Difference between revisions of "Guide to Hydroponics"

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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. Hydroponic plants are also useful for RnD, Cargo, and the crew aside from food. Grinding plants to create biomass can be very useful for someone needing a snappy toolbelt or boots.<br/>
The job is not too difficult, but getting set up can be a tad overwhelming at first, especially when you get many requests, so here's [[Botanist#Actually_Getting_Set_Up|'''A to-do-List to get you started''']] and help you set up your area to make it all more manageable.
{{JobService}}


== Welcome to the farm ==
== Basics of Botany ==
=== Botany Fundamentals ===
The fundementals of botany can be boiled down to 4 tasks:
* [[#Mutations|Mutate]] plants to get good stats, new species with useful chems and traits, and new random traits.
* Extract the trait, stat or chem genes to [[#Disks|disks]] Using the [[#DNA Manipulator|Plant DNA Manipulator]].
* Combine different genes to create all sorts of useful, bountiful plant, once again using the [[#DNA Manipulator|Plant DNA Manipulator]].
* Keep your plants alive by refilling the nutrient and water tank and also removing weeds and pests.


[[File:Hydroponicsdecember2016.jpg|frame|right|Hydroponics. This is your home.]]
Do these well and you'll have a very quick and easy setup, giving you plenty of time to experiment with all sorts of fun plants.
[[Hydroponics]] and the [[Botanist]]s who work there are important people on the station, especially in longer rounds. Botanists grow plants and supply the [[Chef]] with various fruits, vegetables, shrooms and even chemicals at times. Without those the chef cannot make most types of food. Without those types of food, the denizens of the station will have to live off of vending machines or fried meat, which is not all that exciting. That said, make sure to ask or listen to the chef for what he wants, unless you're not all that interested in making food and would rather experiment with new breeds of plants... you could even make killer tomatoes!
=== What is where ===


Hydroponics has three areas to it. The main area that leads to the hall is where you’ll be spending most of your time. This is where you will plant and tend to your plants. In it are multiple trays for growing, as well as a Nutrivend and MegaSeed Vendor vending machines, Seed Extractor, Biogenerator, lysis-isolation centrifuge and a bioballistic delivery system. In the backroom is where you have your lockers, grinder and a ChemMaster 3000, so you can get some extra use from your crops. There is also a crate with some supplies and access to maintenance in this room. To the left of that room and above the Kitchen is a small garden that is shared by you and the chef. There are some soil plots in there for extra growing as well as the drop-off for cargo’s MULEbots.
=== Trays ===


=== Your gear ===
==== Indicator Lights ====


Tools you’ll need:
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.
* [[File:Bucket.png]]'''Bucket''': Holds up to 120 units of liquid in it. Hydro trays hold 100 units of water in them but setting the transfer amount on your bucket to 70 (by right-clicking it) will be enough for watering your plants when they need it. There are a few lying about Hydroponics, but you can always get another from an autolathe at cargo bay.
''Alternately'', toss your backpack away and get a backpack water tank [[File:Waterbackpack32.jpg]]. It holds much more water, up to 500 units! Click the backpack with an empty hand or the icon in the top left corner to extent the nozzle [[File:Wastermister32.jpg]], then use it like a bucket.
* [[File:Minihoe32.jpg]]'''Mini-hoe''': This is your most trust-worthy tool that you should always keep on you. This allows you to remove weeds from your trays to keep your plants nice and healthy. Weeds can also grow in empty trays, which may be good or bad. Can be found in backroom lockers.
* [[File:Hatchet32.jpg]]'''Hatchet''': Your second most trust-worthy tool. Not as lifesaving to your plants as the mini-hoe is. Quite the opposite, actually. If you have a plant you don’t want around anymore a few good hits with this will mess them up to be pulled out. Useful if there is a weed growing in a tray that you don’t want. Also found inside backroom lockers.
* [[File:Plantanalyser.jpg]]'''Plant Analyzer''': This tool, when used on a tray, seed packet, or grown crop will tell you detailed stats it has. We’ll go over these later. You start with one, but there are extras in the lockers.
* [[File:Plantbag.png]]'''Plant Bag''': Most people only have two hands and plants tend to pop out more than you can carry. This is where the plant bag comes in. By clicking on fruits while holding the bag you can scoop up all of them at once! Holds up to 50 crops and seeds. There are some in the lockers and NutriVend vendor.


Extra tools you don’t need but are useful for when you get more into your job:
From left to right -
* [[File:Shovel32.jpg]]'''Spade''': You can use these for digging up grass floors you plant for some sand. There's only one spade in the backroom, so make sure to share it around with other botanists as well.
* '''Green''': Ready to harvest.
* [[File:Wrench32x32.png]]'''Wrench''': Useful for un-wrenching your trays, machines and apiaries from the floor so you can move them around. There are a few in the backroom crate.
* '''Red''': Low health.
* [[File:Wirecutters32.png]]'''Wirecutters''': Use on a plant to remove a single seed. Useful to avoid massive stacks of seeds on the seed extractor. Be careful as using this also damages the plant, lowering its health. Some spawn in the crate in the back room.
* '''Red''': Weeds/pests/toxins.
* [[File:Crowbar32.png]]'''Crowbar''': Well you can’t plant grass on solid floor. Tear off those cold, metal tiles and replace them with soft, soothing grass floor.
* '''Yellow''': Low nutriment.
* '''Botanist Belt''': What better way to carry all these tools than with a Botanist Belt? This nifty green belt can hold most of your tools here. Your mini-hoe, hatchet, plant analyzer, spade, wrench, and wirecutters will all have a place to fit. Make one from the biogenerator with 300 units of biomass.
* '''Blue''': Low water.


=== Time to get GREEN ===
==== Irrigation ====


So now that you know your way around and got all your tools ready it’s time to start learning how to plant your crops.
Trays can also be connected via irrigation pipes that behave as such:
Plants require nutriment and water to grow. They are also bothered by pests and weeds. To check the plant, Examine (Shift + Left Click) the tray. It will show you the levels of water and nutriment and if there's too much pests/weeds. You will get a message like this:
*If the amount of reagents transferred to the tray is 30u or lower the irrigation system isn't set off and all reagents are transferred to the tray being targeted.
*If the amount of reagents transferred to the tray is over 30u it is divided equally between all connected trays.


Hydroponics Tray has Potato Plant planted.<br>
=== Botanical Tools ===
The plant looks unhealthy.<br>
Water: 78/100<br>
Nutrient: 6/10<br>
Hydroponics Tray is filled with weeds!<br>
Hydroponics Tray is filled with tiny worms!<br>


In addition to that, each tray has lights that tell you when a plant is not okay. From left to right:
Tools that are of use in botany -
* '''Green'''       -  Ready to harvest.
* '''Wrench''': Used to move your trays around.
* '''Red'''         -  Low health.
* '''Wirecutters''': Used to set up the [[#Irrigation|irrigation]] system. If 30u or more of water is put into trays while the [[#Irrigation|irrigation]] is set up, water will be shared across trays. This will also distribute things like mutagen and plant killer.
* '''Flashing Red''' - Weeds/pests/toxins.
* '''Hatchet''': Chops tower-caps into planks, chops other things. This is also a very robust tool that can be hidden in backpacks.
* '''Yellow'''       -  Low nutriment.
* '''Spade''': Used to remove unwanted or dead plants from your trays.
* '''Blue'''         -  Low water.
* '''Cultivator''': Kills Weeds.
* '''Plant Bag''': Collects up to 50 items or 100 seeds from your harvest.
* '''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. Can be alt-clicked to turn the contained plants into seed.
* '''Plant analyzer''': Gives information about plants and seeds and is the best tool for [[#Sorting Seeds|sorting seeds]].
* '''Seed Sorting Tray''': Not as good at sorting as the plant analyzer, but better than sorting by hand.


Now that we know how to tell what a plant needs, it's time to plant some. Normally the chef will want tons of wheat so make that the first crop you plant. Also make sure you’re growing anything they might want that they can turn into food. If that’s done then start growing whatever you want from the MegaSeed Servitor and plant them in different pots. Check [[Guide_to_plants#Plants|this chart]] for a list of all the plants available to you.
=== [[File:Seed_Extractor.gif|Seed Extractor]] Plants 101 ===


=== Growing the plants ===
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 affected 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.


Now you play the waiting game. During this time weeds might try sprouting in your trays to which the red indicator light will flash. Just use the mini-hoe on them to clear out all the weeds. You may also want to replace the nutriment in the trays with Robust Harvest from the Nutrivend. Robust harvest doubles the plant's yeild, at the cost of not allowing any mutations. Once the plant is fully grown, the green light will start shining. Get to the tray and use your plant bag on it to pick off all the grown goods. Then take one of each crop to the Seed Extractor to get some extra seeds just in case you run out. This is very important for single yield plants like wheat and potatoes. The rest of the plants you collected then go into the Smart Fridge so the chef can start cooking.
===[[File:Plant_analyzer.gif|plant analyzer]] Sorting Seeds ===
If you have any extras that the chef isn’t going or can’t use, then you can put them in the Biogenerator. This is a very important machine in longer rounds as your Nutrivend WILL run out of nutrient bottles and Cargo most likely won’t order a restock for it, let alone in time if they do. It does need a container to work but a bucket has been conveniently placed next to it for this purpose. Once you fill the machine with some plants you can activate it and get biomass stored in it. Use can use this biomass to make multiple items but what you want it for most is its ability to make more nutrients. It can also make meat slabs just in case the chef runs out of <s>dead bodies</s> <s>corgis</s> <s>Pun Pun</s> their own meat supply.
If you grow your seeds in a tray with a mutation level of 0 they will not mutate, and thus will be all the same. However, when the mutation level is greater than zero the seeds may be different, and thus need to be sorted. These seeds can't be planted or put into the seed extractor.<br/>
Seed sorting is done in one of 3 ways: 
* Plant Analyzer: Use the plant analyzer on a '''container holding seeds''', such as a plant bag or portable seed extractor. This takes half a second per seed and gives a mutation boost of 50% after the 4th consecutive seed sorter and 100% after the 8th one.<br/>This means that for the most mutations you want to sort as many seeds at once.  
* Seed Sorting Tray: A dedicated seed container for sorting. Half as fast as the analyzer and only gives a bonus of 50% for seeds past the 4th.
* Using in hand: One seed pack at a time, one second each. You can't sort seeds consecutively so there's no bonus.


=== Growing the Good Stuff ===
=== [[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 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.


While working in Hydroponics you’re not just limited to growing food that the crew can eat, but also some of those more recreational substances. Most mushrooms and few plants have reagents in them that are considered illegal to possess and considered harmful if ingested. If you decide to go this path then expect Security to come banging on your door if you distribute harmful plants.
=== [[File:Plant_DNA_manipulator.gif]]DNA Manipulator ===
This allows you to extract genes and stats from seeds. This is a very useful machine for mass producing plants, easily saving lots of time.  


== Mutations and selection ==
How to use:
*1. Go to the locker in the back and take out the box of [[#Disks|plant data disks]].
*2. Load a [[#Disks|disk]] into the machine along with any seed of choice.
*3. Extract a stat, trait or reagent gene to the [[#Disks|disk]] (seed will be destroyed) or extract all of the core stats(seed is also destroyed, and it requires extracting multiple seeds with the same exact stats).
*4. Put in another seed.
*5. You can now modify the seed's stats and genes based on what's in the [[#Disks|disk]].


Now that you've grown some food for the chef and some plants for your generator, you can try to make your plants stronger. This is made by mutations. Use your plant analyzer on a growing plant. You should get something like this:
Useful seeds for lowest(best) production speed:
* Wheat has 30 potency and 1 production speed, and some stations have some laying around in addition to the seeds in the vendor.
* Treecaps have naturally high endurance and resistance, as well as 50 potency and 1 production speed.
* At the start the DNA modifier can only store 50 potency on a [[#Disks|disk]], but it can create [[#Creating a Core Stat Disk|all-stat-core disks]] without a limit on each stats' values. this allows you to create a 50 potency 1 production [[#Creating a Core Stat Disk|all-stat-core disk]] early on which you can improve later.


