Guide to hydroponics: Difference between revisions

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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.
* Red: Weeds/pests/toxins.
* '''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 very robust tool that can be hit in backpacks
* '''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.
* Cultivator: Kills Weeds.
* '''Hatchet''': Chops tower-caps into planks, chops other things. This is also a robust tool that fits in pockets.
* Plant Bag: Collects up to 50 items or 100 seeds from your harvest.
* '''Shovel''': Digs up grass floors and cleaning the dirt.
* Portable Seed Extractor: Found in the lockers of the back room, this can harvest and pick up plants and turn up to 100 plants into seeds.  
* '''Spade''': Removes and destroys plants in a tray.
=== [[File:Seed_Extractor.gif|Seed Extractor]] Plants 101 ===
* '''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.


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 it into the seed extractor.
=== [[File:Seed_Extractor.gif|Seed Extractor]] Plant growing 101 ===


=== [[File:Biogenerator.gif|Bio-generator]] Biogenerators ===
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 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 growns 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.
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 ===
Note: Sometimes these don't appear in outdated maps, if this is the case, you can adminhelp and see if they will put one if they are nice


This machine 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.  
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:


How to use<br>
* First, and ask the local Chemist for a few bottles of unstable mutagen.
1. Go to the locker in the back and take out the box of plant data disks<br>
* Then, [[Hacking#Vending_Machines|hack your seed vendor]] and grab two seeds: Pumpkins and Glowshrooms.
2. Load a disk into the machine along with any seed of choice<br>
* Plant pumpkins and use 5u of unstable mutagen on them until they mutate into blumpkins.
3. Extract seeds to the disk (seed will be destroyed) or extract a gene<br>
* Grow glowshrooms, extract their Phosphorus+Radium and splice it into your Blumpkin seeds.
4. Put in another seed
5. You can now modify the seed's stats and genes based on what's in the plant data disk<br>


Useful seeds for maxing production
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.
* On some maps, there's wheat on the table, this wheat has 50 potency and 1 production speed
 
* Treecaps have naturally high endurance and resistance and 50 potency
 
* The tobacco in the seed vendor has 10 yield
As an additional step, you can upgrade your plant trays to never require water, nutrients or weed/pest removal again:
* The wheat in the seed vendor has 1 production speed
 
* 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.


'''NOTE:'''Not all traits are readily transferable: potency for example is capped at 50% on the standard machine.<br>
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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>
Click expand to see what stats do:
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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Maturation rate is also not readily transferable.
* '''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.
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=== Plants ===
=== Reagents/Content ===


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:
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]]


* Mushrooms need less light, and suffer less from lack of it.
=== Traits ===
* Mushrooms don't need water to grow. They still use it, though.
* Weeds don't suffer from high weed level.
* Mushrooms and weeds can't be overtaken by weeds in a tray.
* Mushrooms' yield can't drop to 0. It will always be at least 1.


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:
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.
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Click expand to see a list of traits:
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* '''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.
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* 1/6 chance for Reishi/Starshittle.
* 1/9 chance for Nettle/Harebell/Amanita/Chanterelle/Tower Cap/Plump Helmets
* High chance for Kudzu with weed level >4-6 and added sugar/unstable mutagen


== Plant reference chart (to be completed)==
== Plant reference chart ==


Here's a chart for reference on what you can grow.
All you need to know about plants - their reagents, traits and what they can mutate into.


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== Chemicals ==
== Chemicals ==


A lot of chemicals influence plants - get these from the vending machine, [[Chemistry]] or by growing your own!
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Click expand to see a list of chemicals:
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=== 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.
* 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.
* Nutriment: A fertilizer that doesn't cause mutation. 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 ===
=== Pest Removal ===
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* Weed Killer: Same as above, but for Weeds.
* Weed Killer: Same as above, but for Weeds.


