Guide to hydroponics: Difference between revisions

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[[File:Hydroponics.png|frame|right|Hydroponics. This is your home.]]
[[File:Hydroponics.png|frame|right|Hydroponics. This is your home.]]
== Basics of Botany ==
[[Hydroponics]] and the [[Botanist]]s 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 and two vending machines, one with seeds and the other with miscellaneous items such as nutriments and tools for your job, are available where you grow plants. The [[#Biogenerators|bio-generator]] can be used to recycle 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.


== Basics ==
Plants require nutriment and water to grow. They are also bothered by pests and weeds.


[[Hydroponics]] and the [[Botanist]]s who work there are important crewmates, especially in longer rounds. Botanists grow plants, obviously. Without plants, the [[Chef]] will run out of ingredients for food. Without the chef, the denizens of the station will either have to live off of beef jerky and space twinkies, or starve to death. Now that you understand why this is important, let's get started!
[[File:Hydrotray flashing.gif|48px]] [[Machines#Hydroponics_Tray|Hydroponics Trays]] come equipped with alerts that show specific colors to tell you what's happening with your plant. From left to right:
* <span style="color:green;background-color:white">▮</span>'''Green:''' Ready to harvest.
* <span style="color:red;background-color:white">▮</span>'''Red:''' Low health.
* <span style="color:red;background-color:white">▮</span>'''Red (flashing):''' Weeds/pests.
* <span style="color:yellow;background-color:white">▮</span>'''Yellow:''' Low nutriment.
* <span style="color:blue;background-color:white">▮</span>'''Blue:''' Low water.
Tools that are of use in botany:
* [[File:Wrench.png]] '''Wrench:''' Used to move your trays around.
* [[File:Wirecutters.png]] '''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 [[Guide_to_chemistry#Unstable_Mutagen|unstable mutagen]].
* [[File:Hatchet.png]] '''Hatchet:''' Chops tower-caps into planks. This is also a very robust tool that can be put in backpacks.
* [[File:Spade.png]] '''Spade:''' Digs up grass floors and removes all plants and weeds from a tray.
* [[File:Cultivator.png]] '''Cultivator: Kills Weeds.
* [[File:Plant_analyzer.png]] '''Plant Analyzer:''' Determine stats of plants and produce.
* [[File:Plantbag.png]] '''Plant Bag:''' Collects up to 50 items or 100 seeds from your harvest.
* '''Portable Seed Extractor:''' Can harvest and pick up plants and turn up to 100 plants into seeds.
=== [[File:Seed_Extractor.gif|Seed Extractor]] Plants 101 ===
Take some seeds from the vendor and put them into the trays. Make sure to keep them weeded with a cultivator and watered. 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. Sometimes these and other stats of a plant are effected if you ignore them after the light warns you of their status. You have a choice of 5 nutriments depending on if you hacked your machine or not. Once your tray flashes green, you're set to harvest. If you want to replicate the plant to continue growing more, just insert a harvested plant into the seed extractor.
=== [[File:Biogenerator.gif|Bio-generator]] Biogenerators ===
The bio-generator makes items out of the nutriment in plants, such as watermelons and pumpkins which have a 20% nutriment boost trait. To get biomass, grab a spare bucket and equip the machine with it then put your harvest plants inside. Open its interface and process the plants. If you somehow run out of nutriment in the vendors, remember you can print the three standard nutriments here. You can recycle any plant, though if they don't have nutriment like bananas, the efficiency is very low.
=== DNA Extractor ===
A recent addition, this allows you to extract genes and stats from seeds. This is a very useful machine for mass producing plants, saving time and is super easy.
;How to use
# Go to a locker in the back room and take out the box of plant data disks.
# Load a disk into the machine along with any seed packet of your choice.
# Extract a seed trait to the disk, the seed packet will be destroyed (Note: Not all seed packets will have traits).
# Put in another seed packet.
# You can now modify the seed's stats and genes based on what's in the plant data disk.
;Useful seeds for maxing production
* '''Potency:''' 50 for [[Guide_to_plants#Towercap|Tower-cap mycelium]] and [[Guide_to_plants#Cotton|Cotton]]
* '''Yield:''' 10 for [[Guide_to_plants#Tobacco|Tobacco]]
* '''Production Speed:''' 1 for [[Guide_to_plants#Wheat|Wheat]]
* '''Endurance:''' 50 for [[Guide_to_plants#Lime|Lime]]
* '''Lifespan:''' 60 for [[Guide_to_plants#Whitebeet|White-beet]]
=== Plants ===
There are three types of plants. The biggest category is "normal plants". The much smaller ones are "mushrooms" and "weeds". They are a little different from the normal plants:
* Mushrooms need less light, and suffer less from lack of it.
* Mushrooms don't need water to grow. They still use it, though.
* Mushrooms' yield can't drop to 0. It will always be at least 1.
* Weeds don't suffer from high weed level.
Empty trays can be occasionally overtaken by a weed. Possible plants include:
* 1/6 chance for [[Guide_to_plants#Reishi|Reishi]].
* 1/6 chance for [[Guide_to_plants#Starthistle|Starthistle]].
* 1/9 chance for [[Guide_to_plants#Nettle|Nettle]].
* 1/9 chance for [[Guide_to_plants#Harebell|Harebell]].
* 1/9 chance for [[Guide_to_plants#Fly_amanita|Fly Amanita]].
* 1/9 chance for [[Guide_to_plants#Chanterelle|Chanterelle]].
* 1/9 chance for [[Guide_to_plants#Towercap|Tower Cap]].
* 1/9 chance for [[Guide_to_plants#Plump_helmet|Plump Helmets]]
== Chemicals ==
=== Fertilizers ===
* '''[[Botanist#Fertilizer_types|E-Z-Nutrient]]:''' Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield.
* '''[[Botanist#Fertilizer_types|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.
* '''[[Botanist#Fertilizer_types|Robust Harvest]]:''' Makes your plant produce 1.3x 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.
* '''Nutriment:''' A fertilizer. You can get it from the [[Chef]], or by using your own plants. Heals the plant.
* '''[[Guide_to_chemistry#Ammonia|Ammonia]]:''' Also a fertilizer, same effect as nutriment. Get it from the [[Chemist]] or hack the Nutri-Vend to get this.
* '''[[Guide_to_chemistry#Diethylamine|Diethylamine]]:''' A very powerful fertilizer. Twice as effective, meaning 1 unit diethylamine adds 2 units nutrient. Heals the plant AND also kills pests. Get it the same way you get Ammonia.
=== Pest Removal ===
* '''[[Guide_to_chemistry#Pest_Killer|Pest Killer]]:''' Kills pests, and adds a small amount of toxicity.
