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Full guide to New Botany by a 4rry


Xantholne

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This is a work in progress botany guide that I need to put more time into but with new botany already out people are going to wonder how to do what etc so it will be updated over the next few days

 

 

Howdy hello Spessman McGreenie,

 

So you woke up today, hopped on the shuttle and came over to the Cyberiad with the pretext of being a botanist. Sure you may have had previous experience in botany or may have had none at all, but regardless. I am here today to try and help you understand the new glorious Botany system we have today.

 

Back in Old Botany if you where one of them previous work experience folks weh ad a thing called DNA splicer or such. It was a two machine thing were you put in seeds, extraced things that didn't mean much to you with your fancy disks from the crate in the back and put them together on the machine next to you with some other seeds until it would not let you anymore.

 

One of these many things you may have and well; most certain put on other plants was Appearance. Now Appearance in only botany meant many things. It changed how well, the plants appeared. Unfortunatly with rhew new system, you cannot do this. HOWEVER! We do have a similar thing now called Parennial Growth.

 

Now you may be asking yourself; "What is Parennial Growth?" Pareenial Growth is the DNA trait certain things like grass has that lets you reharvest the plant over and over. Now this trait from what I noticed may not work every time and result in seeds instead. But fear not my fellow Spessman Botanist! Your seed packets it left instead of fruits of your labor contain the same code as it, the plant had before!

 

So now you may be going. I just arrived here Ms Furbeast, what should I do to make my plants better and improve as an overall botanist? Fear not weary traveler. For I will hold your disgusting space hand through this.

 

Tips for new Botanists

 

 

In your Hydroponic Trays, there are a bunch of little inactive lights on the bottom. They will become active to let you know that something is required, something is wrong, or that your plants are ready for harvest.

From left to right.

Green: Ready to harvest.

Red: Low health.

Red: Weeds/pests/toxins.

Yellow: Low nutriment.

Blue: Low water.

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 hit in backpacks

Shovel: Digs up grass floors and cleaning the dirt.

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.

 

You an use Wirecutters on your Hydroponic trays to connect them together with an irrigation system which allows you to easily water all trays at the same time evenly.

 

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.

 

 

Chemicals for your plants.

 

 

Fertilizers:

E-Z-Nutrient: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield.

Left 4 Zed: Makes your plant mutate twice, but it will only produce one plant at most - if the plant's yield is 0, then nothing is produced! You'll have to use another fertilizer to harvest the normal yield of the plant.

Robust Harvest: Makes your plant produce twice as much, and will never mutate it. Useful if you already have good stats, are using unstable mutagen and don't want random mutations to interfere, or simply don't want to bother with mutating at all.

Nutriment: A fertilizer. You can get it from the Chef, or by using your own plants. Heals the plant.

Ammonia: Also a fertilizer, same effect as nutriment. Get it from the Chemist or hack the Nutri-Vend to get this.

Diethylamine: A very powerful fertilizer. Twice as effective, meaning 1 unit diethylamine adds 2 units nutrient. Heals the plant AND also kills pests. Get it the same way you get Ammonia.

 

Pest Removal:

Pest Killer: Kills pests, and adds a small amount of toxicity.

Weed Killer: Same as above, but for Weeds.

 

Plant Medications:

Charcoal: Makes your plant less toxic. You can get it by whining to anyone who works in Medbay.

Cryoxadone: Heals your plant, via miracles. Also lowers toxicity. Get it from the Chemist, or find a nice doctor to steal some from cryogenics.

Holy water: If you can get the Chaplain's attention and make him bless your water, it will heal your plant a bit.

Ash: Heals your plant and adds nutriment. Also kills weeds.

Saltpetre: Heals your plant, increases potency and decreases production time.

 

Plant Killers

Plant-B-Gone: Seriously damages the plant. Also lowers toxicity by magic and kills weeds.

Toxins, Acids, Fluorine, Chlorine: Damage the plant.

Sugar: Makes pests and weeds grow stronger. Unless you plan to use some mutagen to unleash giant spiders upon the station, it's of no use.

Phosphorus: Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. If you manage to get your hands on a lot of it, you can use it to kill useless plants without hurting the next plant.

 

Round Start

 

 

At the start of the round you will want to head to the back room of botany pictured here:

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Back here you will want to grab your Cultivator, your hatchet, your portable seed extractor, flora disk box, and a spade from the crate. You will need all of these tools in your daily life as a botanist.