-Plant Age: 5<br>
'''Don't forget that you can rename seed packs with a pen to keep track of your modified seeds!'''
-Plant Endurance: 15<br>
-Plant Lifespan: 25<br>
-Plant Yield: 4<br>
-Plant Production: 1<br>
-Plant Potency: 5<br>
-Weed level: 2/10<br>
-Pest level: 3/10<br>
-Toxicity level: 0/100<br>
-Water level: 86/100<br>
-Nutrition level: 7/10<br>


You can also scan the growns:
===[[File:Bananatree.png]] Plants ===


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


And seeds:
* Mushrooms need less light, and suffer less from lack of it.
* 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. 
 
In addition to those types, some individual plants have their own unique features that aren't bound to a trait:
 
* 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 carve a corn cob (eaten ear of corn) with a hatchet to make a smoking pipe.
* Wheat can be used to feed chickens in the Hydroponics near the kitchen (just give them wheat directly) for them to lay eggs.
* 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. Works nicely with Strong Bioluminescense.
* Add dried ambrosia, wheat, tea aspera tips or tobacco leaves to a tower cap log to make a torch.
* Novaflowers ignite people you hit them with and deal burn damage depending on potency.
* Death-Nettles will sting when picked up without protective gloves, stunning and dealing burn damage. They will also deal burn damage on hit, which gets lower with each hit.
* Comfrey and Aloe can be crushed to make healing poultices that apply the plant's reagents to the skin.
* Combustible lemons can be armed and thrown like grenades and create a fiery explosion after a 5 second delay, be responsible with them.
* Killer Tomatos will wake up and start attacking anything in sight after being used in hand. If the liquid contents trait wasn't removed they will squish when you throw them and will not wake up, so you would need to drop them instead.
* Grass and Carpet Grass can be used in hand to make Grass or Carpet tiles.
* Replica pod can be used to grow dead people back to life. 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. The person will come back as a Diona.
 
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.
* 1/9 chance for Nettle.
* 1/9 chance for Harebell.
* 1/9 chance for Amanita.
* 1/9 chance for Chanterelle.
* 1/9 chance for Tower Cap.
* 1/9 chance for Plump Helmets.
* 1/6 chance for Starthistle.
 
Here's a chart for reference on what you can grow.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:100%">
Plant Chart ('''mouse over the reagents to have a brief effect description''')
<div class="mw-collapsible-content">
{{Template:Plant Chart}}
</div>
</div>
 
=== Chemicals ===
 
Certain chemicals can affect your plants in various ways; from healing your plants, changing its stats, or just killing it outright. You'll likely need to ask [[Chemist|Chemistry]] for help in obtaining some of these chemicals.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:70%">
Chemical Chart; Effects are per unit. Hover over the names of chemicals to find where they are obtained.
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="2"
! scope="col" style="width: 8%; background-color: #FFDD66;"|Name
! scope="col" style="width: 5%; background-color: #FFDD66;"|Purpose
! scope="col" style="width: 1%; background-color: #FFDD66;"|Nutrients
! scope="col" style="width: 1%; background-color: #FFDD66;"|Water
! scope="col" style="width: 1%; background-color: #FFDD66;"|Health
! scope="col" style="width: 1%; background-color: #FFDD66;"|Toxin
! scope="col" class="unsortable" style="width: 30%; background-color: #FFDD66;"|Bonus Effects
|-
!{{anchor|E-Z Nutriment}}<span title="Available in the NutriMax Vendor.">E-Z Nutriment</span>
|Fertilizer
|1
|0
|0
|0
|Does not increase mutation level.
|-
!{{anchor|Mutriment}}<span title="Available in the NutriMax Vendor.">Mutriment</span>
|Fertilizer
|1
|0
|0
|0
|Increases mutation level by 10
|-
!{{anchor|Left 4 Zed}}<span title="Available in the NutriMax Vendor.">Left 4 Zed</span>
|Fertilizer
|1
|0
|0
|0
|Increases mutation level by 15,but reduces the yield of each harvest to 1(no effect on the yield stat).
|-
!{{anchor|Robust Harvest}}<span title="Available in the NutriMax Vendor.">Robust Harvest</span>
|Fertilizer
|1
|0
|0
|0
|Does not increase mutation level. Increases yield by 30%.
|-
!{{anchor|Earthsblood}}<span title="Grown in Ambrosia Gaia.">Earthsblood</span>
|Fertilizer
|1
|0
|0
|0
|Does not increase mutation level., makes the tray self sustain after 28u were added.
|-
!{{anchor|Unstable Mutagen}}<span title="Made through Chemistry.">Unstable Mutagen</span>
|Mutations
|0
|0
|0
|0
|[[#Mutations|Inceases mutation level by 1 per 1u added, up to 15.]]
|-
!{{anchor|Uranium}}<span title="Grind Uranium from Cargo's ORM.">Uranium</span>
|Mutations
|0
|0
| -1
|2
|[[#Mutations|Inceases mutation level by 1 per 1u added, up to 15. Poisons the tray]]
|-
!{{anchor|Radium}}<span title="Found in Glowshrooms">Radium</span>
|Mutations
|0
|0
| -1
|3
|[[#Mutations|Inceases mutation level by 1 per 1u added, up to 15. Poisons the tray]]
|-
!{{anchor|Ammonia}}<span title="Chemistry, or hack your NutriMax vendor.">Ammonia</span>
|Stats
|1
|0
|0.5
|0
|Increases Yield mutations.
|-
!{{anchor|Diethylamine}}<span title="Chemistry, or hack your Nutrimax vendor.">Diethylamine</span>
|Stats
|2
|0
|1
|0
|Kills Pests. Increases Production Speed mutations.
|-
!{{anchor|Saltpetre}}<span title="Made through Chemistry.">Saltpetre</span>
|Stats
|0
|0
|0.25
|0
|Increases Potency mutations.
|-
!{{anchor|Cryoxadone}}<span title="Made through Chemistry.">Cryoxadone</span>
|Stats
|0
|0
|3
| -3
|Increases Endurance Mutations
|-
!{{anchor|Omnizine}}<span title="Made through Chemistry.">Omnizine</span>
|Stats
|0
|0
|3
| -3
|Increases Lifespan Mutations
|-
!{{anchor|Saline Glucose Solution}}<span title="Made through Chemistry.">Saline Glucose Solution</span>
|Stats
|0
|0
|3
| -3
|Increases Weed Vulnurability and Weed Grow Rate Mutations
|-
!{{anchor|Atrazine}}<span title="Found in Weed Killer bottles, made with the Biogenerator.">Atrazine</span>
|Weed Killer
|0
|0
|0
|0.5
|Kills Weeds. Commonly known as Weed Killer.
|-
!{{anchor|Pest Killer}}<span title="Available in the NutriMax Vendor.">Pest Killer</span>
|Pest Killer
|0
|0
|0
|0.5
|Kills Pests.
|-
!{{anchor|Water}}<span title="From water tanks. Botany starts with one.">Water</span>
|Water
|0
|1
|0
|0
|
|-
!{{anchor|Holy Water}}<span title="Have the Chaplain bless your water tank.">Holy Water</span>
|Water
|0
|1
|0.1
|0
|
|-
!{{anchor|Soda Water}}<span title="Available in the Bar's Soda Fountain.">Soda Water</span>
|Water
|0.1
|1
|0.1
|0
|
|-
!{{anchor|Fish Water}}<span title="Found in Fish Tanks.">Fish Water</span>
|Water/Fertilizer
|0.75
|1
|0
|0
|Increases nutrient level without changing nutrient type
|-
!{{anchor|Milk}}<span title="Available in the Bar, or from the Kitchen.">Milk</span>
|Water
|0.1
|0.9
|0
|0
|
|-
!{{anchor|Beer}}<span title="Available in the Bar.">Beer</span>
|Water
|0.25
|0.7
| -0.05
|0
|
|-
!{{anchor|Nutriment}}<span title="Found in some plants.">Nutriment</span>
|Fertilizer
|1
|0
|0.5
|0
|Increases nutrient level without changing nutrient type
|-
!{{anchor|Plant-matter}}<span title="Found in most plants.">Plant-matter</span>
|Fertilizer
|1
|0
|0.5
|0
|Increases nutrient level without changing nutrient type
|-
!{{anchor|Ash}}<span title="Made by burning paper.">Ash</span>
|Fertilizer
|0.5
|0
|0.25
|0
|Kills Weeds and Heals plants
|-
!{{anchor|Charcoal}}<span title="Gotten from Medbay, or made via Chemistry.">Charcoal</span>
|Healing
|0
|0
|0
| -2
|
|-
!{{anchor|Sugar}}<span title="Found in Sugarcane, white beets, grapes, cherries and other plants, or from the kitchen.">Sugar</span>
|Plant Killer
|0.1
|0
|0
|0
|Creates weeds and pests.
|-
!{{anchor|Blood}}<span title="Can be extracted with a syringe, or an IV bag.">Blood</span>
|Fertilizer
|1
|0
|0
|0
|Creates pests.
|-
!{{anchor|Virus Food}}<span title="Made through Chemistry, or gotten from Virology">Virus Food</span>
|Fertilizer
|0.5
|0
| -0.5
|0
|Increases nutrient level without changing nutrient type
|-
!{{anchor|Phosphorus}}<span title="Found in glowshrooms">Phosphorus</span>
|Plant Killer
|0.1
| -0.5
| -0.75
|0
|Kills weeds (along with your plant).
|-
!{{anchor|Toxin}}<span title="Get it from the chemist">Toxin</span>
|Plant Killer
|0
|0
|0
|2
|
|-
!{{anchor|Sulphuric Acid}}<span title="Made through Chemistry">Sulphuric Acid</span>
|Plant Killer
|0
|0
| -1
|1.5
|Kills Weeds (along with your plant).
|-
!{{anchor|Chlorine}}<span title="Found in Blumpkins">Chlorine</span>
|Plant Killer
|0
| -0.5
| -1
|1.5
|Kills weeds (along with your plant).
|-
!{{anchor|Fluorine}}<span title="Ask the chemist for it">Fluorine</span>
|Plant Killer
|0
| -0.5
| -2
|2.5
|Kills weeds (along with your plant).
|-
!{{anchor|Fluorosulphuric Acid}}<span title="Found in Deathnettles">Fluorosulphuric Acid</span>
|Plant Killer
|0
|0
| -2
|3
|Kills Weeds (along with your plant).
|-
!{{anchor|Glyphosate}}<span title="Made through Chemistry">Glyphosate</span>
|Plant Killer
|0
|0
| -5
|6
|Efficient against Kudzu.
|-
!{{anchor|Napalm}}<span title="Made through Chemistry">Napalm</span>
|Plant Killer
|0
|0
| -6
|7
|Kills Weeds (along with your plant).
|-
!{{anchor|Lazarus Reagent}}<span title="Made through Chemistry">Lazarus Reagent</span>
|Evil
|0
|0
|0
|0
|Creates hostile plant-life.
|}
</div>
</div>
 
=== Modifying Your Plants ===
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!
 
==== Mutations ====
 
Plants mutate each harvest cycle, mutating more strongly the higher the mutation level of the tray. '''Those mutations only show up in the seeds''', however, so those must be extracted, then [[#Sorting Seeds|'''sorted''']].<br/>
The strength of a plants mutations, meaning the extent to which stats can change as well as the chance for it to change species or gain a new random trait is governed by mutation level which you can see by using a plant analyzer on a tray or soil plot.<br/>
There are a few mutation level thresholds to be aware of:
*'''Above a mutation level of 10,''' the final seed may become a different species, with higher levels increasing the chance.
*'''Above a mutation level of 20,''' a random trait may be added to the final seed, with higher levels increasing the chance.
*'''Above a mutation level of 30,''' the final seed will always become a different species if possible.
 