=== Stats/Mutation ===
=== 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.
* Saltpeter: Ask the chemists for this, this increases potency and has a chance to increase yield as well


=== Plant Meds ===
=== Plant Meds ===


* Saltpeter: Heals your plant, increases potency and decreases production time. Great to have in any situation.
* 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. Get it from the [[Chemist]], or find a nice doctor to steal some from cryogenics.
* [[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 a spade).
* Phosphorus: Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. You can use it to kill off plants (or just use the spade).
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== Advanced Botany ==
== 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 ===
This is where you get to PLAY GOD and mess with the stats, reagents and traits of plants.<br>


Use your plant analyzer on a growing plant. You should get something like this:
=== Using the DNA manipulator ===


* Plant Age:  5
1. Go to the locker in the back and take out the box of plant data disks.<br>
* Plant Endurance:  15
2. Load a disk into the machine along with any seed of choice.<br>
* Plant Lifespan:  25
3. Extract any gene, this will destroy the seed and save it to the disk.<br>
* Plant Yield:  4
4. Put in another seed.<br>
* Plant Production:  1
5. You can now modify the seed's stats and genes based on what's on the plant data disk.<br>
* Plant Potency:  5
* Weed level:  2/10
* Pest level:  3/10
* Toxicity level:  0/100
* Water level:  86/100
* Nutrition level:  7/10


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


* '''Age''': Age of the plant. Only relevant in terms of the lifespan stat.
'''NOTE:'''Not all traits are readily transferable: potency for example is capped at 50% on the standard machine.<br>
* '''Endurance''': Max health. Between 10 and 100. Not very useful, unless you leave your garden often.
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>
* '''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.
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>
* '''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 (incomplete) ====
=== Mutations ===
 
Some plants have special traits, that can be tranferred through the Plant DNA Manipulator.
 
* '''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.
* '''Liquid Contents''': Causes the plant to squash when thrown, applying the reagents inside on the target and destroying the plant.
* '''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.
* '''Strong Bioluminescence''': Causes the plant to glow, emitting light equal to 20% of potency.
* '''Separated Chemicals''': Makes plant reagents not react until squashed.
* '''Densified Chemicals''': Doubles the reagent capacity of the plant.
* '''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.
* '''Gaseous Decomposition''': Plants with this trait emit a smoke cloud when squashed, spewing reagents everywhere. Requires Liquid Contents to be useful.


=== 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.


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.
* 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.


* 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.
* 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>


* 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 it to an empty fertiliser bottle, for greater control over amount used (Right-click > Set transfer amount). Pour 5 units on your plant and prepare for...
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 [[Guide_to_hydroponics#Plant reference chart|Plant reference chart]] for information on these mutations.
** 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.
** 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, three spiderlings are spawned. Shout for help and try to explain to security why you didn't use pest spray.
** 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.


=== Replica Pod Cloning ===
=== Dude weeds ===


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:
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.  


* Take a blood sample from the body using a syringe.
Possible plants include:
* Inject it into the bag of seeds.
* 1/6 chance for Reishi/Starshittle.
* Plant the seeds.
* 1/9 chance for Nettle/Harebell/Amanita/Chanterelle/Tower Cap/Plump Helmets
* Let the plant grow and harvest it.


A cloned person will become a [[podman]]. They are a little different from normal humans (e.g. they regenerate in light but suffer in darkness).
Using 5u of unstable mutagen on high weed level trays results in different plants:
* Kudzu, Deathnettle, Destroying Angel, Liberty Cap


If you grow a replica pod without any blood, there's a chance that it will produce more than one seed, and this chance depends on both luck and the plant's yield. Cabbage can be mutated into a replica pod.


== Other Notes ==
== Other Notes ==
Line 851: Line 892:


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 production
* Gaseous Decomposition
* Microbes (fungal tuberculosis)
* Nitroglycerin
* Microbes (Fungal Tuberculosis)
* Any drink, like Gin Tonic or Beepsky Smash
* Any drink, like Gin Tonic or Beepsky Smash
* Glitter
* Glitter
* Gaseous Decomposition
* Plasmaman Mutation Toxin
* Plasmaman Mutation Toxin
* Hell Water
* Hell Water


The results are usually hilarious and/or will mess with the crew and get you bwoink'd.
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:
Line 875: Line 931:
* 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>


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:
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.
Line 903: Line 963:
* 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 ==


* Guide for basic shifts (making your own mutagen, upgrading trays with Gaia, harassing RnD for upgrades, etc.)
* Condense parts of the trait/plant stat section
* 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 22:22, 6 October 2017

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 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.

Seed Extractor 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.

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.
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 File:Ambrosiavulgarisseed.png File:Ambrosiavulgarisplant.png File:Ambrosiavulgaris.png 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 miracles 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.
  • 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 space Removed 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 anything Removed 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