The Spade is used to remove plants you no longer want.

The Cultivator is used to deweed your crops.

The hatchet is used to kill bees, and turn tower caps into wood planks.

The Portable Seed Extractor is a large 100 capacity plant bag that also lets you turn those seeds into single seed packs if you really wanted ot, but we won't really need to. After that, head over to the seed vendor

Now, let's take this time to talk about DNA Splicing very quickly and what you need to understand briefly before we go into more detials.

Plant DNA Splicing allows you to put in a plant seed packet along with a flora plant disk from that nifty looking box in your hand. Doing such you can select a specific trait these seeds have like Slippery Skin, Potency, their Yield count, and so forth. But! Also doing so destroys the seed packet in the processing; so you will want to make additional packets before using your last one.

The First seeds you should grab for DNA Splicing are:

Tower Cap Spores

Tobacco Seeds

Wheat Seeds

Lime Seeds

Glowshroom Spores (Oranges if you cannot hack the vendor, harebells are also acceptable to replace Glowshrooms)

Liberty Caps (Requires Hacking)

Grass seeds (My preferred but others work)

 

So all of these seeds you grabbed are here for a reason. A very specific reason. For almost all of your plants that you wish to be planted, you will want to do DNA Splicing on them. By doing such you make your plants even better. For these specific seeds you will want to put them into the machine on the far top left of the room. This machine is the DNA Splicer. In this machine we will be selecting certain traits from these. Each time we want to select a new trait, we have to put in a fresh, clean disk to get that trait unless you remove the protected cover on your disk with Activate Held Item.

To go over very quickly, this is each seed packet of what you want to put in, and what you want to extract from them.

Potency (50) = Tower Cap

Yield (10) = Tobacco

Production Speed (1) = Wheat

Endurance (50) = Limes

Lifespan (100) = Glowshroom (orange is 60 with no hacking of the seed vendor; harebells are 100)

Fungal Growth = Liberty Cap

Perennial Growth = Grass

After thise, make sure you enable their protected lock with Activate Held Item or by clicking on them in your hand, and put in any seed packet you wish into the splicer and replace all traits they have with these. There you go! You're all ready to make any and all plants that you so desire!

 

 

Now, in this next section. I will be going into more details on what all you can do with DNA Splicing, and what special traits can do that you may see on your plants.

 

DNA Splicing and You!

 

 

DNA Splicing is a somewhat complex but also not very complex thing. In this section I will be going over exactly what does what. Bare with me here, this is more for the experienced to slightly more experienced botanists on what all they will need to know about DNA Splicing. I am not saying a new player Botanists can't do this part, but I wouldn't be expecting them to understand completely.

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

Lifespan: How long your plant will live.

Slippery Skin:Causes the plant, or any products of the plant, to become slippery. The stun time is (Potency * 0.08), divided by 3 unless the plant has lube or is a banana. Maximum stun is 7 seconds.

Liquid Contents:Causes the plant to squash when thrown, applying the reagents inside on the target and destroying the plant.

Hypodermic Prickles: Plants with this trait will sting when thrown, transferring a portion of their chemicals to the target.

Capacitive Cell Production: Plants with this trait can be made into batteries with the addition of wire. Electrical Activity increases the cell's maximum charge.

Electrical Activity: Gives the plant electrical charge, making it recharge batteries when used; it will also electrocute on slip if it also has Slippery Skin and on hit if it has Liquid Contents.

Bluespace Activity: Gives the plant bluespace properties, making it teleport people hit if the plant has Liquid Contents, and on slip if it has Slippery Skin. (Do not abuse this trait what so ever. It is incredibly griefy and could result in Security arrests for Workplace Hazard or Admin intervention.)

Bioluminescence: Causes the plant to glow, emitting light equal to 10% of potency.

Strong Bioluminescence: Causes the plant to glow, emitting light equal to 20% of potency.

Separated Chemicals: Makes plant reagents not react until squashed.

Densified Chemicals: Doubles the reagent capacity of the plant.

Perennial Growth: Plants with this trait can be harvested more than once.

Weed Adaptation: The plant acquires weed-like properties, making it not need nutrients and immune to weeds in the tray.

Fungal Vitality: The plant acquires mushroom-like properties, making it not need light or water.