''It's important to mention that those are applicable for the 9th seed sorted and onwards when using a seed analyzer. For sorting in hand these are doubled, meaning you can't get new traits, and with a seed sorting tray they are 15, 30 and 45 respectively.''
 
Mutation level can be increased in a few ways:<br/>
* '''Fertilizers:''' '''[[#E-Z Nutriment|E-Z Nutriment]]''', '''[[#Robust Harvest|Robust Harvest]]''' and '''[[#Earthsblood|Earthsblood]]''' do '''not''' increase mutation level, '''[[#Mutriment|Mutriment]]''' increases mutation level by '''10''' and '''[[#Left 4 Zed|Left 4 Zed]]''' increases it by '''15.''' It's important to note that Left 4 Zed also reduces yield to 1(this doesn't affect the stat, only the actual yield).
 
* '''Mutagens:''' Each tray or soil plot has a mutagen tank that '''increases mutation level by the amount of mutagen stored in it.''' The tank can be filled with '''[[#Unstable Mutagen|<span title="1u radium + 1u plasma + 1u chlorine = 3u Unstable Mutagen">Unstable Mutagen</span>]]''', '''[[#Radium|Radium]]''' or '''[[#Uranium|Uranium]].''' Each fill the mutagen tank '''by 1 per 1u''' when added to the tray. The tank also loses '''1 mutagen each harvest cycle'''
 
* '''[[Research_Items#Protolathe|Floral Somatoray]]:''' Will give +5 mutation level for one harvest.
 
==== Stats ====
 
* '''Age''': Age of the plant, measured in cycles. Can be used to determine how a close a plant is to maturation or the next harvest. If it exceeds the plant's lifespan the plant starts taking damage each cycle
* '''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.
* '''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. 
* '''Endurance''': Max health. Between 10 and 100. Not very useful, unless you leave your garden often. Only truely relevant for Killer Tomatos
* '''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.
* '''Maturation Speed''': Age cycles before the plant can start production. The first harvest will be (Maturation Speed + Production Speed).
*'''Weed vulnerability''': The chance that weeds will grow each cycle. Goes from 0 to 100. With 100 being 100% chance of weeds growing and 0 being 0%.
* '''Weed Growth Rate''': The amount weeds grow by when they do. Goes from 0 to 10, with 10 completely filling a tray with weeds and potentially causing an immediate overtake and 0 meaning weeds don't grow at all.
 
==== Traits ====
 
Some plants have special traits, that can be tranferred through the Plant DNA Manipulator.
 
*{{anchor|Bioluminescence}} '''Bioluminescence''': Causes the plant to glow, emitting light at a radius of 1.4 + 3% of potency and a strength of 4% of potency.
*{{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.
*{{anchor|Capacitive Cell Production}} '''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 twenty fold.
*{{anchor|Densified Chemicals}} '''Densified Chemicals''': Doubles the reagent '''capacity''' of the plant. Has no direct effect on the amount of reagents being produced.
*{{anchor|Electrical Activity}} '''Electrical Activity''': Gives the plant electrical charge, making it recharge batteries when eaten; it will also have a chance equal to 20% of potency to electrocute on slip if it also has Slippery Skin and on squish if it has Liquid Contents.
*{{anchor|Fungal Vitality}} '''Fungal Vitality''': The plant acquires mushroom-like properties, making it not need light or water.
*{{anchor|Gaseous Decomposition}} '''Gaseous Decomposition''': Plants with this trait emit a smoke cloud when squashed, spewing reagents everywhere. Reagents are both breathed and applies to the skin immediately upon entering the gas cloud and are divided equally among all mobs present in it. Requires Liquid Contents to work.
*{{anchor|Hypodermic Prickles}} '''Hypodermic Prickles''': Plants with this trait will sting when thrown, transferring a portion of their chemicals equal to 20% of potency to the target.
*{{anchor|Liquid Contents}} '''Liquid Contents''': Causes the plant to squash when thrown, applying the reagents inside on the target and destroying the plant.
*{{anchor|Perennial Growth}} '''Perennial Growth''': Plants with this trait can be harvested more than once.
*{{anchor|Shadow Emission}} '''Shadow Emission''': Causes the plant to emit slightly purple shadows at a radius of 1.4 + 4% of potency and a strength of 0.02% of potency.
*{{anchor|Slippery Skin}} '''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.
*{{anchor|Strong Bioluminescence}} '''Strong Bioluminescence''': Causes the plant to glow, emitting light in a radius of 1.4 + 5% of potency and a strength of 6% of potency.
*{{anchor|Weed Adaptation}} '''Weed Adaptation''': The plant acquires weed-like properties, making it not need nutrients and immune to weeds in the tray.
 
==== Increasing Stats ====
 
===== Disks =====
Any stat can be stored on a disk which can be used in the [[#DNA Manipulator|DNA Manipulator]] to replace the same stat on any seed. <br/>
The best and most important type of stat disk, however, is '''the core stat disk, which is created by extracting all core stas of a plant(aside from maturation) to a single disk'''. This requires multiples copies of seeds with the exact same stats and does not have any limit on the stat values,<br/> meaning you can get perfect stats without any upgrades to your machines. The core stat disk is your primary way of getting good stats on your plants so you want to get one with 100 potency, 1 production and 10 yield as soon as you can.<br/>
There are 21 disks in the botany lockers at shift start and more can be made by RnD in case you run out.
 
=====Stat Mutation Increasing Chemicals=====
To make your core stat disk you will need seeds with the stas you need. Most stats, however, can only be modified by mutations, which are random. And while we can and do mutate many plants to pick the best ones there is also a way to focus on one specific stat at a time.<br/>
A tray or soil plot can be doped with one of 6 chemicals. Each increases the amplitude of mutation for a certain stat, and halves it for the others. Doping a tray with any reagent will override the previous one. Additionally charcoal will remove the doping agent from a tray.<br/>
The doping chemicals for each stat are:
 
*'''Potency:''' [[#Saltpetre|<span title="1u potassium + 1u nitrogen + 3u oxygen = 1u Saltpetre. Can also be made in the compost bin using ash or potassium with biomass.">'''Saltpetre'''</span>]]
 
*'''Production Speed:''' [[#Diethylamine|<span title= "Available directly from hacked Nutrimax vendor. In addition: 1u ammonia + 1u ethanol heated to 374K(100C) = 2u Diethylamine. Heat the beaker, jug or bucket with an igniter, welding tool, or bonfire until you hear the reaction">'''Diethylamine'''</span>]]
 
*'''Yield:''' [[#Ammonia|<span title= "Produced by blumpkins, also available directly from hacked Nutrimax vendor. In addition: 1u nitrogen + 3u hydrogen = 3u Ammonia">'''Ammonia'''</span>]]
 
*'''Endurance:''' [[#Cryoxadone|<span title= "Mostly used in medbay, so they should have some. In addition: 1u Plasma + 1u Acetone + 1u Unstable Mutagen + 1u Cryostylane = 4u Cryoxadone">'''Cryoxadone'''</span>]]
 
*'''lifespan:''' [[#Omnizine|<span title= "Produced by lifeweed">'''Omnizine'''</span>]]
 
*'''Weed Growth rate And Weed vulnerabiliity:''' [[#Saline Glucose Solution|<span title= "1u salt + 1u sugar +1u water = 3u SGS">'''Saline Glucose Solution'''</span>]]
 
=====Creating a Core Stat Disk=====
 
The general way of imporving stats in this manner is as follows:
* Plant a plant with starting stats of your choosing in a tray or plot with a mutation level of 0. This is done to replicate your current best stats each time.
* Harvest and extract seeds
* Plant enough seeds so that a full harvest of all resulting plants will fill a plant bag with seeds. Preferably use trays or plots with a high mutation level and the appropriate doping chem.
* Sort the seeds, preferably using an analyzer.
* Take the best seed and plant it in place of the first one. Then repeat.
 
Since this requires a few harvesting and planting cycles you'd ideally want plants that grow as fast as possible, so use plants with maturation and production rate that are as low as possible. <br/>
Getting stats from a low production plant onto a low maturation plant before starting the process is best, at which point you can focus on yield, to get more seeds, then potency. 
It is also better to use a plant that cannot mutate into a new species to allow for a higher mutation level in the tray for a greater change in stats.
 
===== Bees =====
Bees will passively increase the yield and potency of plants and they polinate them. They will also boost the amount harvested from the plants up to 20, but only if the trays they are in are not self sustaining.<br/>
This is technically more consistent than mutating, but it is much slower than a good mutation procedure and requires bees from cargo besides.
 
== Advanced Hydroponics ==
=== Plant Chemistry === 
Plants have a normal capacity of 50u, independent of potency, which goes up to 100u with the densified chemicals trait.
<br/>The order of operations when determining which chemicals will end up in the plant, and in what amount, is:
 
* Add the reagent from the current gene in an amount that is potency multiplied by the amount specified in the gene, bound from above by the amount of space remaining for reagents.
* Perform all reactions between reagents in the plant as they would happen in any other container.
* Look at the next gene. 


-Plant Endurance: 15<br>
These two effects mean the plant will only have the reagents it has space for, with any excess being deleted.
-Plant Lifespan: 25<br>
 
-Species Discovery Value: 0<br>
For an example a plant with the reagent genes:  
-Plant Yield: 4<br>
-Plant Production: 1<br>
-Plant Potency: 5<br>


* <b>Age</b>: Simply shows how old the plant is.
*35% charcoal
* <b>Endurance</b>: Max health. Between 10 and 100. Not very useful, unless you leave your garden often.
*20% ammonia
* <b>Lifespan</b>: When the age is above lifespan, 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.
* <b>Yeild</b>: How much growns you get each harvest. Between 0 and 10. Pay attention to this, because if it drows to 0, things get pretty bad.
* <b>Production</b>: How fast it grows. Between 2 and 10, the <b>lower</b> the faster. Overall, not as useful. Most of the time, half of your trays is going to be empty anyway.
* <b>Potency</b>: The most imporant stat. Between 0 and 100. Basically, this determines plant power. Mostly affects amount of chemicals in the plant, though some have additional effects.


To change the stats, you need to mutate your plant. Keep in mind that mutations are completely random. That's why you should plant several plants, mutate them, and then choose the one you like the most. To mutate the plant, you can use following methods:
Will contain at 100 potency:


First, E-Z nutriment makes the plant mutate 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! Nutriment has a very small chance to mutate the plant into a different species.
*35u charcoal
*15u of ammonia


You can speed up the process by asking the chemist for some unstable mutagen. Pour 5 units on your plant and prepare for...
And at 80 potency:
* 10% chance of death of a plant. Never use mutagen without backup seeds.
* 10% chance of specie mutation. 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.
* 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 mutated weed.
* 10% chance of pests mutating. Again, if pest level is less than 5, nothing happens. Otherwise, three spiderlings are spawned. Shout for security and try to explain why you didn't use pest spray to them.