* '''[[Guide_to_chemistry#Weed_Killer|Weed Killer]]:''' Same as above, but for Weeds.
=== Stats ===
* '''[[Guide_to_chemistry#Unstable_Mutagen|Unstable Mutagen]]:''' Used to randomly mutate plants without harming them directly with toxins. Only use 1 or 2 units for optimized results.
* '''Radium and Uranium:''' Same chance to mutate plants, but you need 10 units, they also damage the plant and add toxicity.
* '''[[Guide_to_chemistry#Saltpetre|Saltpetre]]:''' Ask the chemists for this, this increases potency and has a chance to increase yield as well.
=== Plant Meds ===
* '''[[Guide_to_chemistry#Charcoal|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. Get it from the [[Chemist]], or find a nice doctor to steal some from cryogenics.
* '''[[Guide_to_drinks#Holy_Water|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.
* '''[[Guide_to_chemistry#Saltpetre|Saltpetre]]:''' Heals your plant, increases potency and decreases production time.
=== Plant Killers ===
* '''[[Guide_to_chemistry#Plant-B-Gone|Plant-B-Gone]]: Seriously damages the plant. Also lowers toxicity by magic and kills weeds.
* '''[[Guide_to_chemistry|Toxins, Acids, Fluorine, Chlorine]]:''' Damage the plant.
* '''[[Guide_to_food#Sugar|Sugar]]:''' Makes pests and weeds grow stronger. Unless you [[Traitor|plan to use some mutagen to unleash giant spiders upon the station]], it's of no use.
* '''Phosphorus:''' Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. If you manage to get your hands on a lot of it, you can use it to kill useless plants without hurting the next plant.
==Advanced Botany==
Maybe you want to grow something more impressive than the tiny potatoes your plants probably produced. Or perhaps you got unlucky and harvested only one of each. A plant's stats determine all this and more, and true botanists are unafraid to PLAY GOD and change them!
===Stats===
Use your plant analyzer on a growing plant. You should get something like this:
*Plant Age: 5
*Plant Endurance: 15
*Plant Lifespan: 25
*Plant Yield: 4
* Plant Production: 1
*Plant Potency: 5
* Weed level: 2/10
*Pest level: 3/10
*Toxicity level: 0/100
*Water level: 86/100
*Nutrition level: 7/10
You can also scan the growns:
*Plant type: Normal plant
*Potency: 5
*Yield: 4
*Maturation speed: 6
*Production speed: 1
*Endurance: 15
*Nutritional value: 1
*Other substances: 0
And seeds (you can also see these stats from inside the seed extractor storage):
*Plant Endurance: 15
* Plant Lifespan: 25
* Species Discovery Value: 0
* Plant Yield: 4
*Plant Production: 1
*Plant Potency: 5
These names may be confusing at first. Here is what they all mean: 
*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.
* Lifespan: When the age is above lifespan, the plant starts losing health. Between 10 and 100. Not important at all in plants that can only be harvested once, unless they die before harvest. Barely useful for the other ones, because you can always plant it again.
*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.
*Maturation Speed: Age cycles before the plant can start production. The first harvest will be (Maturation Speed + Production Speed).
*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.
*Potency: The most important stat. Between 0 and 100. Basically, this determines plant power. Mostly 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.
====Traits====
Some plants have special traits, that can be transferred through the Plant DNA Manipulator. It is a well-known strategy to make a plan of which plants to grow to extract the traits you need to <s>mass murdering the whole crew</s> supporting others.
* Lighting
**{{anchor|Bioluminescence}}'''Bioluminescence:''' Causes the plant to glow, emitting light equal to 4% of potency. Available in multiple colors.
**{{anchor|Strong Bioluminescence}}'''Strong Bioluminescence:''' Causes the plant to glow, emitting light equal to 6% of potency.
**{{anchor|Shadow Emission}}'''Shadow Emission:''' Causes the plant to '''reduce''' lighting by 24% of potency.
*Growth
**{{anchor|Fungal Vitality}}'''Fungal Vitality:''' The plant behaves like a mushroom: It needs neither water nor light.
**{{anchor|Weed Adaptation}}'''Weed Adaptation:''' The plant behaves like a weed: It does not need nutrients and is immune to weeds.
**{{anchor|Perennial Growth}}'''Perennial Growth:''' Makes the plant be harvastable more than once, time for the products to be harvested again is determined by the production speed. Does nothing on [[Guide_to_plants#Replica_pod|replica pods]].
*Electricity
**{{anchor|Electrical Activity}}'''Electrical Activity:''' Gives the plant electrical charge, making it recharge batteries of devices on the consumer when fully consumed by the plant's potency as a percent; it will also have up to a 20% chance depending on potency to electrocute on slip if it also has '''Slippery Skin''' and on hit if it has '''Liquid Contents'''.
**{{anchor|Capacitive Cell Production}}'''Capacitive Cell Production:''' Enables you to create a battery from the plant by adding 5 cables. Maximum capacity is dependent on potency. Capacity is multiplied further if '''Electrical activity''' is also present in the plant, making it competitive with powercells.
* Reagent-application
**{{anchor|Liquid Contents}}'''Liquid Contents:''' Allows the plant to be squashed when thrown or slipped on, leaving a colored mess and trash behind. Also splashes everything in targets tile with reagents and applies other trait effects (teleporting, etc) to the target.
**{{anchor|Hypodermic Prickles}}'''Hypodermic Prickles:''' Will inject its contents on the target on throw hit and on slip if it has '''Slippery Skin'''. The exact amount 1-20u depends on the plant's potency.
**{{anchor|Gaseous Decomposition}}'''Gaseous Decomposition:''' The plant will emit it reagents as a cloud when squashed ('''Liquid Contents'''). Size of smoke cloud depends on potency.
*Other
**{{anchor|Slippery Skin}}'''Slippery Skin:''' Causes the plant, or any products of the plant, to become slippery. The slip time is (Potency * 0.08), divided by 3 unless the plant has lube or is a banana. Maximum slip time is 7 seconds.
**{{anchor|Bluespace Activity}}'''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'''. This usually destroys the plant, but there's a 50% chance for it to teleport randomly instead if the effect is activated via slipping. Potential teleport radius depends on potency, with 5 tiles being the maximum. Having this trait reduces the throw range of the plant to 3 tiles.
**{{anchor|Densified Chemicals}}'''Densified Chemicals:''' Doubles the reagent-capacity (that is 100u instead of 50u for most plants), allowing more reagents genes to be effective in a single plant.
**{{anchor|Fire Resistance}}'''Fire Resistance:''' Protects lavaland-plants from fire.