Gaseous Decomposition: Plants with this trait emit a smoke cloud when squashed, spewing reagents everywhere. Requires Liquid Contents to be useful.

 

 

 

Setting up Botany to be more efficient.

 

 

So in Botany, not everything is static. If you aquire a wrench from the backroom, Cargo, Science, or Tool storage, you can use it on your trays to move htem around. Doing such, you can make the room feel much larger, and be much more efficient for your plants with the irrigation system with wirecutters, along with mutating your plants more easily using the Irrigation system. Here is how I like to set up botany to provide lots of room and keep the areas connected with the Irrigation system. I also bring down the Water mister from the back room and leave it sitting by the sink to quickly fill all trays with water.

ctmOYwG.png

 

 

 

So here we are. You're sitting here with all of your starting disks ready to shove in your plant seeds. Go ahead and take the time now to begin putting your packets in and every single disk you can to change your plants seed packets with these more diserable traits to make them even better. By doing such, you are already making your life 100% better. (But we can do better than that.)

 

By now, you may be going There has to be more than this. You say with your trays full of plants, and you're right! We're not going to explore the fantastic world of Plant Mutations!!!

 

Plant Mutations.

 

 

Plant Mutations is something Advanced Botanists will do frequently, and pretty much all the time. Extremely Advanced Botanists do this at around start to get an edge that will pays off in the end.

To mutate a plant, you take a beaker, bucket, anything that can hold contents, and fill it with either;

Unstable Mutagen: Set transfer value to 5 units per transfer. Highest chance of mutating a plant into a different species. Does not cause Toxin build ups in plants which will kill them very quickly.

Radium: Set transfer value to 10 units per transfer. Low chance of mutating. Fairly High Toxin and Health damage when applied. Can be aquired from Glowshrooms.

Uranium: Set transfer value to 10 units per transfer. Low Toxin and Health Damage when applied. Can be made from Glowberries. Same chance as Radium

Fertilizers also have small mutations that they can do.

E-Z-Nutrient: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield.

Left 4 Zed: Makes your plant mutate twice, but it will only produce one plant at most - if the plant's yield is 0, then nothing is produced! You'll have to use another fertilizer to harvest the normal yield of the plant.

 

Mutation Chances:

10% chance of the plant losing lots of health instantly. The plant can die because of this

10% chance of mutation into a related species. This destroys the old plant and plants a new one. See the plants table for the information on these mutations.

15% chance of heavy stat mutation with a 3% chance of a new trait appearing.

15% chance of normal stat mutation.

20% chance of nothing. You get a message when this happens.

10% chance of weeds mutating. If weed level is less than 5, nothing happens, otherwise you get a random mutated weed.

10% chance of pests mutating. Again, if pest level is less than 5, nothing happens. Otherwise, three spiderlings are spawned. Shout for help and try to explain to security why you didn't use pest spray.

 

 

 

The Forgotten Method of Reviving the Dead.

 

 

This is something many have forgotten or may have never known. You can infact; revive the dead as a botanist. Replica Pod Cloning is something that was around before the Cloning machine was added. How it worked was the botanists would get some of the deceased blood, inject it into the seeds, and let it grow. At the start of the round you only have three packets. If you try hard you can increase this on your own by increasing their yield immensely, or mutating Cabbage plants that are being grown. If you do have a deceased waiting to be cloned:

Take a Syringe from your supplies vendor.

Take a sample of the bodies blood.

Inject it into the seed packet.

Plant the seeds.

Let it grow and harvest. This will take about a minute.

 

 

 

Kudzu.

 

 

Kudzu is a very unique and very dangerous plant that is grown from mutating a tray with high weeds.

Kudzu is unique as it spawns uncontrolable Level 7 Biohazard vines at botany.

Kudzu has many unique properties and can be either helpful, or soul crushingly dangerous.

Kudzu has regular plant stats but some effect it very differently.