Or 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.
*28u of charcoal
*16u ammonia


You can use radium and uranium, but they cause ill effects, and really, if you can get radium, you can get mutagen.
An another example is a plant with 100 potency and the following reagent genes:


There are many other chemicals you can use on your plants. Check the [[Guide_to_plants#Chemicals.2C_Wonderful_Chemicals|chemical table]] for a full list.
*20% corn oil
*25% sulphuric acid
*20% ammonia


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, every time you fire it at the plant, there is a chance the yeild 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 the mutate mode, it will always induce a normal stat mutation.
It will contain:  
*6u of glycerol
*2u of corn oil
*19u of sulphuric acid
*20u of ammonia


== You and Dionas ==
However, with the same genes in a different order: 


There is one special seed packet that you can get from the MegaSeed Vendor called a Diona node. You know how they say “Plants are people too”? Well these seeds literally are. When planted they will need extreme care and attention. Keep them watered and feed with nutrients and when they are ready to be harvested, out will pop a cute little [[diona|diona nymph]]! These guys are very useful in botany as they can eat out weeds and pests from your trays, as well as replenish their nutrients. Also they look adorable and can be worn on your head!
*20% corn oil
*20% ammonia
*25% sulphuric acid


== Mushrooms and weeds ==
The plant would contain:


There are three types of plants. The biggest category is "normal plants". Much lesser ones are mushrooms and weeds. They are a little different from the normal plants:
*6u glycerol
* Mushrooms need less light, and suffer less from lack of it.
*2u corn oil
* Mushrooms need nutrients to grow. They don't need water however but still use it.
*20u ammonia
* Weeds don’t need nutrients to grow but they do require water.
*4u sulphuric acid
* Weeds don't suffer from high weed level.
 
* Mushrooms and weeds can't be overtaken by weeds in a tray.
Note that the total amount of reagents is changed because now the reaction happens after the last reagent was added to the plant, rather than before.
* Mushrooms' yield can't drop to 0. It will always be at least 1.
 
The tray, empty or with a normal plant in it, can be occasionally overtaken by a weed if their level is 5 or more. In that case old plant is destroyed, and a new one will sprout in its place. Possible plants include:
=== Trait Interactions ===
* 1/6 chance for Reishi.
 
* 1/9 chance for Nettle.
For the most part traits are quite straight forward, but some have interactions either with each other or plants with unique features that are worth noting:
* 1/9 chance for Harebell.
 
* 1/9 chance for Amanita.
*[[#Strong Bioluminescence|Strong Bioluminescence]] affects wearable(eg: poppy, ambrosia) and placeble(eg: glowcaps, glowshrooms, shadowshrooms) plants. It produces a green light on glowberries, but on most other plants the light is white.
* 1/9 chance for Chanter
*If a plant has both the [[#Bluespace Activity|Bluespace Activity]] and [[#Liquid Contents|Liquid Contents]] traits and is squished in hand, or by being thrown at another creature, the order at which it will teleport or squish is the same as the order at which the traits were inserted.<br/> If bluespace activity is first any reagents will apply to the tile teleported to and any gas cloud that would be formed by [[#Gaseous Decomposition|Gaseous Decomposition]] would also be placed there. And If liquid contents is first the squish will happen before the teleport.
* 1/9 chance for Tower Cap.
 
* 1/9 chance for Plump Helmets.
 
* 1/6 chance for Starshitle
== Additional Features ==
 
=== Beekeeping ===
So, you want to keep those little flying demons and extract their sweet honey? First you need to request a Beekeeping starting kit from your local cargo bay. The starter kit will contain the items that you will need to create a happy bee colony from scratch. We'll get through all of them later. Before we begin, keep in mind that when a starter kit is ordered from cargo you are expected to have complete responsibility for the bees in your future colony, so don't fuck up!
 
==== Preparing Your  New Colony ====
Now that your crate has arrived it's time to get your hands dirty! Take your crate and head to the desired place where your colony will reside and open it there. Of course, as a botanist, the obvious place will be at hydroponics. Lets set up the apiary. [[File:Apiary.png]]
 
* Put the beekeeper suit and hat on. (Optional for now, it's more useful for bigger colonies.) [[File:Beekeepersuit.png]] [[File:Beekeeperhat.png]]
 
* Pick up the queen bee and place it comfortably in the apiary. [[File:Queenbee.gif]]
 
* Place the honey frames in the apiary respectively. [[File:Honeyframe.png]]
 
Aaand... Your first colony is ready!
 
==== Apiary Management ====
If you right-click and examine your apiary, it'll show some stats. The resource supply represents the amount of honey contained in the apiary. You need to have plants around your apiary so the bees can produce resources. While the bees fly around the plants the resource supply will rise, simple as that. When you check the apiary, it'll show the amount of resources needed to create a new honeycomb or a new bee in the moment that you checked it. A new bee costs 50 resources, while a new honeycomb costs 100 resources. [[File:Honey.png|32px]] These honeycombs can be ground up into honey, a sweet substance that has minor healing properties, and can be used to make certain foods and drinks.
 
==== Genetic Manipulation ====
The queen bee can also be injected with chemicals to cause the resulting bees to have special properties. To do so, simply use a syringe with the chemical of your choice on the queen bee before putting it in the apiary. You can change the queen's chemical as many times as you want. When a bee is created from an altered queen, it'll carry the same chemical that the queen was injected with.
 
When a honeycomb is created by an altered bee, half of its chemical content will be the same as the chemical injected in the bee, with the other half being honey. This creates an easy method of 'farming' chemicals that may be hard to get. The last effect that the chemical will have is the bee sting. When stung, a small amount of chemical will be delivered in the sting. Although not an ideal method, this can be used to inject people with healing chemicals, or possibly harmful chemicals for those traitors looking to cause chaos.
 
==== Keep'em Tame ====
Better protect your apiary, a single greytide can disrupt the bees and throw them in a rampage. That said, desrupting a colony can be done by attacking the apiary or attacking the bees directly. Keep the bees in their assigned space and don't let them roam around the station, they'll 100% cause trouble if that happens. Although, with the overpopulation problem there is no way you will be able to control ALL the bees. Expect the crew to see the insects at least one time flying around outside Hydroponics. '''Equip the beekeeper suit and hat in case they get angry!'''
 
=== Dealing with Kudzu ===
 
Kudzu is a special plant that can appear as a [[Random events#Level 7 Bio-hazard Outbreak - Vines|random event]] or you can grow it by allowing weeds to overtake [[#Soybean|Soybeans]]. (That might result in other weed-type plants, too.) It is a type of space vine that grows and mutates on its own.
 
Usual plant stats affect active kudzu in the specific way:
 
* '''Potency:''' The higher the potency, the more the kudzu will mutate on spread. The chance to mutate on each new piece is '''[potency / 10]'''.
* '''Production Speed:''' It determines how fast the kudzu spreads. By default, it spreads at a rate of 20% of the amount of pieces per tick but no more than 30. Production Speed changes the cap by '''[30 * production / 50]''' and the percent of processed pieces per tick by '''[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, the new first piece will have all the same mutations the seed has and will spread it to all the progenitors. Kudzu can gain mutations on spread or by adding special chemicals to it while the seed is growing (see below).
 
====Mutations====
 
'''Positive'''
 
{| class="wikitable" valign="top"  width="100%"
! style="width: 20px; | Color
! style="width: 15%;" | Name
!Description
|-
| style="background-color: #8888FF;" |
| Glassy
| Makes the kudzu occasionally drop a glass sheet upon destroying it.
|-
| style="background-color: #888800;" |
| Glimmering
| Makes the kudzu occasionally drop a diamond, gold, or silver sheet upon destroying it.
|-
| style="background-color: #ffff00;" |
| Light
| Makes the kudzu emit light.
|-
| style="background-color: #444444;" |
| Metallic
| Makes the kudzu occasionally drop a metal sheet upon destroying it.
|-
| style="background-color: #222288;" |
| Plasticine
| Makes the kudzu occasionally drop a plastic sheet upon destroying it.
|-
| style="background-color: #aa77aa;" |
| Space Protective
| Makes the kudzu grow in space.
|-
|
| Transparency
| Makes the kudzu transparent.
|-
| style="background-color: #442200;" |
| Wooden
| Makes the kudzu occasionally drop a wood plank upon destroying it.
|-
|}
 
'''Minor Negative'''
 
{| class="wikitable" valign="top" width="100%"
! style="width: 20px; | Color
! style="width: 15%;" | Name
!Description
|-
| style="background-color: #3333ff;" |
| Bluespace
| Makes the kudzu grow through walls and objects.
|-
| style="background-color: #ff8888;" |
| Fireproof
| Makes the kudzu resistant to every kind of fire (including plasma fire).
|-
| style="background-color: #ff7700;" |
| Vine-Eating
| Makes the kudzu eat every non-vine-eating kudzu tiles.
|-
| style="background-color: #FF8080;" |
| Virulently Spreading
| Makes the kudzu spread thicker.
|-
|}
 
'''Negative'''
 
{| class="wikitable" valign="top"  width="100%"
! style="width: 20px; | Color
! style="width: 15%;" | Name
!Description
|-
| style="background-color: #333333;" |
| Aggressive Spreading
| Makes the kudzu deal a small explosion upon spreading, destroying windows and other weak objects. It cannot get through reinforced walls.
|-
| style="background-color: #ff0000;" |
| Explosive
| Makes the kudzu explode upon death. '''It induces a chain reaction.'''
|-
| style="background-color: #0A480D;" |
| Flowering
| Makes the kudzu occasionally spawn aggressive flower buds. Every tile can snare passersby.
|-
| style="background-color: #997700;" |
| Hardened
| Makes the kudzu resistant to sharp objects (halves their damage). Every hardened tile has doubled health.
|-
| style="background-color: #666666;" |
| Thorny
| Makes the kudzu deal brute damage to whoever passes its tiles, or is deals damage to it.
|-
| style="background-color: #ff00ff;" |
| Toxic
| Makes the kudzu deal toxic damage to whoever passes its tiles, or eats it.
|-
|}


== Produce from your produce ==
====Mutating Kudzu====


There’s more than just food to some of the stuff you grow.
Adding special chemicals to the tray when the seeds are growing will affect the specific kudzu mutations:


=== Sandstone and soil ===
* 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''


If you pick up grass in your hand and use it (click on it or the use key) you will turn it into two tiles of grass. Take that crowbar and start tearing up hydroponics but be careful not to click on any of your trays (it’ll rip all the components out and destroy the plant it had in it). In addition to looking nicer than crummy metal floor tiles, you can dig it up for some sand. Just use the spade or a shovel and you’ll get two piles of sand. Picking up the sand and using it will make a block of sandstone. If you use three of them then you can make a soil plot. It’s basically an extra tray except you can walk over it, but it won't have indicator lights. You’ll have to keep an eye on these to make sure they have enough nutrients and water.
====Notes====
You can also use 10 blocks of sandstone to make a sandstone door.


=== Got wood? ===
* [[Supply Crates#Emergency|Scythes]], sharp objects, and fire deals four times more damage to kudzu.
* Crossing kudzu can snare the crosser, but it doesn't deal damage. Unless it has the Thorny or Toxic mutations.
* Only destroying '''every vine tile''' stops the kudzu from spreading.
* The [[Chef|Chef's]] goat can destroy vines rapidly.
* Vines cannot spread diagonally.
* One tile can only capture one person.
* Glyphosate can wither kudzu with a 50% chance. You can find it in Plant-B-Gone bottles or ask the chemist for some.
* Aliens do not slash vines upon attacking them but eat them.


Tower-caps that you grow produce a type of woody log. Once you harvest one you use your hatchet to chop them up into wooded planks. Wood has many uses: you can make chairs, tables, wooden floors, doors and so on. Engineers might come looking for some if Mining isn’t delivering enough metal.
=== Expanding Your Growing Space ===


=== Seed storage ===
Whether you wish to grow plants in other places, or simply need more space, you can easily do so by construciting soil plots from either sandstone or soil clumps. Soil clumps can be made in the [[#Biogenerators|biogenenerator]] or in the [[#Compost Bin|compost bin]], while sandstone can be made by using either sand or volcanic ash in hand(same way as with grass). By using three sandstone bricks or soil clumps you can make a soil plot, which is like a tray, except it cannot be moved, you can walk over it and there are no lights. Sandstone can also be used to make other structures.
<br/>Additionally, 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.