=== Your Tools ===
=== Mutations ===
To change the stats, you need to mutate your plant. Keep in mind that mutations are ''completely random'', but you can do a more efficient job depending on how much you're willing to cooperate with other departments.
*Of your starting fertilizers, '''E-Z Nutriment''' makes 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.


Hydroponics area is divided into two rooms. The big southern section is where you'll spend most of your time. It has trays where you grow plants and two vending machines, one with seeds and the other with everything else. There are also a seed extractor, a biogenerator, and several sinks and water tanks. The smaller northern section has three lockers, a crate with some tools, and some more equipment on the table.
*You can speed up the process drastically by using [[Guide_to_chemistry#Unstable_Mutagen|unstable mutagen]] (Use your [[#Biogenerators|biogenerator]] or ask the [[Chemist]]). The effects of mutagen depend on how much you use. Best applied after transferring it to an empty spray- / condiment-bottle, for greater control over the amount used (Right-click -> Set transfer amount). Pour 5 units on your plant and prepare for...
 
**10% chance of the plant losing lots of health instantly. The plant can die because of this.
Plants require nutriment and water to grow. They are also bothered by pests and weeds. To check on a plant, click on the tray. It will show you the levels of water and nutriment, and if there's too many pests/weeds. You will get a message like this:
**10% chance of mutation into a related species. This destroys the old plant and plants a new one. See the plants table for information on these mutations.
 
**15% chance of a '''hard mutation'''.
Hydroponics Tray has Potato Plant planted.<br>
**25% chance of a '''soft mutation'''.
The plant looks unhealthy.<br>
** 20% chance of nothing. You get a message when this happens.
Water: 78/100<br>
** 10% to grow some weeds.
Nutrient: 6/10<br>
** 10% to produce pests.
Hydroponics Tray is filled with weeds!<br>
Or, if you don't want to bother with species mutation, pour 2 units for a guaranteed hard mutation, or even 1 for a guaranteed soft mutation. This method is mostly safe (if a plant mutates weed growth rate 10 its tray can be instantly overtaken) even if you don't have backup seeds, but you need a dropper/fertilizer bottle for this.
Hydroponics Tray is filled with tiny worms!
*You can use '''radium''' and '''uranium''', but they cause ill effects, and if you can get radium, you can get mutagen.
 
*Make sure the plant has a yield of at least 1 before harvest, in case the yield has been changed to 0 by repeated mutations.
In addition to that, each tray has lights that tell you when a plant is not okay. From left to right:
*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 soft mutation.
 
* Green: Ready to harvest.
* Red: Low health.
* Red: Weeds/pests/toxins.
* Brown: Low nutriment.
* Blue: Low water.
 
Now that we know how to tell what a plant needs, it's time to plant some. Take '''wheat''', '''potato''' and '''grass''' seeds from the MegaSeed Servitor, and plant them in different pots. Next, gather some equipment.
 
* Bucket: Set transfer amount to 70 (right-click), fill it in the sink, pour it on the tray. Simple.
** Alternately, toss your backpack away and get a backpack water tank. It holds much more water. Click the icon in the top left corner to extend the nozzle, then use it like a bucket.
* Cultivator: Removes weeds from the tray. Keep in mind that weeds grow in empty pots, too, which can be good or bad.
* Plant analyzer: Shows detailed stats of a plant. Will be useful later. You'll have this in your apron storage already when you arrive at the station.
* Plant bag: Used to collect plants on a tile. Holds up to 50. Get it from NutriVend.
 
Those are the things you won't need to have on you all the time:
 
* Wirecutters: Used to set up the irrigation system.
* Multitool: Used to hack your machines, should you choose to do so.
* Hatchet: Used to chop wood into planks.
* Shovel: Used to dig up grass floors and cleaning the dirt.
* Wrench: Used to move your trays around.
 
=== [[File:Seed_Extractor.gif|Sextractor]] Growing the Plants ===


Now all you need to do is wait until your plants grow. You will know your plants are ready to harvest when the green light at the far left of the hydroponics tray starts blinking. Get to the pot and click on the plant to harvest your produce. Pick up one of your harvested produce and put it into the Seed Extractor machine to get new seeds. Then take your plant bag and click on the tile with the plants. This will put everything into the bag. Now, click on the smartfridge with it to load it. The chef can access the smartfridge, and will hopefully soon start making food.
Further details about the effects of various chemicals are in the expandable tables below.


The grass is a little different. First, you don't need to put it into the smartfridge - it's not for the chef, it's for our biogenerator. Take your bag and click on the pot with grass once it's ready to harvest - this puts growns into your bag. Time to set the biogenerator up. Don't forget to replant the wheat and potatoes. Put any extra seeds into the fridge.
==== Hard Mutations ====
*-4 to +4 to lifespan
*-10 to +10 endurance
*-2 to +2 production
*-4 to +4 yield
*-50 to +50 potency
* -4 to +4 weed rate
* -10 to +10 weed chance
*3% to mutate a new trait


=== [[File:Biogenerator.gif|Biogenerator]] Biogenerator and Irrigation ===
==== Soft Mutations ====
*-2 to +2 to lifespan
*-5 to +5 endurance
*-1 to +1 production
*-2 to +2 yield
*-25 to +25 potency
*-2 to +2 weed rate
*-5 to +5 weed chance


The biogenerator is a neat machine that can make items out of biomass. To get biomass, you need to put your plants inside. Hovewer, it needs a beaker to work. You can either go to [[Cargo]] and ask for a large beaker, or use a bucket. Either way, unload your bag into the machine, open its interface and process the plants. You should see that you now have some biomass. It's important to know that you can make all three types of standard nutriment here, for the time when your stock runs out. Grass is a pretty good plant for this: it grows quickly, quite tough, can be harvested multiple times, not needed for the chef and has other uses. You can recycle any plant, though if they don't have nutriment (e.g. bananas), the efficiency is ''very'' low.
=== Advanced Chemicals ===
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style=white-space:nowrap | Mutation Chemicals
!Chemical
!1u
!2u
!5u
!10u
|-
|Unstable Mutagen
|Soft Mutate
|Hard Mutate
|10% to lose 10 health
10% to mutate species


You can connect hydroponics trays with the hoses to set up the irrigation system. Just use the wirecutters on the trays you want to connect. Then, every time you pour more than 30 units of water on any of the trays, it gets evenly spread between them. It actually works on any chemical, but if you're pouring 30 units of something other than water on a tray, you're probably doing something wrong.
15% to hard mutate


You can use a wrench on a tray to move it, then wrench it again when you're done moving it.
25% to soft mutate