Potency of the seed will make kudzu mutate more on spread, the chance to mutate on each new piece is [potency / 10]

Production will affect how fast the kudzu can spread, usual kudzu spreads at a rate of 20% of the amount of pieces per tick but no more than 30, production changes the cap [30 * production / 50] and the percent of processed pieces per tick [20 * (production / 50)]

Killing the last piece of kudzu will create a kudzu seed on its place with all the mutations of the piece saved in the seed, so if you reactivate it new first piece will have all the same mutations the seed has and will spread it to all the progenitors. Kudzu can gain mutations only on spread, here is the list of all of them:

 

CO2 consumption - positive mutation, consumes CO2 from the air

Space covering - positive mutation, makes vines grow vine floors over space

Light - positive mutation, about 40% of the vines with this mutation emit light slightly more powerful than PDA

Transparency - positive mutation, makes vines look-through

Toxins consumption - positive mutation, absorbs plasma from the air

Bluespace vines - minor negative mutation, makes vines be able to grow through anything

Explosive - minor negative mutation, on death vines with this mutation explode with a 0,0,2 power, clusters of this vine will chain-explode one after another

Fire resistant - minor negative mutation, makes vines ignore fire damage, be it plasma fires or welders

Vine eating - minor negative mutation, vines with this mutation will eat vines without it

Toxicity - negative mutation, eating vine with this mutation or walking thought it will cause you toxin damage

Aggressive spreading - negative mutation, on spreading vines will cause effect of mini-explosion on the tile they spread to, mobs buckled by this vine will also experience effects akin to minor explosion

O2 consumption - negative mutation, absorbs O2 from the air around

N2 consumption - negative mutation, absorbs N2 from the air

Thorns - negative mutation, makes mobs touching or going through vines recieve physical damage

Hardening - negative mutation, makes vines not die fast from sharp objects, but makes non-sharp objects(hands included) be more effective agaisnt them, on the full maturation block the passage

Flowering - negative mutation, makes vines very entangly and spawns harmful flowers occasionally, flowers after destruction spawn flower mob that is agressive and attacks

 

Adding special chemicals to the tray when the seeds are growing will affect the specific kudzu mutations:

 

Adding 5u of welding fuel will remove random positive mutation with a 20% probability

Adding 5u of phenol will remove a random minor negative mutation with a 20% probability

Adding 5u of sterilizine will remove a random negative mutation with a 20% probability

Adding 15u of blood will change the production value of the seeds by a random number in the range from -5 to +15

Adding 5u of amatoxin will change the production value of the seeds by a random number in the range from -15 to +5

Adding 5u of plasma will change the potency value of the seeds by a random number in the range from -15 to +5

Adding 10u of holy water will change a potency value of the seeds by a random number in the range from -5 to +15

 

 

 

Craftables made in Hydroponics.

 

 

If you create grass, in hand you can activate it to make Astroturf. This is a grass tile block. Get a crowbar and remove a tile on the floor, plant your grass tile and bam! Grass! You can also use a spade and shovel it up to make sand, and from there you can make sandstone by activating it in hand. This will allow you to make a Sandstone door, or a Soilpatch. Soil patches are like trays without the lights and you can walk ontop of them.

 

You can make Wood Planks by using your hatchet on Tower Caps. This will create a number of planks below you per Tower cap and changes depending on their potency.

 

Using this wood you can make many things like Drying Racks which let you dry plants that can be smoked.

 

You can use Cable Coils on a Potato to make a Potato Battery. Using certian plant traits you can make large capacity self recharging Potato batteries.

 

You can make a Jack-o-lantern by carving a pumpkin with a hatchet.

 

You can make a cob pipe with a corn cob.

 

You can make a Carrot Shank by carving a carrot stick.

 

You can wear Ambrosia and any Flowers in your hair.

 

You can add dried plants from the drying rack (i.e. Ambrosai, Tobacoo, wheat, Tea leaves) to a Tower Cap and make a torch.

 

You can make blunts, joints, rollies from dried Ambrosia and rolling paper from vending machines. These let you smoke their chemical properties slowly over time.

 

 

 

How to be Self Sufficient.

 

 

Something that may happen is that, Chemistry wont give you Unstable Mutagen, and Science is far less of help as well. That or you want as little social interaction as possible.

When this is the case you can be self sufficient so that you never have to relay on them but is a bit more complicated.

The first thing you want to do is get one of your last Glowshroom traits. In this, you will want to modify all of it's DNA with the DNA Splicer from before so it has the best stats possible. While still modifying, you will want to remove all chemical production from the middle section BUT Radium Production.

Make sure it has Perennial Growth trait.

After that, plant your Glowshrooms and grow. With this you can produce your own radium to use on your plants.

To harvest the radium, fill your plant bag up with the Glowshroom fruit. Go to the back room and look for the grinder on the table next to the crate. Load loads upon loads of Glowshrooms into it until you fill it completely with Radium.

