and harvest them. You can then use hatchet (and some other things, but it's not important) on the logs to chop some planks. They have many uses: you can make chairs, tables, wooden floors and so on. A unique thing here is a drying rack. You can use it to dry a plant, and then smoke it. First, build a rack with 10 planks. Then, grab a plant you want to dry and put it in the rack. Click on the rack and toggle drying so that the red arrows light up. Give it a few seconds and it's done.
Note: you can dry any plant, and smoking it will give you all chemicals that were in it. You can smoke dried apples if you want, and get nutriment from them.
Things You Can Make Out of Your Plants
- Separated Chemicals + Liquid Contents lets you grow grenades. Glow-berry Uranium + Towercap Iron = EMP. Watermelon Water + Banana Potassium = Boom.
- Add some cable to a potato to make a potato battery.
- Glowberries and glowshrooms, as the name suggests, glow.
- You can carve a pumpkin with a hatchet. Carved pumpkins can be worn and you can toggle them to emit a weak light.
- You can make a cob-pipe out of a corn cob.
- You can carve a carrot with a hatchet to make a shiv. It's not very strong but it's good at slicing things.
- Flowers and ambrosia can be worn on your head.
- Add dried ambrosia, wheat, tea aspera tips or tobacco leaves to a tower cap log to make a torch.
- Dried ambrosia, tobacco or any mutations of those are able to be smoked from wrapping paper, found in smoking vending machines. You can also grind them and put the liquid in an e-cig.
Todo list for this guide
- Add missing/fix outdated entries in the plant reference chart
- Add some icons and pictures to break up the wall of text