== Plants ==
20% to do nothing


See [[Guide to plants]].
10% to grow weeds


== Chemicals ==
10% to grow pests
|n/a
|-
|Radium
|Reduces health by 1x the amount
Increases toxicity by 3x the amount
|Soft Mutate
|Hard Mutate
|10% to lose 10 health
10% to mutate species


Some of the chemicals have various effects on the plants.
15% to hard mutate


* E-Z-Nutriment: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield.
25% to soft mutate
* Left 4 Zed: Makes your plant mutate twice, but it will never produce anything. You'll have to use another nutriment to actually harvest something!
* 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.
* Pest Spray: Kills pests, duh. Also adds some toxicity, but very little.
* Plant-B-Gone: Seriously damages the plant. Also lowers toxicity by magic and kills weeds.
* Unstable Mutagens: Effect is described in the mutations section.
* Radium and Uranium: Same chance to mutate plants, but you need 10 units, they also damage the plant and add toxicity. Worthless.
* Nutriment: A fertilizer. You can get it from the [[Chef]], or by using your own plants. 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. Heals the plant AND also kills pests. Get it the same way you get Ammonia.
* Anti-toxin: 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. Get it from the [[Chemist]], or find a nice doctor to steal some from cryogenics.
* Holy water: If you can get the [[Chaplain]]'s attention and make him bless your water, it will heal your plant a bit.
* Phosphorus: Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. If you manage to get your hands on a lot of it, you can use it to kill useless plants without hurting the next plant.


Bad things:
20% to do nothing


* Toxins, Acids, Fluorine, Chlorine: Damage the plant.
10% to grow weeds
* Sugar: Makes pests and weeds grow stronger. Unless you [[Traitor|plan to use some mutagen to unleash giant spiders upon the station]], it's of no use.


== "Why is my banana so tiny?" ==
10% to grow pests
Maybe you want to grow something more impressive than the tiny potatoes your plants probably produced. Or perhaps you got unlucky and harvested only one of each. A plant's stats determine all this and more, and true botanists are unafraid to PLAY GOD and change them!
|-
|Uranium
| Decreases health by 1x the amount
Increases toxicity by 2x the amount
|Soft Mutate
|Hard Mutate
|10% to lose 10 health
10% to mutate species


=== Stats ===
15% to hard mutate


Use your plant analyzer on a growing plant. You should get something like this:
25% to soft mutate


* Plant Age:  5
20% to do nothing
* Plant Endurance:  15
* Plant Lifespan:  25
* Plant Yield:  4
* Plant Production:  1
* Plant Potency:  5
* Weed level:  2/10
* Pest level:  3/10
* Toxicity level:  0/100
* Water level:  86/100
* Nutrition level:  7/10


You can also scan the growns:
10% to grow weeds


* Plant type: Normal plant
10% to grow pests
* Potency: 5
|}
* Yield: 4
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Maturation speed: 6
|+ style=white-space:nowrap | Powerful Chemicals
* Production speed: 1
!Chemical
* Endurance: 15
!Effect
* Nutritional value: 1
|-
* Other substances: 0
|Ammonia
|Increases health by 0.5x the amount
Increases nutrition by 1x the amount


And seeds (you can also see these stats from inside the seed extractor storage):
Increases yield of the seed by 0.01x the amount
|-
|Saltpetre
|Increases health by 0.25x the amount
Decreases production time of the seed by 0.01x (with a probability of amount%100)


* Plant Endurance:  15
Increases potency by 0.5x the amount
* Plant Lifespan:  25
|-
* Species Discovery Value:  0
|Diethylamine
* Plant Yield:  4
| Increases health by 1x the amount
* Plant Production:  1
Increases nutrition by 2x the amount
* Plant Potency:  5


These names may be confusing at first. Here is what they all mean:
Adjust yield of the seed by 0.02x the amount


* Age: Age of the plant. Only relevant in terms of the lifespan stat.
Kills 1-2 pests
* Endurance: Max health. Between 10 and 100. Not very useful, unless you leave your garden often.
|-
* Lifespan: When the age is above lifespan, the plant starts losing health. Between 10 and 100. Not important at all in plants that can only be harvested once, unless they die before harvest. Barely useful for the other ones, because you can always plant it again.
|Strange Reagent
* 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.
|Spawns a hostile tree or killer tomato
* Production: How fast your plant reaches harvest. Between 2 and 10 -- the '''lower''' the faster. If it reaches 10 it will be quite some time before you will ever be able to harvest anything from your plants
|}
* Potency: The most important stat. Between 0 and 100. Basically, this determines plant power. Mostly affects the amount of chemicals in the plant, though some have additional effects, such as stun length for bananas.
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style=white-space:nowrap | Basic Chemicals
!Chemical
! Effect
|-
|EZ Nutriment
|80% to soft mutate
15% to hard mutate
|-
|Left 4 Zed
|50% to soft mutate
25% to hard mutate


=== Mutations ===
12.5% to mutate species
|-
|Robust Harvest
|Increases yields by 30%
Stops natural mutations
|-
| Mushroom Paste Fertilizer
|Stops natural mutations
|-
|Earthsblood
|Increases progress to self sufficency
|-
|Charcoal
|Reduces toxicity by 2x the amount
|-
|Toxin
|Increases toxicity by 2x the amount
|-
|Milk
|Increases water by 0.9x the amount
|-
|Beer
|Decreases health by 0.05x the amount
Increases water by 0.7x the amount
|-
|Fluorine
|Decreases health by 2x the amount
Increases toxicity by 2.5x the amount


To change the stats, you need to mutate your plant. Keep in mind that mutations are ''completely random'', but you can do a more efficient job depending on how much you're willing to cooperate with other departments.
Decreases water by 0.5x the amount


* Of your starting fertilizers, '''E-Z Nutriment''' makes 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 specie.
Kills 1-4 weeds
|-
|Chlorine
|Decreases health by 1x the amount
Increases toxicity by 1.5x the amount


* You can speed up the process by asking the [[chemist]] for some '''unstable mutagen'''. The effects of mutagen depend on how much you use. Best applied after transferring to an empty fertiliser bottle, for greater control over amount poured. Pour 5 units on your plant and prepare for...
Decreases water by 0.5x the amount


** 10% chance of the plant dying instantly. Be sure to have backup seeds in case this happens.
Kills 1-3 weeds
** 10% chance of mutation into a related species. This destroys the old plant and plants a new one. See the plants table for the information on these mutations.
|-
** 15% chance of heavy stat mutation.
|Phosphorus
** 15% chance of normal stat mutation.
|Decreases health by 0.75x the amount
** 20% chance of nothing. You get a message when this happens.
Increases nutrition by 0.1x the amount
** 10% chance of weeds mutating. If weed level is less than 5, nothing happens, otherwise you get a random mutated weed.
** 10% chance of pests mutating. Again, if pest level is less than 5, nothing happens. Otherwise, three spiderlings are spawned. Shout for help and try to explain to security why you didn't use pest spray.