Bam! Now you can be self sufficient on mutating things all on your own. Just don't forget that Radium produces HIGH levels of Toxins ever use.

Another way instead of Glowshrooms is to take Berries and Mutate them into Glowberries. Glowberries contain Uranium which you can Extract to also use to mutate. Unlike Radium, it is not as high in Toxins and Health Damage, but still does damage the plant and can kill it.

 

A New way to become self sufficient is to get Pumpkins, mutate them into Blumpkins, get Slowshrooms, put all of your traits on either one, put either the Radium trait from Glowshrooms onto Blumpkins, or the Chlorine Plasma traits from Blumpkins onto the glowshrooms. Remove any other chemicals and just keep growing. This will allow you to create your own unstable mutagen used to mutate plants repeatedly and as much as you'd like.

 

 

I saved this part for last and it is definitely going to take up a lot of space....

 

All Plants and Specific Information.

 

 

All of this is fltered by Name, Reagent Production, Traits, Available From, and what it can mutate into.

Ambrosia deus: Contains 5% nutriment, 15% omnizine, 15% synaptizine, 10% space drugs, 4% vitamin.Perennial Growth. Mutates from Vulgaris. Mutates into Gaia.

Ambrosia gaia: Contains 6% nutriment, 5% earthsblood, 5% vitamin Perennial Growth. Mutates from Deus. Can be placed on empty trays to make them never require Nutriment/Water ever again.

Ambrosia vulgaris: Contains 5% nutriment, 10% bicaridine, 10% kelotane, 15% space drugs, 10% Perennial Growth. Mutates into Deus

Apple: Contains 10% nutriment, 4% vitamin Perennial Growth. Mutates into Gold Apple

Banana: Contains 10% banana juice, 10% potassium, 4% vitamin, 2% nutriment Slippery Skin, Perennial Growth Mutates to Mimana, Blue-space banana

Mimana: Contains 10% nothing, 10% mute toxin, 2% nutriment Slippery Skin, Perennial Growth Mutates from Banana

Berry: Contains 10% nutriment, 4% vitamin Perennial Growth Mutates into Glow-berry, Poison-berry

Blood tomato Contains 10% nutriment, 20% blood, 4% vitamin Liquid Contents, Perennial Growth Mutates from Tomato

Blue-space banana Contains 20% singulo, 10% banana juice, 4% vitamin, 2% nutriment Slippery Skin, Bluespace Activity, Perennial Growth Mutate Mutates from Banana

Blue-space tomato Contains 10% nutriment, 20% singulo, 20% space lube, 4% vitamin Slippery Skin, Bluespace Activity, Liquid Contents, Perennial Growth Mutates from Blue Tomato

Blue cherry Contains 7% nutriment, 7% sugar Perennial Growth Mutate Cherry

Blue tomato 10% nutriment, 20% space lube, 4% vitamin Slippery Skin, Perennial Growth Mutate Tomato Mutates into Blue-space tomato

Blumpkin 20% ammonia, 10% chlorine, 20% nutriment 10% 10% Plasma Perennial Growth Mutate Pumpkin

Cabbage 10% nutriment, 4% vitamin Perennial Growth Mutates into Replica pod

Cannabis 15% space drugs, 35% lipolicide Perennial Growth Hacked Vendor Mutates into Rainbow weed, Deathweed, Lifeweed, Omega weed

Carpet 2% nutriment, 5% hydrogen Perennial Growth Mutate Grass

Carrot 5% nutriment, 4% vitamin, 25% oculine Mustates into Parsnip

Chanterelle 10% nutriment Fungal Vitality

Cherry 7% nutriment, 7% sugar Perennial Growth Mutates into Blue Cherry

Cherry Bomb 10% nutriment, 10% sugar, 70% blackpowder Perennial Growth Only Available from Xenobiology

Chili 4% nutriment, 25% capsaicin, 4% vitamin Perennial Growth Mutates into Ghost chili, Ice Pepper

Cocoa 10% nutriment, 25% cocoa Perennial Growth Mutates into Vanilla

Coffee arabica 10% coffee powder, 4% vitamin Perennial Growth Mutates into Coffee robusta

Coffee robusta 10% coffee powder, 4% vitamin, 10% ephedrine Perennial Growth Mutate Coffee arabica