For the love of all that is robust, DON’T PUT THE SEEDS IN THE <s>SMART</s> FRIDGE. All because you can doesn’t mean you should. They take up extra space and make things harder for the chef to find. If you have to store extra seeds then get a second plant bag and put them in there. There’s no good way of storing extra seeds but that’s the easiest so far.
=== Wooden Products ===
Wood and wood-based accessories can be made with the Towercap mushroom. Use the hatchet (or other sharp object) on Towercap logs to chop some planks. These have many uses: you can make chairs, tables, wooden floors and so on.  


=== Extra things you can make out of your plants ===
*{{anchor|Drying Rack}}[[File:Dryingrack.png]]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. 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.


* Add some cable to a potato to make a potato battery. Then cry when you realize R&D already make ultra-capacity cells.
*{{anchor|Fermenting Barrel}}[[File:Barrel.png]]You can use planks to also build fermenting barrels. Shove some plants in and they become fermented alcohols with their various reagents over time.
* Glowberries and glowshrooms, as the name suggests, glow. Not a whole lot but get enough together and they can brighten up a room.
* You can carve a pumpkin with a hatchet. This pumpkin can then be worn on your head and lit up as a light source.
* You can make a cob-pipe out of a corn cob. If you do this, expect crew members to provide something to smoke in it as well.
* Flowers and ambrosia can be worn on your head. Unleash your inner hippie!


== Beekeeping ==
*{{anchor|Compost Bin}}[[File:Compost Bin.png]]Using 10 planks you can make a compost bin. It converts plants to biomass at the same rate as an unupgraded [[#Biogenerators|biogenenerator]] and converts 20% of the stored biomass into compost every 10 seconds(minimum 10 converted). If also filled with either ash or potassium, it will instead convert biomass to saltpetre crystals. Growing 2 crystals consumes 6 biomass and 1 ash, and growing 1 crystal requires 8 biomass and 1 potassium. Ash will be consumed first and the amount of biomass consumed will not exceed the amount that would be consumed when making compost. Saltpetre crystals each yield 8u of saltpetre when ground. Soil clumps can be made from the compost at the cost of 25 compost per clump.


For more information about beekeeping, see https://nanotrasen.se/wiki/index.php/Guide_to_beekeeping
[[Category:Guides]]

Latest revision as of 18:48, 15 October 2024

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. Hydroponic plants are also useful for RnD, Cargo, and the crew aside from food. Grinding plants to create biomass can be very useful for someone needing a snappy toolbelt or boots.
The job is not too difficult, but getting set up can be a tad overwhelming at first, especially when you get many requests, so here's A to-do-List to get you started and help you set up your area to make it all more manageable.

Service Department


Basics of Botany

Botany Fundamentals

The fundementals of botany can be boiled down to 4 tasks:

  • Mutate plants to get good stats, new species with useful chems and traits, and new random traits.
  • Extract the trait, stat or chem genes to disks Using the Plant DNA Manipulator.
  • Combine different genes to create all sorts of useful, bountiful plant, once again using the Plant DNA Manipulator.
  • Keep your plants alive by refilling the nutrient and water tank and also removing weeds and pests.

Do these well and you'll have a very quick and easy setup, giving you plenty of time to experiment with all sorts of fun plants.

Trays

Indicator Lights

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.

From left to right -

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

Irrigation

Trays can also be connected via irrigation pipes that behave as such:

  • If the amount of reagents transferred to the tray is 30u or lower the irrigation system isn't set off and all reagents are transferred to the tray being targeted.
  • If the amount of reagents transferred to the tray is over 30u it is divided equally between all connected trays.

Botanical Tools

Tools that are of use in botany -

  • 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 very robust tool that can be hidden in backpacks.
  • Spade: Used to remove unwanted or dead plants from your trays.
  • Cultivator: Kills Weeds.
  • Plant Bag: Collects up to 50 items or 100 seeds from your harvest.
  • 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. Can be alt-clicked to turn the contained plants into seed.
  • Plant analyzer: Gives information about plants and seeds and is the best tool for sorting seeds.
  • Seed Sorting Tray: Not as good at sorting as the plant analyzer, but better than sorting by hand.

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 affected 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.

plant analyzer Sorting Seeds

If you grow your seeds in a tray with a mutation level of 0 they will not mutate, and thus will be all the same. However, when the mutation level is greater than zero the seeds may be different, and thus need to be sorted. These seeds can't be planted or put into the seed extractor.
Seed sorting is done in one of 3 ways:

  • Plant Analyzer: Use the plant analyzer on a container holding seeds, such as a plant bag or portable seed extractor. This takes half a second per seed and gives a mutation boost of 50% after the 4th consecutive seed sorter and 100% after the 8th one.
    This means that for the most mutations you want to sort as many seeds at once.
  • Seed Sorting Tray: A dedicated seed container for sorting. Half as fast as the analyzer and only gives a bonus of 50% for seeds past the 4th.
  • Using in hand: One seed pack at a time, one second each. You can't sort seeds consecutively so there's no bonus.

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 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.

Plant DNA manipulator.gifDNA Manipulator

This allows you to extract genes and stats from seeds. This is a very useful machine for mass producing plants, easily saving lots of time.

How to use:

  • 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 a stat, trait or reagent gene to the disk (seed will be destroyed) or extract all of the core stats(seed is also destroyed, and it requires extracting multiple seeds with the same exact stats).
  • 4. Put in another seed.
  • 5. You can now modify the seed's stats and genes based on what's in the disk.

Useful seeds for lowest(best) production speed:

  • Wheat has 30 potency and 1 production speed, and some stations have some laying around in addition to the seeds in the vendor.
  • Treecaps have naturally high endurance and resistance, as well as 50 potency and 1 production speed.
  • At the start the DNA modifier can only store 50 potency on a disk, but it can create all-stat-core disks without a limit on each stats' values. this allows you to create a 50 potency 1 production all-stat-core disk early on which you can improve later.

Don't forget that you can rename seed packs with a pen to keep track of your modified seeds!

Bananatree.png 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.
  • 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.

In addition to those types, some individual plants have their own unique features that aren't bound to a trait:

  • 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 carve a corn cob (eaten ear of corn) with a hatchet to make a smoking pipe.
  • Wheat can be used to feed chickens in the Hydroponics near the kitchen (just give them wheat directly) for them to lay eggs.
  • 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. Works nicely with Strong Bioluminescense.
  • Add dried ambrosia, wheat, tea aspera tips or tobacco leaves to a tower cap log to make a torch.
  • Novaflowers ignite people you hit them with and deal burn damage depending on potency.
  • Death-Nettles will sting when picked up without protective gloves, stunning and dealing burn damage. They will also deal burn damage on hit, which gets lower with each hit.
  • Comfrey and Aloe can be crushed to make healing poultices that apply the plant's reagents to the skin.
  • Combustible lemons can be armed and thrown like grenades and create a fiery explosion after a 5 second delay, be responsible with them.
  • Killer Tomatos will wake up and start attacking anything in sight after being used in hand. If the liquid contents trait wasn't removed they will squish when you throw them and will not wake up, so you would need to drop them instead.
  • Grass and Carpet Grass can be used in hand to make Grass or Carpet tiles.
  • Replica pod can be used to grow dead people back to life. 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. The person will come back as a Diona.

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.
  • 1/9 chance for Nettle.
  • 1/9 chance for Harebell.
  • 1/9 chance for Amanita.
  • 1/9 chance for Chanterelle.
  • 1/9 chance for Tower Cap.
  • 1/9 chance for Plump Helmets.
  • 1/6 chance for Starthistle.

Here's a chart for reference on what you can grow.

Plant Chart (mouse over the reagents to have a brief effect description)