Or, if you don't want to bother with species mutation, pour 2 units for a guaranteed heavy stat mutation, or even 1 for a guaranteed normal stat mutation. This method is safe even if you don't have backup seeds, but you need a dropper for this.
Decreases water by 0.5x the amount


* You can use '''radium''' and '''uranium''', but they cause ill effects, and if you can get radium, you can get mutagen.
Kills 1-2 weeds
|-
|Sugar
|Grows 1-2 Weeds
Grows 1-2 Pests


* 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.
Increases nutrition by 0.1x the amount
|-
|Water
|Increases water by 1x the amount
|-
|Holy Water
|Increases water by 1x the amount
Increases health by 0.1x the amount
|-
|Soda Water
|Increases water by 1x the amount
Increases health by 0.1x the amount


== Replica Pod Cloning ==
Increases nutrition by 0.1x the amount
|-
| Acid
|Decreases health by 1x the amount
Increases toxicity by 1.5x the amount


Replica pod is a very special plant. It can be used to grow dead people back to life, in the case that genetics is destroyed. To clone someone, follow these simple steps:
Kills 1-2 weeds
|-
|Fluorosulfuric Acid
|Decreases health by 2x the amount
Increases toxicity by 3x the amount


* Take a blood sample from the body using a syringe.
Kills 1-4 weeds
* Inject it into the bag of seeds.
|-
* Plant the seeds.
| Plant-B-Gone
* Let the plant grow and harvest it.
|Decreases health by 5x the amount
Increases toxicity by 6x the amount


There's a chance, based on potency, that a cloned person will become a plant-human. They are a little different from normal humans (e.g. they regenerate in light but suffer in darkness). The higher the potency, the higher the chance of them ''not'' being a plant.
Kills 4-8 weeds
|-
| Napalm
|Kills 5-9 weeds
If the plant is not fireproof:


If you grow a replica pod without any blood, there's a chance that it will produce more than one seed.
Decreases health by 6x the amount


== Mushrooms and Weeds ==
Increases toxicity by 7x the amount
|-
|Weed Killer
|Increases toxicity by 0.5x the amount
Kills 1-2 weeds
|-
|Pest Killer
| Increases toxicity by 0.5x the amount
Kills 1-2 pests
|-
|Nicotine
|Increases toxicity by 1x the amount
Kills 1-2 pests
|-
| Cryoxadone
|Increases health by 3x the amount
Decreases toxicity by 3x the amount
|-
|Ash
|Increases health by 0.25x the amount
|-
|Nutriment
|Increases health by 0.5x the amount
Increases nutrition by 1x the amount
|-
|Virus Food
|Increases health by 0.5x the amount
Increases nutrition by 0.5x the amount
|-
|Blood
|Increases nutrition by 1x the amount
Grows 2-4 pests
|-
|Honey
| Decreases health by 1x the amount
Kills 2-5 pests
|-
|Buzz Fuzz
| Increases health by 0.1x the amount
Increases nutrition by 0.5x the amount


There are three types of plants. The biggest category is "normal plants". The much smaller ones are mushrooms and weeds. They are a little different from the normal plants:
Kills 2-5 pests
|}


* Mushrooms need less light, and suffer less from lack of it.
=== Replica Pod Cloning ===
* Mushrooms don't need water to grow. They still use it, though.
The [[Guide_to_plants#Replica_pod|Replica Pod]] is a very special plant. It can be used to grow dead people back to life, in the case that genetics is destroyed. To clone someone, follow these simple steps:
* Weeds don't suffer from high weed level.
# Take a blood sample from the body using a syringe.
* Mushrooms and weeds can't be overtaken by weeds in a tray.
#Inject it into the bag of seeds.
* Mushrooms' yield can't drop to 0. It will always be at least 1.
# Plant the seeds.
 
#Let the plant grow and harvest it.
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:
##The cloned person will become a [[podman]]. They are a little different from normal humans (They regenerate in light but suffer in darkness).
 
##If you forgot to inject blood, you will get seeds. There's a chance that it will produce more than one seed, and this chance depends on both luck and the plant's yield.
* 1/6 chance for Reishi.
If you ran out of seeds, remember that [[Guide_to_plants#Cabbage|cabbage]] can be mutated into a replica pod.
* 1/9 chance for Nettle.
===[[File:Hydrotray upgraded.png]] Upgrading your trays===
* 1/9 chance for Harebell.
Fertilizing trays with earthsblood (grow [[Guide_to_plants#Details:_Ambrosia_gaia|Ambrosia Gaia]])will slowly upgrade them. You can check the progress by examining the tray. Upgraded trays will glow, need no water / nutrients and be resistant to pests and weeds. They will keep the effect of the last fertilizer, so you might want to use robust harvest before fully upgrading them.
* 1/9 chance for Amanita.
==Other Notes ==
* 1/9 chance for Chanterelle.
===Kudzu ===
* 1/9 chance for Tower Cap.
Usual plant stats affect active kudzu in the specific way:
* 1/9 chance for Plump Helmets.
*Potency of the seed will make kudzu mutate more on spread (The chance to mutate on each new piece is potency / 10).
* 1/6 chance for Starshittle.
* 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:
== Other Notes ==
{| class="wikitable"
 
|-
=== Sandstone and Soil ===
!Mutation
! Rating
!Effect
|-
|'''CO2 consumption'''
|positive
|Consumes CO2 from the air
|-
|'''Space covering'''
|positive
| Makes vines grow vine floors over space
|-
|'''Light'''
| positive
|About 40% of the vines with this mutation emit light slightly more powerful than PDA
|-
|'''Transparency'''
|positive
|Makes vines look-through
|-
|'''Toxins consumption'''
|positive
|Absorbs plasma from the air
|-
|'''Explosive'''
| minor negative
|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
|Makes vines ignore fire damage, be it plasma fires or welders
|-
|'''Vine eating'''
|minor negative
| Vines with this mutation will eat vines without it
|-
|'''Toxicity'''
|negative
|Eating vine with this mutation or walking thought it will cause you toxin damage
|-
|'''Aggressive spreading'''
|negative
|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
|Absorbs O2 from the air around
|-
|'''N2 consumption'''
|negative
|Absorbs N2 from the air
|-
|'''Thorns'''
|negative
|Makes mobs touching or going through vines recieve physical damage
|-
|'''Hardening'''
|negative
|Makes vines not die fast from sharp objects, but makes non-sharp objects(hands included) be more effective against them, on the full maturation block the passage
|-
|'''Flowering'''
|negative
|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 '''[[Guide_to_chemistry#Phenol|phenol]]''' will remove a random ''minor negative'' mutation with a ''20%'' probability
*Adding ''5u'' of '''[[Guide_to_chemistry#Sterilizine|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 '''[[Guide_to_chemistry#Amatoxin|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 '''[[Guide_to_drinks#Holy_Water|holy water]]''' will change a potency value of the seeds by a random number in the range from ''-5 to 15''