Corn 10% nutriment, 20% corn oil, 4% vitamin Mutates into Snapcorn

Death berry 10% nutriment, 8% coniine, 10% tirizene, 4% vitamin Perennial Growth Mutate Poison-berry

Death nettle 50% fluorosulphuric acid, 50% sulphuric acid Perennial Growth, Weed Adaptation, Hypodermic Prickles Mutate Nettle, weed mutation

Deathweed 35% cyanide, 15% space drugs, 15% lipolicide Perennial Growth Mutate Cannabis

Destroying angel 10% amatoxin, 4% mushroom hallucinogen, 20% amanitin Fungal Vitality Mutate Fly amanita

Eggplant 10% nutriment, 4% vitamin Perennial Growth Mutates into Egg-plant

Egg-plant 10% nutriment Perennial Growth Mutate Eggplant, Makes actual eggs when activated

Fly amanita 35% amatoxin, 4% mushroom hallucinogen Fungal Vitality Mutates into Destroying angel

Gatfruit 10% sulfur, 10% carbon, 7% nitrogen, 5% potassium Perennial Growth Only available from Xenobiology Does something.. special

Geranium 5% nutriment, 20% bicaridine Mutate Poppy

Glow-berry 10% nutriment, 25% uranium, 20% iodine, 4% vitamin. Luminosity: 20%. Strong Bioluminescence, Separated Chemicals, Perennial Growth Mutate Berry

Ghost chili 4% nutriment, 55% capsaicin, 30% condensed capsaicin Perennial Growth Mutate Chili

Glowshroom 10% radium, 10% phosphorus, 4% nutriment. Glow: 10% Bioluminescence, Fungal Vitality Mutates into Glowcap

Glowcap 10% teslium. Glow: 10%. Restores up to 100% battery charge. Electrical Activity, Bioluminescence, Fungal Vitality Mutate Glowshroom

Gold apple 10% nutriment, 20% gold, 4% vitamin Mutate Apple

Grapes10% nutriment, 10% sugar, 4% vitamin Perennial Growth Mutates into Green grapes

Grass 1% nutriment, 5% hydrogen Perennial Growth Mutates into Carpet

Green grapes 10% nutriment, 20% kelotane, 10% sugar, 4% vitamin Mutate Grapes

Harebell 4% nutriment Weed Adaptation

Holymelon 20% holy water, 4% vitamin, 10% nutriment Perennial Growth Mutate Watermelon

Ice Pepper 2% nutriment, 25% frost oil, 2% vitamin Perennial Growth Mutate Chili

Killer tomato 10% nutriment, 4% vitamin Liquid Contents Mutate Tomato

Koibean 5% nutriment, 10% carpotoxin, 4% vitamin Perennial Growth Mutate Soybean

Kudzu 2% nutriment, 4% charcoal Perennial Growth, Weed Adaptation Weed mutation

Lemon 5% nutriment, 4% vitamin Perennial Growth Mutates into Combustible Lemon

Liberty-cap 2% nutriment, 25% mushroom hallucinogen Fungal Vitality

Lifeweed 35% omnizine, 15% space drugs, 15% lipolicide Perennial Growth Mutate Cannabis

Lily 5% nutriment, 20% bicaridine Perennial Growth Mutate Poppy

Lime 5% nutriment, 4% vitamin Perennial Growth Mutate Orange Mutates into Orange

Meatwheat 5% nutriment, 4% vitamin Mutate Wheat

Combustible Lemon 5% nutriment Perennial Growth Mutate Lemon Acts like a scaling IED

Moonflower 2% nutriment, 2% vitamin, 20% moonshine Mutate Sunflower

Nettle 50% sulphuric acid Perennial Growth, Weed Adaptation Mutates into Death Nettle

Novaflower 25% condensed capsaicin, 30% capsaicin Mutate Sunflower

Oat Mutate Wheat Lets you make Cereal

Omega weed 30% space drugs, 30% mindbreaker toxin, 15% mercury, 15% lithium, 15% atropine, 15% haloperidol, 15% methamphetamine, 15% capsaicin, 15% barber's aid, 15% bath salts, 15% itching powder, 15% crank, 15% krokodil, 15% histamine, 15% lipolicide Perennial Growth Mutate Cannabis

Orange 5% nutriment, 4% vitamin Mutate Lime Mutates into Lime

Parsnip 5% vitamin, 5% nutriment Mutate Carrot

Plump helmet 10% nutriment, 4% vitamin Fungal Vitality Mutates into Walking mushroom