Name Type Seed Potting Product Reagent Production Traits Available from Mutates into
Aloe Normal Ambrosiavulgarisseed.png Ambrosiavulgarisplant.png Ambrosiavulgaris.png 20% silver sulfadiazine Perennial Growth MegaSeed Servitor
Ambrosia cruciatus Normal Ambrosia gaia seed.png Ambrosia gaia stage harvest.gif Ambrosiavulgaris.png 10% plant-matter, 30% tetrahydrocannabinol, 20% bicaridine, 30% kelotane, 20% bath salts Perennial Growth Traitor uplink only
Ambrosia deus Normal Ambrosia deus seed.png Ambrosia deus stage harvest.gif Ambrosia deus.png 10% plant-matter, 30% diluted omnizine, 30% synaptizine, 20% space drugs, 8% vitamin Perennial Growth Mutate Ambrosia vulgaris Ambrosia gaia
Ambrosia gaia Normal Ambrosia gaia seed.png Ambrosia gaia stage harvest.gif Ambrosia gaia.png 12% nutriment, 10% earthsblood, 10% vitamin Mutate Ambrosia deus
Ambrosia vulgaris Normal Ambrosiavulgarisseed.png Ambrosiavulgarisplant.png Ambrosiavulgaris.png 10% plant-matter, 20% bicaridine, 20% kelotane, 30% space drugs, 20% toxin, 8% vitamin Perennial Growth MegaSeed Servitor Ambrosia deus
Apple Normal Appleseed.png Appletree.png Apple.png 20% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor, mutate Pineapple Gold apple
Bamboo Normal Bamboo Seed.png Bamboo.png Bamboo Log.png Perennial Growth MegaSeed Servitor
Banana Normal Bananaseed.png Bananatree.png Banana.png 20% banana juice, 20% potassium, 8% vitamin, 4% plant-matter Slippery Skin, Perennial Growth MegaSeed Servitor, Exotic Seeds Crate Mimana, Bluespace banana
Berry Normal Berryseed.png BerryTree.png Berry.png 20% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor, Seeds Crate Glow-berry, Poison-berry
Blood Tomato Normal Bloodtomatoseed.png Bloodtomatoplant.png Bloodtomato.png 20% plant-matter, 40% blood, 8% vitamin Liquid Contents, Perennial Growth Mutate Tomato Killer tomato
Bluespace Banana Normal Bluespacebananaseed.png Bluespacebananaplant.png Bluespace Banana.gif 40% singulo, 20% banana juice, 8% vitamin, 4% nutriment Slippery Skin, Bluespace Activity, Perennial Growth Mutate Banana
Bluespace tomato Normal Bluespacetomatoseed.png Bluespacetomatoplant.gif Bluespacetomato.gif 20% plant-matter, 40% singulo, 40% space lube, 8% vitamin Slippery Skin, Bluespace Activity, Liquid Contents, Perennial Growth Mutate Blue tomato
Blue cherry Normal Bluecherryseed.png Bluecherrytree.png Bluecherry.png 14% nutriment, 14% sugar Perennial Growth Mutate Cherry
Blue tomato Normal Bluetomatoseed.png Bluetomatoplant.png Bluetomato.png 20% plant-matter, 40% space lube, 8% vitamin Slippery Skin, Perennial Growth Mutate Tomato Bluespace tomato
Blumpkin Normal Blumpkinseed.png Blumpkinplant.png Blumpkin.png 40% Ammonia, 20% Chlorine, 40% Plant-Matter, 20% Plasma Perennial Growth Mutate Pumpkin
Bungo Fruit Normal Bungo Fruit Seed.png Bungo Fruit Plant.png Bungo Fruit.png 10% Bungo Juice, 10% Nutriment, 10% Universal Enzyme Perennial Growth Mutate Cocoa
Cabbage Normal Cabbageseed.png Cabbageplant.png Cabbage.png 20% Plant-Matter, 8% vitamin Perennial Growth MegaSeed Servitor Replica pod
Cannabis Normal Cannabisseed.png Cannabisplant.png Cannabis.png 30% tetrahydrocannabinol, Cannabidiol 30% Perennial Growth MegaSeed Servitor (hacked) Rainbow weed, Lifeweed,
Carpet Normal Carpetseed.png Growncarpet.png Carpet.png 4% plant-matter, 10% hydrogen Perennial Growth Mutate Grass
Carrot Normal Carrotseed.png Carrotplant.png Carrot.png 10% plant-matter, 8% vitamin, 50% oculine MegaSeed Servitor, Seeds Crate Parsnip
Chanterelle Mushroom Chanterelleseed.png Chanterelleplant.png Chanterelle.png 20% nutriment Fungal Vitality MegaSeed Servitor, Seeds Crate, can overtake a tray
Cherry Normal Cherryseed.png Cherrytree.png Cherry.png 14% nutriment, 14% sugar Perennial Growth MegaSeed Servitor Blue cherry
Cherry Bomb Normal Cherrybombseed.png Cherrybombtree.png Cherrybomb.png 20% plant-matter, 20% sugar, 140% blackpowder Perennial Growth Only available from Xenobiology
Chili Normal Chiliseed.png ChiliTree.png Chili.png 8% plant-matter, 50% capsaicin, 8% vitamin Perennial Growth MegaSeed Servitor Ghost chili, Chilly Pepper
Cocoa Normal Cocoapodseed.png Cocoapodtree.png Cocoapod.png 20% plant-matter, 50% cocoa powder Perennial Growth MegaSeed Servitor Vanilla, Bungo Fruit
Comfrey Normal Cabbageseed.png Cabbageplant.png Tea astra leaves.png 20% styptic powder Perennial Growth MegaSeed Servitor
Coffee arabica Normal Coffeearabicaseed.png CoffeearabicaTree.png Coffeearabica.png 20% coffee grounds, 8% vitamin Perennial Growth MegaSeed Servitor Coffee robusta
Coffee robusta Normal Coffeerobustaseed.png CoffeerobustaTree.png Coffeerobusta.png 20% coffee grounds, 8% vitamin, 20% ephedrine Perennial Growth Mutate Coffee arabica
Combustible Lemon Normal Firelemonseed.png Firelemontree.png Firelemon.png 10% plant-matter Perennial Growth Mutate Lemon
Corn Normal Cornseed.png CornPlant.png Corn.png 20% plant-matter, 40% corn oil, 8% vitamin MegaSeed Servitor, Seeds Crate Snapcorn
Durathread Normal Durathreadseed.png Durathreadplant.png Durathread.png Mutate Cotton
Death berry Normal Deathberryseed.png Deathberrytree.png Deathberrypile.png 20% plant-matter, 16% coniine,20% tirizene, 8% vitamin Perennial Growth Mutate Poison-berry
Death nettle Weed Deathnettleseed.png Deathnettleplant.png Deathnettle.png 50% fluorosulphuric acid, 50% sulphuric acid Perennial Growth, Weed Adaptation, Hypodermic Prickles Mutate Nettle, weed mutation
Deathweed Normal Deathweedseed.png Deathweedplant.png Deathweed.png 70% cyanide, 30% tetrahydrocannabinol, Cannabidiol 30% Perennial Growth Mutate Cannabis
Destroying angel Mushroom Angleseeds.png Angleplant.png Angle.png 8% nutriment, 8% Psilocybin, 40% amanitin Fungal Vitality Mutate Fly amanita
Cotton Normal Cottonseed.png CottonPlant.png Cotton.png MegaSeed Servitor
Eggplant Normal Eggplantseed.png Eggplantplant.png Eggplant.png 20% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor, Seeds Crate Egg-plant
Egg-plant Normal Eggyseed.png Eggyplant.png Egg-plant.png 20% nutriment Perennial Growth Mutate Eggplant, Exotic Seeds Crate
Fly amanita Mushroom Amanitaseeds.png Amanitaplant.png Amanita.png 70% amanitin, 8% Psilocybin, 20% growth serum, 8% nutriment Fungal Vitality MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Destroying angel
Fruiting cactus Normal Cactusseeds.png Cactus.png CactusFruit.png 16% Vitrium Froth, 8% nutriment, 8% vitamin Fire Resistance Lavaland Plant
Fungus Mushroom Towercapseed.png Moldplant.png Mold.png 70% space fungus Fungal Vitality MegaSeed Servitor (hacked), can overtake a tray
Garlic Normal Garlicseed.png Garlicplant.png Garlic.png 30% garlic juice, 20% plant matter MegaSeed Servitor
Gatfruit Normal Gatfruitseed.png Gatfruittree.png Gatfruit.png 20% sulphur, 20% carbon, 14% nitrogen, 10% potassium Perennial Growth Only available from Xenobiology
Geranium Normal Geraniumseed.png Geraniumplant.png Geranium.png 10% plant-matter, 40% bicaridine Mutate Poppy
Glow-berry Normal Glowberryseed.png Glowberrytree.png Glowberrypile.png 20% plant-matter, 50% uranium, 40% iodine, 8% vitamin. Strong Bioluminescence, Perennial Growth Mutate Berry
Ghost chili Normal Chillighostseed.png Chillighosttree.png Chillyghost.png 8% plant-matter, 110% capsaicin, 60% condensed capsaicin Perennial Growth Mutate Chili
Glowshroom Mushroom Glowshroommycelium.png Glowshroomplant.png Glowshroom.png 20% radium, 20% phosphorus, 8% nutriment. Bioluminescence, Fungal Vitality MegaSeed Servitor Glowcap Shadowshroom
Shadowshroom Mushroom Mycelium-shadowshroom.png Shadowshroomplant.png Shadowshroom.png 40% radium, 8% nutriment. Shadow Emission, Fungal Vitality Mutate Glowshroom


Glowcap Mushroom Glowcapseed.png Glowcapplant.gif Glowcap.png 20% teslium. Restores up to 100% battery charge. Electrical Activity, Bioluminescence, Fungal Vitality Mutate Glowshroom
Gold apple Normal Goldappleseed.png Goldappletree.gif Gold Apple.png 20% plant-matter, 40% gold, 8% vitamin Mutate Apple
Grapes Normal Grapesseed.png Grapeplant.png Grapes.png 20% plant-matter, 20% sugar, 8% vitamin Perennial Growth MegaSeed Servitor Green grapes
Grass Normal Grassseed.png Growngrass.png Grass.png 4% plant-matter, 10% hydrogen Perennial Growth MegaSeed Servitor Carpet
Green grapes Normal Greengrapesseed.png Greengrapeplant.png Greengrapes.png 20% plant-matter, 40% kelotane, 20% sugar, 8% vitamin Mutate Grapes
Harebell Weed Harebellseed.png Harebellplant.png Harebell.png 8% plant-matter Weed Adaptation Can overtake a a tray
Holymelon Normal Holymelonseed.png Holymelonplant.png Holymelon.gif 40% holy water, 8% vitamin, 20% nutriment Perennial Growth Mutate Watermelon
Chilly Pepper Normal Icepepperseed.png Icepepperplant.png Icepepper.png 4% plant-matter, 50% frost oil, 4% vitamin Perennial Growth Mutate Chili
Killer tomato Normal Killertomatoseed.png Killertomatoplant.png Killertomato.png 20% protein, 8% vitamin Liquid Contents Mutate Blood Tomato
Koibean Normal Koibeanseed.png Koibeanplant.png Koibeans.png 10% plant-matter, 20% carpotoxin, 8% vitamin Perennial Growth Mutate Soybean
Kudzu Weed Kudzuseed.png Kudzuplant.png Kudzu.png 4% nutriment, 8% charcoal Perennial Growth, Weed Adaptation Weed mutation
Leafy mushroom Normal PorciniMycelium.png Smushroom.png MushroomLeaf.png 12% nutriment, 16% Vitrium Froth, 8% nicotine Fire Resistance, Fungal Vitality Lavaland Plant
Lemon Normal Lemonseed.png Lemontree.png Lemon.png 10% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor Combustible Lemon
Lettuce Normal Lettuceseed.png Cabbageplant.png Lettuce.png 20% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor
Liberty-cap Mushroom Libertycapseed.png Libertycapplant.png Libertycap.png 4% nutriment, 8% Psilocybin Fungal Vitality MegaSeed Servitor (hacked), Exotic Seeds Crate, weed mutation
Lifeweed Normal Lifeweedseed.png Lifeweedplant.png Lifeweed.png 70% omnizine, 30% tetrahydrocannabinol, Cannabidiol 30% Perennial Growth Mutate Cannabis Deathweed,Omega weed
Lily Normal Lilyseed.png Lilyplant.png Lily.png 10% plant-matter, 40% bicaridine Perennial Growth Mutate Poppy
Lime Normal Limeseed.png Limetree.png Lime.png 10% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor, mutate Orange Orange
Large mushroom Normal PolyporeMycelium.png Lmushroom.png MushroomShavings.png 12% sugar, 8% ethanol, 12% stabilizing agent, 4% mint toxin Fire Resistance, Fungal Vitality Lavaland Plant
Meatwheat Normal Meatwheatseeds.png Meatwheatplant.png Meatwheat.png 8% protein Mutate Wheat
Mimana Normal Mimanaseed.png Mimanatree.png Mimana.png 20% nothing, 20% capulettium plus, 4% nutriment Slippery Skin, Perennial Growth Mutate Banana Mimana, Bluespace banana
Mint Normal Mintseed.png Mintplant.png Mintleaves.png 6% mint, 6% plant-matter MegaSeed Servitor
Moonflower Normal Moonflowerseed.png Moonflower.png Moonflower.png 4% plant-matter, 4% vitamin, 40% moonshine Mutate Sunflower
Nettle Weed Nettleseed.png Nettleplant.png Nettle.png 30% wasabi Perennial Growth, Weed Adaptation MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Death nettle
Novaflower Normal Novaflowerseed.png Novaflower.png Novaflower.png 50% condensed capsaicin, 60% capsaicin, 8% vitamin Mutate Sunflower
Numerous mushroom Normal EmberMycelium.png Nmushrooms.png MushroomStem.png 8% Tinea Luxor, 4% vitamin, 4% space drugs Fire Resistance, Fungal Vitality, Bioluminescence Lavaland Plant
Oat Normal Oatseed.png Oatplant.png Oat.png 8% plant-matter Mutate Wheat
Olive Normal OliveSeed.png OliveTree.png Olive.png 40% plant-matter, 4% vitamin, 40% salt Perennial Growth MegaSeed Servitor
Omega weed Normal Omegaweedseed.png Omegaweedplant.gif Omegaweed.gif 10% space drugs, 10% lysergic acid diethylamide, 10% mercury, 10% lithium, 10% haloperidol, 10% methamphetamine, 10% tetrahydrocannabinol, Cannabidiol 10% 10% Suicider, 10% hairgrowinium, 10% bath salts, 10% itching powder, 10% crank, 10% krokodil, 10% histamine, 10% psilocybin, 10% ectoplasm Perennial Growth Lifeweed,Rainbow Weed
Onion Normal Onionseed.png Onionplant.png Onion.png 20% plant-matter, 8% vitamin MegaSeed Servitor
Orange Normal Orangeseed.png Orangetree.png Orange.png 10% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor, mutate Lime Lime
Parsnip Normal Parsnipseed.png Parsnipplant.png Parsnip.png 10% vitamin, 10% plant-matter Mutate Carrot
Peanuts Normal Peanutseed.png Peanutplant.png Peanut.png 20% plant-matter MegaSeed Servitor
Pineapple Normal Pineappleseed.png Pineappleplant.png Pineapple.png 40% plant-matter, 4% vitamin, 8% water Capacitive Cell Production MegaSeed Servitor, Seeds Crate Apple
Plum Normal Plum Seed.png Plum Plant.png Plum.png 10% nutriment, 4% vitamin, 10% plant-matter Perennial Growth MegaSeed Servitor
Plump helmet Mushroom Plumphelmetseed.png Plumphelmetplant.png Plumphelmet.png 20% nutriment, 8% vitamin Fungal Vitality MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Walking mushroom
Poison-berry Normal Poisonberryseed.png Poisonberrytree.png Poisonberries.png 20% plant-matter, 30% cyanide, 40% tirizene, 8% vitamin Perennial Growth Mutate Berry Death berry
Poppy Normal Poppyseed.png Poppyplant.png Poppy.png 10% plant-matter, 40% bicaridine MegaSeed Servitor Geranium, Lily
Potato Normal Potatoseed.png Potatoplant.png Potato.png 20% plant-matter, 8% vitamin Capacitive Cell Production MegaSeed Servitor, Seeds Crate Sweet Potato
Pumpkin Normal Pumpkinseed.png Pumpkinplant.png Pumpkin.png 40% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor Blumpkin
Rainbow weed Normal Rainbowweedseed.png Rainbowweedplant.gif Rainbowweed.gif 30% lysergic acid diethylamide, 30% tetrahydrocannabinol, 30% happiness, Cannabidiol 30% Perennial Growth Mutate Cannabis Omega weed,Deathweed,
Redbeet Normal Redbeetseed.png Redbeetplant.png Redbeet.png 10% plant-matter, 10% vitamin Densified Chemicals Mutate Whitebeet
Red Onion Normal Redonionseed.png RedOnionplant.png RedOnion.png 20% plant-matter, 8% vitamin, 10% onion juice Mutate Onion
Rice Normal Riceseed.png Riceplant.png Ricestalk.png 8% plant-matter MegaSeed Servitor
Reishi Mushroom Reishiseeds.png Reishiplant.png Reishi.png 70% charcoal, 70% morphine, 8% nutriment Fungal Vitality MegaSeed Servitor (hacked), can overtake a tray
Replica pod Normal Replicapodseed.png Replicapodplant.png MegaSeed Servitor, Exotic Seeds Crate, Mutate Cabbage
Snapcorn Normal Snapcornseed.png SnapcornPlant.png Snapcorn.png 20% plant-matter, 40% corn oil, 8% vitamin Mutate Corn
Soybean Normal Soybeanseeds.png Soybeansplant.png Soybeans.png 10% plant-matter, 8% vitamin Perennial Growth MegaSeed Servitor, Seeds Crate Koibean
Space tobacco Normal Spacetobaccoseed.png SpacetobaccoTree.png Spacetobacco.png 6% plant-matter, 16% nicotine, 10% salbutamol Mutate Tobacco
Starthistle Weed Starthistleseed.png Starthistleplant.png Starthistleseed.png Weed Adaptation Can overtake a tray
Steelcap Mushroom Towercapseed.png Steelcapplant.png Steelcap.png Fungal Vitality Mutate Towercap
Sugarcane Normal Sugarcaneseed.png Sugarcaneplant.png Sugarcane.png 50% sugar Perennial Growth MegaSeed Servitor, Seeds Crate
Sunflower Normal Sunflowerseed.png Sunflowerplant.png Sunflower.png 16% corn oil, 8% plant-matter MegaSeed Servitor, Seeds Crate Moonflower, Novaflower
Sweet Potato Normal Sweetpotatoseed.png Sweetpotatoplant.png Sweetpotato.png 20% plant-matter, 20% sugar, 20% vitamin Mutate Potato
Tall mushroom Normal InocybeMycelium.png Rmushrooms.png MushroomCap.png 8% lysergic acid diethylamide, 16% Entropyc Polypnium, 8% Psilocybin Fire Resistance, Fungal Vitality Lavaland Plant
Tea aspera Normal Teaasperaseed.png TeaasperaTree.png Teaaspera.png 20% ground tea leaves, 8% vitamin Perennial Growth MegaSeed Servitor Tea astra
Tea astra Normal Teaastraseed.png TeaastraTree.png Teaastra.png 20% ground tea leaves, 20% synaptizine, 8% vitamin Perennial Growth Mutate Tea aspera
Tobacco Normal Tobaccoseed.png TobaccoTree.png Tobacco.png 6% nicotine, 6% plant-matter MegaSeed Servitor Space tobacco
Tomato Normal Tomatoseeds.png Tomatoplant.png Tomato.png 20% plant-matter, 8% vitamin Liquid Content, Perennial Growth MegaSeed Servitor, Seeds Crate Blood Tomato, Blue Tomato
Towercap Mushroom Towercapseed.png Towercapplant.png Towercap.png Fungal Vitality MegaSeed Servitor, can overtake a tray Steelcap
Vanilla Normal Vanillaseed.png Vanillaplant.png Vanilla.png 50% vanilla, 20% plant-matter Perennial Growth Mutate Cocoa
Walking mushroom Mushroom Walkingmushroomseed.png Walkingmushroomplant.png Walkingmushroom.png 30% nutriment, 10% vitamin Fungal Vitality Mutate Plump helmet
Watermelon Normal Watermelonseed.png Watermelonplant.png Watermelon.png 40% plant-matter, 40% water, 8% vitamin Perennial Growth MegaSeed Servitor Holymelon
Wheat Normal Seedwheat.png Wheatplant.png Wheat.png 8% plant-matter MegaSeed Servitor, Seeds Crate Oat, Meatwheat
Whitebeet Normal Whitebeetseed.png Whitebeetplant.png Whitebeet.png 10% plant-matter, 40% sugar, 8% vitamin MegaSeed Servitor Redbeet