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.
===Sandstone and Soil===
If you grow some [[Guide_to_plants#Grass|grass]] seeds, harvest it and then pick up the grass and use it (click on it in your hand), you will prepare grass tiles. Get a crowbar and remove some floor tiles, then place grass tiles 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 [[Guide_to_advanced_construction#Hydroponics_Tray|build]] hydroponics trays. They can also upgrade them by replacing the matter bins, and this increases the water and nutrient capacity of the tray.
Science can [[Guide_to_advanced_construction#Hydroponics_Tray|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 [[Guide_to_plants#Towercap|tower-cap]] seeds, grow them and harvest them. You can then use a hatchet (and some other things, but it's not important) on the logs to chop some [[Guide_to_construction#Planks|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 or find the ones in the botany back room (through maintenance). 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.


=== Wood and Drying Racks ===
Note: You can dry ''any'' plant and smoke it to consume 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 ===  
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.
*Add some cable to a [[Guide_to_plants#Potato|potato]] to make a [[Guide_to_power#Power_Cells|potato battery]].
 
*[[Guide_to_plants#Glow-berry|Glowberries]] and [[Guide_to_plants#Glowshroom|glowshrooms]], as the name suggests, glow. Use the harvested plant in-hand to plant them on any surface.
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.
*You can carve a [[Guide_to_plants#Pumpkin|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 [[Guide_to_plants#Corn|corn]] cob.
=== Things You Can Make Out of Your Plants ===
*You can carve a [[Guide_to_plants#Carrot|carrot]] with a hatchet to make a shiv. It's not very strong but it's good at slicing things.
 
*Flowers and [[Guide_to_plants#Ambrosia_vulgaris|ambrosia]] can be worn on your head.
* Add some cable to a potato to make a potato battery.
*Add dried [[Guide_to_plants#Ambrosia_vulgaris|ambrosia]], [[Guide_to_plants#Wheat|wheat]], [[Guide_to_plants#Tea|tea aspera]] tips or [[Guide_to_plants#Tobacco|tobacco]] leaves to a [[Guide_to_plants#Towercap|tower cap]] log to make a torch.
* Glowberries and glowshrooms, as the name suggests, glow.
*Dried plants are able to be smoked from rolling paper, found in smoking vending machines or the biogenerator.
* You can carve a pumpkin with a hatchet.
* You can make a cob-pipe out of a corn cob.
* 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.
 
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 07:31, 31 August 2024

Hydroponics. This is your home.

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 and two vending machines, one with seeds and the other with miscellaneous items such as nutriments and tools for your job, are available where you grow plants. The bio-generator can be used to recycle 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.

Hydrotray flashing.gif Hydroponics Trays come equipped with alerts that show specific colors to tell you what's happening with your plant. From left to right:

  • Green: Ready to harvest.
  • Red: Low health.
  • Red (flashing): Weeds/pests.
  • Yellow: Low nutriment.
  • Blue: Low water.

Tools that are of use in botany:

  • Wrench.png Wrench: Used to move your trays around.
  • Wirecutters.png 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 unstable mutagen.
  • Hatchet.png Hatchet: Chops tower-caps into planks. This is also a very robust tool that can be put in backpacks.
  • Spade.png Spade: Digs up grass floors and removes all plants and weeds from a tray.
  • Cultivator.png Cultivator: Kills Weeds.
  • Plant analyzer.png Plant Analyzer: Determine stats of plants and produce.
  • Plantbag.png Plant Bag: Collects up to 50 items or 100 seeds from your harvest.
  • Portable Seed Extractor: Can harvest and pick up plants and turn up to 100 plants into seeds.

Seed Extractor Plants 101

Take some seeds from the vendor and put them into the trays. Make sure to keep them weeded with a cultivator and watered. 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. Sometimes these and other stats of a plant are effected if you ignore them after the light warns you of their status. You have a choice of 5 nutriments depending on if you hacked your machine or not. Once your tray flashes green, you're set to harvest. If you want to replicate the plant to continue growing more, just insert a harvested plant into the seed extractor.

Bio-generator Biogenerators

The bio-generator makes items out of the nutriment in plants, such as watermelons and pumpkins which have a 20% nutriment boost trait. To get biomass, grab a spare bucket and equip the machine with it then put your harvest plants inside. Open its interface and process the plants. If you somehow run out of nutriment in the vendors, remember you can print the three standard nutriments here. You can recycle any plant, though if they don't have nutriment like bananas, the efficiency is very low.

DNA Extractor

A recent addition, this allows you to extract genes and stats from seeds. This is a very useful machine for mass producing plants, saving time and is super easy.

How to use
  1. Go to a locker in the back room and take out the box of plant data disks.
  2. Load a disk into the machine along with any seed packet of your choice.
  3. Extract a seed trait to the disk, the seed packet will be destroyed (Note: Not all seed packets will have traits).
  4. Put in another seed packet.
  5. You can now modify the seed's stats and genes based on what's in the plant data disk.
Useful seeds for maxing production

Plants

There are three types of plants. The biggest category is "normal plants". The much smaller ones are "mushrooms" and "weeds". They are a little different from the normal plants:

  • Mushrooms need less light, and suffer less from lack of it.
  • Mushrooms don't need water to grow. They still use it, though.
  • Mushrooms' yield can't drop to 0. It will always be at least 1.
  • Weeds don't suffer from high weed level.

Empty trays can be occasionally overtaken by a weed. Possible plants include:

Chemicals

Fertilizers

  • 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.
  • Robust Harvest: Makes your plant produce 1.3x 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.
  • Nutriment: A fertilizer. You can get it from the Chef, or by using your own plants. 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, meaning 1 unit diethylamine adds 2 units nutrient. Heals the plant AND also kills pests. Get it the same way you get Ammonia.

Pest Removal

Stats

  • Unstable Mutagen: Used to randomly mutate plants without harming them directly with toxins. Only use 1 or 2 units for optimized results.
  • Radium and Uranium: Same chance to mutate plants, but you need 10 units, they also damage the plant and add toxicity.
  • Saltpetre: Ask the chemists for this, this increases potency and has a chance to increase yield as well.