Poison-berry 10% nutriment, 15% cyanide, 20% tirizene, 4% vitamin Perennial Growth Mutate Berry Mutates into Death Berry

Poppy 5% nutriment, 20% bicaridine Mutates into Geranium, Lily

Potato 10% nutriment, 4% vitamin Capacitive Cell Production Sweet Potato

Pumpkin 20% nutriment, 4% vitamin Perennial Growth Mutates into Blumpkin Can be carved into Jack-o-lanterns

Rainbow weed 15% mindbreaker toxin, 35% lipolicide Perennial Growth Mutate Cannabis Is very pretty

Redbeet 5% nutriment, 5% vitamin Densified Chemicals Mutate Whitebeet

Rice

Reishi 35% charcoal, 35% morphine Fungal Vitality

Replica pod Mutate Cabbage Used to do Botany Cloning

Snapcorn 10% nutriment, 20% corn oil, 4% vitamin Mutate Corn

Soybean 5% nutriment, 4% vitamin Perennial Growth Mutates into Koibean

Space tobacco 3% nutriment, 8% nicotine, 5% salbutamol Mutate Tobacco

Starthistle

Steelcap Fungal Vitality Mutate Towercap

Sugarcane 25% sugar Perennial Growth

Sweet Potato 10% nutriment, 10% sugar, 10% vitamin Mutate Potato

Tea aspera 10% tea powder, 4% vitamin Perennial Growth Mutates into Tea astra

Tea astra 10% tea powder, 10% synaptizine, 4% vitamin Perennial Growth Mutate Tea aspera

Tobacco 3% nicotine, 3% nutriment Mutates into Space tobacco

Tomato 10% nutriment, 4% vitamin Liquid Content, Perennial Growth Mutates into Blood, Blue or Killer tomato

Towercap Fungal Vitality Mutates into Steelcap

Vanilla 25% vanilla, 10% nutriment Perennial Growth Mutate Cocoa

Walking mushroom 15% nutriment, 5% vitamin Fungal Vitality Mutate Plump helmet

Watermelon 20% nutriment, 20% water, 4% vitamin Perennial Growth Mutates into Holymelon

Wheat 4% nutriment Mutates into

Whitebeet 5% nutriment, 20% sugar, 4% vitamin Mutates into Redbeet

Holy shit I am finally at the end

 

 

 

 

 

This is as much as the guide is going to be covering for today, but for all of you space farring Matt Damons boarding the Cyberiad today and hoping to find out more information on New Botany, this will hopefully be of a great help to you.

 

If you have any questions that I have not yet covered; you can PM or @Xantholne on The Paradise Discord server for me to make the crying less painful.

 

Edited by Xantholne
spoilers suck
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A note on mutating.

 

Radium does heavy health damage to the plant, directly, and causes toxins both--it's not ideal, at all, for mutating, but it'll do in a pinch.

 

if you mutate berries into glowberries you can get uranium---uranium deals less health damage and causes less toxin build up in plants and is about as effective as radium for mutating plants; if you're serious about avoiding chemistry for mutagen, then I'd attempt to mutate glowberries sooner, rather than later.

 

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A note on mutating.

 

Radium does heavy health damage to the plant, directly, and causes toxins both--it's not ideal, at all, for mutating, but it'll do in a pinch.

 

if you mutate berries into glowberries you can get uranium---uranium deals less health damage and causes less toxin build up in plants and is about as effective as radium for mutating plants; if you're serious about avoiding chemistry for mutagen, then I'd attempt to mutate glowberries sooner, rather than later.

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some notes I've gotten from my personal testing:

 

 

  • you can mutate pumpkins into blumpkins, for plasma and chlorine, then grab radium off glowshrooms and slap it onto the blumpkins, take off ammonia and plantmatter or whatever's left and you got plants that make unstable mutagen.

 

 

with this, you can also make strange reagent out of botany. unstable mutagen + omnizine + holy water, so....

 

 

  • the previous blumpkins, lifeweed from mutating cannabis (which is obnoxious), and holy melons from mutating watermelons.

 

 

combine and make 0.1 or 0.5 pills and you don't have to bother with replica pods

 

i've got some other notes but they're not that complete, but botany is so fucking good now that blumpkins make plasma

 

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