Chemicals

Certain chemicals can affect your plants in various ways; from healing your plants, changing its stats, or just killing it outright. You'll likely need to ask Chemistry for help in obtaining some of these chemicals.

Chemical Chart; Effects are per unit. Hover over the names of chemicals to find where they are obtained.

Name Purpose Nutrients Water Health Toxin Bonus Effects
E-Z Nutriment Fertilizer 1 0 0 0 Does not increase mutation level.
Mutriment Fertilizer 1 0 0 0 Increases mutation level by 10
Left 4 Zed Fertilizer 1 0 0 0 Increases mutation level by 15,but reduces the yield of each harvest to 1(no effect on the yield stat).
Robust Harvest Fertilizer 1 0 0 0 Does not increase mutation level. Increases yield by 30%.
Earthsblood Fertilizer 1 0 0 0 Does not increase mutation level., makes the tray self sustain after 28u were added.
Unstable Mutagen Mutations 0 0 0 0 Inceases mutation level by 1 per 1u added, up to 15.
Uranium Mutations 0 0 -1 2 Inceases mutation level by 1 per 1u added, up to 15. Poisons the tray
Radium Mutations 0 0 -1 3 Inceases mutation level by 1 per 1u added, up to 15. Poisons the tray
Ammonia Stats 1 0 0.5 0 Increases Yield mutations.
Diethylamine Stats 2 0 1 0 Kills Pests. Increases Production Speed mutations.
Saltpetre Stats 0 0 0.25 0 Increases Potency mutations.
Cryoxadone Stats 0 0 3 -3 Increases Endurance Mutations
Omnizine Stats 0 0 3 -3 Increases Lifespan Mutations
Saline Glucose Solution Stats 0 0 3 -3 Increases Weed Vulnurability and Weed Grow Rate Mutations
Atrazine Weed Killer 0 0 0 0.5 Kills Weeds. Commonly known as Weed Killer.
Pest Killer Pest Killer 0 0 0 0.5 Kills Pests.
Water Water 0 1 0 0
Holy Water Water 0 1 0.1 0
Soda Water Water 0.1 1 0.1 0
Fish Water Water/Fertilizer 0.75 1 0 0 Increases nutrient level without changing nutrient type
Milk Water 0.1 0.9 0 0
Beer Water 0.25 0.7 -0.05 0
Nutriment Fertilizer 1 0 0.5 0 Increases nutrient level without changing nutrient type
Plant-matter Fertilizer 1 0 0.5 0 Increases nutrient level without changing nutrient type
Ash Fertilizer 0.5 0 0.25 0 Kills Weeds and Heals plants
Charcoal Healing 0 0 0 -2
Sugar Plant Killer 0.1 0 0 0 Creates weeds and pests.
Blood Fertilizer 1 0 0 0 Creates pests.
Virus Food Fertilizer 0.5 0 -0.5 0 Increases nutrient level without changing nutrient type
Phosphorus Plant Killer 0.1 -0.5 -0.75 0 Kills weeds (along with your plant).
Toxin Plant Killer 0 0 0 2
Sulphuric Acid Plant Killer 0 0 -1 1.5 Kills Weeds (along with your plant).
Chlorine Plant Killer 0 -0.5 -1 1.5 Kills weeds (along with your plant).
Fluorine Plant Killer 0 -0.5 -2 2.5 Kills weeds (along with your plant).
Fluorosulphuric Acid Plant Killer 0 0 -2 3 Kills Weeds (along with your plant).
Glyphosate Plant Killer 0 0 -5 6 Efficient against Kudzu.
Napalm Plant Killer 0 0 -6 7 Kills Weeds (along with your plant).
Lazarus Reagent Evil 0 0 0 0 Creates hostile plant-life.

Modifying Your Plants

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!

Mutations

Plants mutate each harvest cycle, mutating more strongly the higher the mutation level of the tray. Those mutations only show up in the seeds, however, so those must be extracted, then sorted.
The strength of a plants mutations, meaning the extent to which stats can change as well as the chance for it to change species or gain a new random trait is governed by mutation level which you can see by using a plant analyzer on a tray or soil plot.
There are a few mutation level thresholds to be aware of:

  • Above a mutation level of 10, the final seed may become a different species, with higher levels increasing the chance.
  • Above a mutation level of 20, a random trait may be added to the final seed, with higher levels increasing the chance.
  • Above a mutation level of 30, the final seed will always become a different species if possible.

It's important to mention that those are applicable for the 9th seed sorted and onwards when using a seed analyzer. For sorting in hand these are doubled, meaning you can't get new traits, and with a seed sorting tray they are 15, 30 and 45 respectively.

Mutation level can be increased in a few ways:

  • Mutagens: Each tray or soil plot has a mutagen tank that increases mutation level by the amount of mutagen stored in it. The tank can be filled with Unstable Mutagen, Radium or Uranium. Each fill the mutagen tank by 1 per 1u when added to the tray. The tank also loses 1 mutagen each harvest cycle

Stats

  • Age: Age of the plant, measured in cycles. Can be used to determine how a close a plant is to maturation or the next harvest. If it exceeds the plant's lifespan the plant starts taking damage each cycle
  • 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.
  • 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.
  • Endurance: Max health. Between 10 and 100. Not very useful, unless you leave your garden often. Only truely relevant for Killer Tomatos
  • 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.
  • Maturation Speed: Age cycles before the plant can start production. The first harvest will be (Maturation Speed + Production Speed).
  • Weed vulnerability: The chance that weeds will grow each cycle. Goes from 0 to 100. With 100 being 100% chance of weeds growing and 0 being 0%.
  • Weed Growth Rate: The amount weeds grow by when they do. Goes from 0 to 10, with 10 completely filling a tray with weeds and potentially causing an immediate overtake and 0 meaning weeds don't grow at all.

Traits

Some plants have special traits, that can be tranferred through the Plant DNA Manipulator.

  • Bioluminescence: Causes the plant to glow, emitting light at a radius of 1.4 + 3% of potency and a strength of 4% of potency.
  • 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.
  • 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 twenty fold.
  • Densified Chemicals: Doubles the reagent capacity of the plant. Has no direct effect on the amount of reagents being produced.
  • Electrical Activity: Gives the plant electrical charge, making it recharge batteries when eaten; it will also have a chance equal to 20% of potency to electrocute on slip if it also has Slippery Skin and on squish if it has Liquid Contents.
  • 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. Reagents are both breathed and applies to the skin immediately upon entering the gas cloud and are divided equally among all mobs present in it. Requires Liquid Contents to work.
  • Hypodermic Prickles: Plants with this trait will sting when thrown, transferring a portion of their chemicals equal to 20% of potency to the target.
  • Liquid Contents: Causes the plant to squash when thrown, applying the reagents inside on the target and destroying the plant.
  • Perennial Growth: Plants with this trait can be harvested more than once.
  • Shadow Emission: Causes the plant to emit slightly purple shadows at a radius of 1.4 + 4% of potency and a strength of 0.02% of potency.
  • 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.
  • Strong Bioluminescence: Causes the plant to glow, emitting light in a radius of 1.4 + 5% of potency and a strength of 6% of potency.
  • Weed Adaptation: The plant acquires weed-like properties, making it not need nutrients and immune to weeds in the tray.