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 miracles. Also lowers toxicity. Get it from the Chemist, or find a nice doctor to steal some from cryogenics.
  • 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.
  • Saltpetre: Heals your plant, increases potency and decreases production time.

Plant Killers

Advanced Botany

Maybe you want to grow something more impressive than the tiny potatoes your plants probably produced. Or perhaps you got unlucky and harvested only one of each. A plant's stats determine all this and more, and true botanists are unafraid to PLAY GOD and change them!

Stats

Use your plant analyzer on a growing plant. You should get something like this:

  • Plant Age: 5
  • Plant Endurance: 15
  • Plant Lifespan: 25
  • Plant Yield: 4
  • Plant Production: 1
  • Plant Potency: 5
  • Weed level: 2/10
  • Pest level: 3/10
  • Toxicity level: 0/100
  • Water level: 86/100
  • Nutrition level: 7/10

You can also scan the growns:

  • Plant type: Normal plant
  • Potency: 5
  • Yield: 4
  • Maturation speed: 6
  • Production speed: 1
  • Endurance: 15
  • Nutritional value: 1
  • Other substances: 0

And seeds (you can also see these stats from inside the seed extractor storage):

  • Plant Endurance: 15
  • Plant Lifespan: 25
  • Species Discovery Value: 0
  • Plant Yield: 4
  • Plant Production: 1
  • Plant Potency: 5

These names may be confusing at first. Here is what they all mean:

  • 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.
  • Lifespan: When the age is above lifespan, the plant starts losing health. Between 10 and 100. Not important at all in plants that can only be harvested once, unless they die before harvest. Barely useful for the other ones, because you can always plant it again.
  • 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.
  • Maturation Speed: Age cycles before the plant can start production. The first harvest will be (Maturation Speed + Production Speed).
  • 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.
  • Potency: The most important stat. Between 0 and 100. Basically, this determines plant power. Mostly 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.

Traits

Some plants have special traits, that can be transferred through the Plant DNA Manipulator. It is a well-known strategy to make a plan of which plants to grow to extract the traits you need to mass murdering the whole crew supporting others.

  • Lighting
    • Bioluminescence: Causes the plant to glow, emitting light equal to 4% of potency. Available in multiple colors.
    • Strong Bioluminescence: Causes the plant to glow, emitting light equal to 6% of potency.
    • Shadow Emission: Causes the plant to reduce lighting by 24% of potency.
  • Growth
    • Fungal Vitality: The plant behaves like a mushroom: It needs neither water nor light.
    • Weed Adaptation: The plant behaves like a weed: It does not need nutrients and is immune to weeds.
    • Perennial Growth: Makes the plant be harvastable more than once, time for the products to be harvested again is determined by the production speed. Does nothing on replica pods.
  • Electricity
    • Electrical Activity: Gives the plant electrical charge, making it recharge batteries of devices on the consumer when fully consumed by the plant's potency as a percent; it will also have up to a 20% chance depending on potency to electrocute on slip if it also has Slippery Skin and on hit if it has Liquid Contents.
    • Capacitive Cell Production: Enables you to create a battery from the plant by adding 5 cables. Maximum capacity is dependent on potency. Capacity is multiplied further if Electrical activity is also present in the plant, making it competitive with powercells.
  • Reagent-application
    • Liquid Contents: Allows the plant to be squashed when thrown or slipped on, leaving a colored mess and trash behind. Also splashes everything in targets tile with reagents and applies other trait effects (teleporting, etc) to the target.
    • Hypodermic Prickles: Will inject its contents on the target on throw hit and on slip if it has Slippery Skin. The exact amount 1-20u depends on the plant's potency.
    • Gaseous Decomposition: The plant will emit it reagents as a cloud when squashed (Liquid Contents). Size of smoke cloud depends on potency.
  • Other
    • Slippery Skin: Causes the plant, or any products of the plant, to become slippery. The slip time is (Potency * 0.08), divided by 3 unless the plant has lube or is a banana. Maximum slip time is 7 seconds.
    • 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. This usually destroys the plant, but there's a 50% chance for it to teleport randomly instead if the effect is activated via slipping. Potential teleport radius depends on potency, with 5 tiles being the maximum. Having this trait reduces the throw range of the plant to 3 tiles.
    • Densified Chemicals: Doubles the reagent-capacity (that is 100u instead of 50u for most plants), allowing more reagents genes to be effective in a single plant.
    • Fire Resistance: Protects lavaland-plants from fire.

Mutations

To change the stats, you need to mutate your plant. Keep in mind that mutations are completely random, but you can do a more efficient job depending on how much you're willing to cooperate with other departments.

  • Of your starting fertilizers, E-Z Nutriment makes 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 drastically by using unstable mutagen (Use your biogenerator or ask the Chemist). The effects of mutagen depend on how much you use. Best applied after transferring it to an empty spray- / condiment-bottle, for greater control over the amount used (Right-click -> Set transfer amount). Pour 5 units on your plant and prepare for...
    • 10% chance of the plant losing lots of health instantly. The plant can die because of this.
    • 10% chance of mutation into a related species. This destroys the old plant and plants a new one. See the plants table for information on these mutations.
    • 15% chance of a hard mutation.
    • 25% chance of a soft mutation.
    • 20% chance of nothing. You get a message when this happens.
    • 10% to grow some weeds.
    • 10% to produce pests.

Or, if you don't want to bother with species mutation, pour 2 units for a guaranteed hard mutation, or even 1 for a guaranteed soft mutation. This method is mostly safe (if a plant mutates weed growth rate 10 its tray can be instantly overtaken) even if you don't have backup seeds, but you need a dropper/fertilizer bottle for this.

  • You can use radium and uranium, but they cause ill effects, and if you can get radium, you can get mutagen.
  • Make sure the plant has a yield of at least 1 before harvest, in case the yield has been changed to 0 by repeated mutations.
  • 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 soft mutation.

Further details about the effects of various chemicals are in the expandable tables below.

Hard Mutations

  • -4 to +4 to lifespan
  • -10 to +10 endurance
  • -2 to +2 production
  • -4 to +4 yield
  • -50 to +50 potency
  • -4 to +4 weed rate
  • -10 to +10 weed chance
  • 3% to mutate a new trait

Soft Mutations

  • -2 to +2 to lifespan
  • -5 to +5 endurance
  • -1 to +1 production
  • -2 to +2 yield
  • -25 to +25 potency
  • -2 to +2 weed rate
  • -5 to +5 weed chance

Advanced Chemicals

Mutation Chemicals
Chemical 1u 2u 5u 10u
Unstable Mutagen Soft Mutate Hard Mutate 10% to lose 10 health

10% to mutate species

15% to hard mutate

25% to soft mutate

20% to do nothing

10% to grow weeds

10% to grow pests

n/a
Radium Reduces health by 1x the amount

Increases toxicity by 3x the amount

Soft Mutate Hard Mutate 10% to lose 10 health

10% to mutate species

15% to hard mutate

25% to soft mutate

20% to do nothing

10% to grow weeds

10% to grow pests

Uranium Decreases health by 1x the amount

Increases toxicity by 2x the amount

Soft Mutate Hard Mutate 10% to lose 10 health

10% to mutate species

15% to hard mutate

25% to soft mutate

20% to do nothing

10% to grow weeds

10% to grow pests

Powerful Chemicals
Chemical Effect
Ammonia Increases health by 0.5x the amount

Increases nutrition by 1x the amount

Increases yield of the seed by 0.01x the amount

Saltpetre Increases health by 0.25x the amount

Decreases production time of the seed by 0.01x (with a probability of amount%100)

Increases potency by 0.5x the amount

Diethylamine Increases health by 1x the amount

Increases nutrition by 2x the amount

Adjust yield of the seed by 0.02x the amount

Kills 1-2 pests

Strange Reagent Spawns a hostile tree or killer tomato
Basic Chemicals
Chemical Effect
EZ Nutriment 80% to soft mutate

15% to hard mutate

Left 4 Zed 50% to soft mutate

25% to hard mutate

12.5% to mutate species

Robust Harvest Increases yields by 30%

Stops natural mutations

Mushroom Paste Fertilizer Stops natural mutations
Earthsblood Increases progress to self sufficency
Charcoal Reduces toxicity by 2x the amount
Toxin Increases toxicity by 2x the amount
Milk Increases water by 0.9x the amount
Beer Decreases health by 0.05x the amount

Increases water by 0.7x the amount

Fluorine Decreases health by 2x the amount

Increases toxicity by 2.5x the amount

Decreases water by 0.5x the amount

Kills 1-4 weeds

Chlorine Decreases health by 1x the amount

Increases toxicity by 1.5x the amount

Decreases water by 0.5x the amount

Kills 1-3 weeds

Phosphorus Decreases health by 0.75x the amount

Increases nutrition by 0.1x the amount

Decreases water by 0.5x the amount

Kills 1-2 weeds

Sugar Grows 1-2 Weeds

Grows 1-2 Pests

Increases nutrition by 0.1x the amount

Water Increases water by 1x the amount
Holy Water Increases water by 1x the amount

Increases health by 0.1x the amount

Soda Water Increases water by 1x the amount

Increases health by 0.1x the amount

Increases nutrition by 0.1x the amount

Acid Decreases health by 1x the amount

Increases toxicity by 1.5x the amount

Kills 1-2 weeds

Fluorosulfuric Acid Decreases health by 2x the amount

Increases toxicity by 3x the amount

Kills 1-4 weeds

Plant-B-Gone Decreases health by 5x the amount

Increases toxicity by 6x the amount

Kills 4-8 weeds

Napalm Kills 5-9 weeds

If the plant is not fireproof:

Decreases health by 6x the amount

Increases toxicity by 7x the amount

Weed Killer Increases toxicity by 0.5x the amount

Kills 1-2 weeds

Pest Killer Increases toxicity by 0.5x the amount

Kills 1-2 pests

Nicotine Increases toxicity by 1x the amount

Kills 1-2 pests

Cryoxadone Increases health by 3x the amount

Decreases toxicity by 3x the amount

Ash Increases health by 0.25x the amount
Nutriment Increases health by 0.5x the amount

Increases nutrition by 1x the amount

Virus Food Increases health by 0.5x the amount

Increases nutrition by 0.5x the amount

Blood Increases nutrition by 1x the amount

Grows 2-4 pests

Honey Decreases health by 1x the amount

Kills 2-5 pests

Buzz Fuzz Increases health by 0.1x the amount

Increases nutrition by 0.5x the amount

Kills 2-5 pests

Replica Pod Cloning

The Replica Pod is a very special plant. It can be used to grow dead people back to life, in the case that genetics is destroyed. To clone someone, follow these simple steps:

  1. Take a blood sample from the body using a syringe.
  2. Inject it into the bag of seeds.
  3. Plant the seeds.
  4. Let the plant grow and harvest it.
    1. The cloned person will become a podman. They are a little different from normal humans (They regenerate in light but suffer in darkness).
    2. If you forgot to inject blood, you will get seeds. There's a chance that it will produce more than one seed, and this chance depends on both luck and the plant's yield.

If you ran out of seeds, remember that cabbage can be mutated into a replica pod.

Hydrotray upgraded.png Upgrading your trays

Fertilizing trays with earthsblood (grow Ambrosia Gaia)will slowly upgrade them. You can check the progress by examining the tray. Upgraded trays will glow, need no water / nutrients and be resistant to pests and weeds. They will keep the effect of the last fertilizer, so you might want to use robust harvest before fully upgrading them.

Other Notes

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:

Mutation Rating Effect
CO2 consumption positive Consumes CO2 from the air
Space covering positive Makes vines grow vine floors over space
Light positive About 40% of the vines with this mutation emit light slightly more powerful than PDA
Transparency positive Makes vines look-through
Toxins consumption positive Absorbs plasma from the air
Explosive minor negative 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 Makes vines ignore fire damage, be it plasma fires or welders
Vine eating minor negative Vines with this mutation will eat vines without it
Toxicity negative Eating vine with this mutation or walking thought it will cause you toxin damage
Aggressive spreading negative 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 Absorbs O2 from the air around
N2 consumption negative Absorbs N2 from the air
Thorns negative Makes mobs touching or going through vines recieve physical damage
Hardening negative Makes vines not die fast from sharp objects, but makes non-sharp objects(hands included) be more effective against them, on the full maturation block the passage
Flowering negative 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 grow some grass seeds, harvest it and then pick up the grass and use it (click on it in your hand), you will prepare grass tiles. Get a crowbar and remove some floor tiles, then place grass tiles 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-cap seeds, grow them and harvest them. You can then use a 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 or find the ones in the botany back room (through maintenance). 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 smoke it to consume 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

  • Add some cable to a potato to make a potato battery.
  • Glowberries and glowshrooms, as the name suggests, glow. Use the harvested plant in-hand to plant them on any surface.
  • 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 plants are able to be smoked from rolling paper, found in smoking vending machines or the biogenerator.