Increasing Stats

Disks

Any stat can be stored on a disk which can be used in the DNA Manipulator to replace the same stat on any seed.
The best and most important type of stat disk, however, is the core stat disk, which is created by extracting all core stas of a plant(aside from maturation) to a single disk. This requires multiples copies of seeds with the exact same stats and does not have any limit on the stat values,
meaning you can get perfect stats without any upgrades to your machines. The core stat disk is your primary way of getting good stats on your plants so you want to get one with 100 potency, 1 production and 10 yield as soon as you can.
There are 21 disks in the botany lockers at shift start and more can be made by RnD in case you run out.

Stat Mutation Increasing Chemicals

To make your core stat disk you will need seeds with the stas you need. Most stats, however, can only be modified by mutations, which are random. And while we can and do mutate many plants to pick the best ones there is also a way to focus on one specific stat at a time.
A tray or soil plot can be doped with one of 6 chemicals. Each increases the amplitude of mutation for a certain stat, and halves it for the others. Doping a tray with any reagent will override the previous one. Additionally charcoal will remove the doping agent from a tray.
The doping chemicals for each stat are:

Creating a Core Stat Disk

The general way of imporving stats in this manner is as follows:

  • Plant a plant with starting stats of your choosing in a tray or plot with a mutation level of 0. This is done to replicate your current best stats each time.
  • Harvest and extract seeds
  • Plant enough seeds so that a full harvest of all resulting plants will fill a plant bag with seeds. Preferably use trays or plots with a high mutation level and the appropriate doping chem.
  • Sort the seeds, preferably using an analyzer.
  • Take the best seed and plant it in place of the first one. Then repeat.

Since this requires a few harvesting and planting cycles you'd ideally want plants that grow as fast as possible, so use plants with maturation and production rate that are as low as possible.
Getting stats from a low production plant onto a low maturation plant before starting the process is best, at which point you can focus on yield, to get more seeds, then potency. It is also better to use a plant that cannot mutate into a new species to allow for a higher mutation level in the tray for a greater change in stats.

Bees

Bees will passively increase the yield and potency of plants and they polinate them. They will also boost the amount harvested from the plants up to 20, but only if the trays they are in are not self sustaining.
This is technically more consistent than mutating, but it is much slower than a good mutation procedure and requires bees from cargo besides.

Advanced Hydroponics

Plant Chemistry

Plants have a normal capacity of 50u, independent of potency, which goes up to 100u with the densified chemicals trait.
The order of operations when determining which chemicals will end up in the plant, and in what amount, is:

  • Add the reagent from the current gene in an amount that is potency multiplied by the amount specified in the gene, bound from above by the amount of space remaining for reagents.
  • Perform all reactions between reagents in the plant as they would happen in any other container.
  • Look at the next gene.

These two effects mean the plant will only have the reagents it has space for, with any excess being deleted.

For an example a plant with the reagent genes:

  • 35% charcoal
  • 20% ammonia

Will contain at 100 potency:

  • 35u charcoal
  • 15u of ammonia

And at 80 potency:

  • 28u of charcoal
  • 16u ammonia

An another example is a plant with 100 potency and the following reagent genes:

  • 20% corn oil
  • 25% sulphuric acid
  • 20% ammonia

It will contain:

  • 6u of glycerol
  • 2u of corn oil
  • 19u of sulphuric acid
  • 20u of ammonia

However, with the same genes in a different order:

  • 20% corn oil
  • 20% ammonia
  • 25% sulphuric acid

The plant would contain:

  • 6u glycerol
  • 2u corn oil
  • 20u ammonia
  • 4u sulphuric acid

Note that the total amount of reagents is changed because now the reaction happens after the last reagent was added to the plant, rather than before.

Trait Interactions

For the most part traits are quite straight forward, but some have interactions either with each other or plants with unique features that are worth noting:

  • Strong Bioluminescence affects wearable(eg: poppy, ambrosia) and placeble(eg: glowcaps, glowshrooms, shadowshrooms) plants. It produces a green light on glowberries, but on most other plants the light is white.
  • If a plant has both the Bluespace Activity and Liquid Contents traits and is squished in hand, or by being thrown at another creature, the order at which it will teleport or squish is the same as the order at which the traits were inserted.
    If bluespace activity is first any reagents will apply to the tile teleported to and any gas cloud that would be formed by Gaseous Decomposition would also be placed there. And If liquid contents is first the squish will happen before the teleport.


Additional Features

Beekeeping

So, you want to keep those little flying demons and extract their sweet honey? First you need to request a Beekeeping starting kit from your local cargo bay. The starter kit will contain the items that you will need to create a happy bee colony from scratch. We'll get through all of them later. Before we begin, keep in mind that when a starter kit is ordered from cargo you are expected to have complete responsibility for the bees in your future colony, so don't fuck up!

Preparing Your New Colony

Now that your crate has arrived it's time to get your hands dirty! Take your crate and head to the desired place where your colony will reside and open it there. Of course, as a botanist, the obvious place will be at hydroponics. Lets set up the apiary. Apiary.png

  • Put the beekeeper suit and hat on. (Optional for now, it's more useful for bigger colonies.) Beekeepersuit.png Beekeeperhat.png
  • Pick up the queen bee and place it comfortably in the apiary. Queenbee.gif
  • Place the honey frames in the apiary respectively. Honeyframe.png

Aaand... Your first colony is ready!

Apiary Management

If you right-click and examine your apiary, it'll show some stats. The resource supply represents the amount of honey contained in the apiary. You need to have plants around your apiary so the bees can produce resources. While the bees fly around the plants the resource supply will rise, simple as that. When you check the apiary, it'll show the amount of resources needed to create a new honeycomb or a new bee in the moment that you checked it. A new bee costs 50 resources, while a new honeycomb costs 100 resources. Honey.png These honeycombs can be ground up into honey, a sweet substance that has minor healing properties, and can be used to make certain foods and drinks.

Genetic Manipulation

The queen bee can also be injected with chemicals to cause the resulting bees to have special properties. To do so, simply use a syringe with the chemical of your choice on the queen bee before putting it in the apiary. You can change the queen's chemical as many times as you want. When a bee is created from an altered queen, it'll carry the same chemical that the queen was injected with.

When a honeycomb is created by an altered bee, half of its chemical content will be the same as the chemical injected in the bee, with the other half being honey. This creates an easy method of 'farming' chemicals that may be hard to get. The last effect that the chemical will have is the bee sting. When stung, a small amount of chemical will be delivered in the sting. Although not an ideal method, this can be used to inject people with healing chemicals, or possibly harmful chemicals for those traitors looking to cause chaos.

Keep'em Tame

Better protect your apiary, a single greytide can disrupt the bees and throw them in a rampage. That said, desrupting a colony can be done by attacking the apiary or attacking the bees directly. Keep the bees in their assigned space and don't let them roam around the station, they'll 100% cause trouble if that happens. Although, with the overpopulation problem there is no way you will be able to control ALL the bees. Expect the crew to see the insects at least one time flying around outside Hydroponics. Equip the beekeeper suit and hat in case they get angry!

Dealing with Kudzu

Kudzu is a special plant that can appear as a random event or you can grow it by allowing weeds to overtake Soybeans. (That might result in other weed-type plants, too.) It is a type of space vine that grows and mutates on its own.

Usual plant stats affect active kudzu in the specific way:

  • Potency: The higher the potency, the more the kudzu will mutate on spread. The chance to mutate on each new piece is [potency / 10].
  • Production Speed: It determines how fast the kudzu spreads. By default, it spreads at a rate of 20% of the amount of pieces per tick but no more than 30. Production Speed changes the cap by [30 * production / 50] and the percent of processed pieces per tick by [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, the new first piece will have all the same mutations the seed has and will spread it to all the progenitors. Kudzu can gain mutations on spread or by adding special chemicals to it while the seed is growing (see below).

Mutations

Positive

Color Name Description
Glassy Makes the kudzu occasionally drop a glass sheet upon destroying it.
Glimmering Makes the kudzu occasionally drop a diamond, gold, or silver sheet upon destroying it.
Light Makes the kudzu emit light.
Metallic Makes the kudzu occasionally drop a metal sheet upon destroying it.
Plasticine Makes the kudzu occasionally drop a plastic sheet upon destroying it.
Space Protective Makes the kudzu grow in space.
Transparency Makes the kudzu transparent.
Wooden Makes the kudzu occasionally drop a wood plank upon destroying it.

Minor Negative

Color Name Description
Bluespace Makes the kudzu grow through walls and objects.
Fireproof Makes the kudzu resistant to every kind of fire (including plasma fire).
Vine-Eating Makes the kudzu eat every non-vine-eating kudzu tiles.
Virulently Spreading Makes the kudzu spread thicker.

Negative

Color Name Description
Aggressive Spreading Makes the kudzu deal a small explosion upon spreading, destroying windows and other weak objects. It cannot get through reinforced walls.
Explosive Makes the kudzu explode upon death. It induces a chain reaction.
Flowering Makes the kudzu occasionally spawn aggressive flower buds. Every tile can snare passersby.
Hardened Makes the kudzu resistant to sharp objects (halves their damage). Every hardened tile has doubled health.
Thorny Makes the kudzu deal brute damage to whoever passes its tiles, or is deals damage to it.
Toxic Makes the kudzu deal toxic damage to whoever passes its tiles, or eats it.

Mutating Kudzu

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

Notes

  • Scythes, sharp objects, and fire deals four times more damage to kudzu.
  • Crossing kudzu can snare the crosser, but it doesn't deal damage. Unless it has the Thorny or Toxic mutations.
  • Only destroying every vine tile stops the kudzu from spreading.
  • The Chef's goat can destroy vines rapidly.
  • Vines cannot spread diagonally.
  • One tile can only capture one person.
  • Glyphosate can wither kudzu with a 50% chance. You can find it in Plant-B-Gone bottles or ask the chemist for some.
  • Aliens do not slash vines upon attacking them but eat them.

Expanding Your Growing Space

Whether you wish to grow plants in other places, or simply need more space, you can easily do so by construciting soil plots from either sandstone or soil clumps. Soil clumps can be made in the biogenenerator or in the compost bin, while sandstone can be made by using either sand or volcanic ash in hand(same way as with grass). By using three sandstone bricks or soil clumps you can make a soil plot, which is like a tray, except it cannot be moved, you can walk over it and there are no lights. Sandstone can also be used to make other structures.
Additionally, 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.

Wooden Products

Wood and wood-based accessories can be made with the Towercap mushroom. Use the hatchet (or other sharp object) on Towercap logs to chop some planks. These have many uses: you can make chairs, tables, wooden floors and so on.

  • Dryingrack.pngA 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. 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.
  • Barrel.pngYou can use planks to also build fermenting barrels. Shove some plants in and they become fermented alcohols with their various reagents over time.
  • Compost Bin.pngUsing 10 planks you can make a compost bin. It converts plants to biomass at the same rate as an unupgraded biogenenerator and converts 20% of the stored biomass into compost every 10 seconds(minimum 10 converted). If also filled with either ash or potassium, it will instead convert biomass to saltpetre crystals. Growing 2 crystals consumes 6 biomass and 1 ash, and growing 1 crystal requires 8 biomass and 1 potassium. Ash will be consumed first and the amount of biomass consumed will not exceed the amount that would be consumed when making compost. Saltpetre crystals each yield 8u of saltpetre when ground. Soil clumps can be made from the compost at the cost of 25 compost per clump.