Difference between revisions of "Guide to hydroponics"

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|<span title="Makes your screen trippy">5% space drugs</span>, <span title="Makes you hallucinate">5% lysergic acid diethylamide</span>, <span title="Deals toxin damage">5% mercury</span>, <span title="Causes random movement">5% lithium</span>, <span title="Removes drugs and their effects">5% haloperidol</span>, <span title="Makes you VERY fast, reduces stuns, deals brain damage">5% methamphetamine</span>, <span title="Alcoholic drink, causes HUGE screen shake">5% Suicider</span>, <span title="Grows your hair">5% hairgrowinium</span>, <span title="Reduces stuns, makes you lose motor control, deals brain damage">5% bath salts</span>, <span title="Makes you itch">5% itching powder</span>, <span title="Reduces stuns">5% crank</span>, <span title="Gives peaceful messages">5% krokodil</span>, <span title="Causes brute and eye damage">5% histamine</span>, <span title="Makes you jitter, stutter and dizzy">5% psilocybin</span>, <span title="Spooky">5% ectoplasm</span>
|<span title="Makes your screen trippy">5% space drugs</span>, <span title="Makes you hallucinate">5% lysergic acid diethylamide</span>, <span title="Deals toxin damage">5% mercury</span>, <span title="Causes random movement">5% lithium</span>, <span title="Removes drugs and their effects">5% haloperidol</span>, <span title="Makes you VERY fast, reduces stuns, deals brain damage">5% methamphetamine</span>, <span title="Alcoholic drink, causes HUGE screen shake">5% Suicider</span>, <span title="Grows your hair">5% hairgrowinium</span>, <span title="Reduces stuns, makes you lose motor control, deals brain damage">5% bath salts</span>, <span title="Makes you itch">5% itching powder</span>, <span title="Reduces stuns">5% crank</span>, <span title="Gives peaceful messages">5% krokodil</span>, <span title="Causes brute and eye damage">5% histamine</span>, <span title="Makes you jitter, stutter and dizzy">5% psilocybin</span>, <span title="Spooky">5% ectoplasm</span>
|Perennial Growth
|Perennial Growth
|Mutate [[#Cannabis|Cannabis]]
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Revision as of 16:28, 13 January 2021

File:Hydroponicsdecember2016.jpg
Hydroponics. This is your home.

Basics of Botany

Hydroponics and the Botanists who work there are important to the station, especially in longer rounds. Botanists grow plants that the Chef can use for food. Without botany, the station will have to live off of beef jerky and space twinkies, or starve to death.

Your Area

Hydroponics is divided into two rooms. The big southern section is where you'll spend most of your time growing goods. Trays are available where you grow plants and two vending machines, one with seeds and the other with miscellaneous items such as nutriments and tools for your job. The bio-generator can be used to grind plants and produce things for the station. In tandem is the seed dispenser used to reproduce your product. The northern area is where you can grab most of the equipment needed to work in botany.

Plants require nutriment 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.

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.

Seed Extractor Plants 101

Take some seeds from the vendor and put them into the trays. Make sure to keep them weeded with a cultivator and watered. Some plants have a varied growth times, such as wheat growing faster while watermelons or apple trees take a little longer before you can harvest from them. Sometimes these and other stats of a plant are effected if you ignore them after the light warns you of their status. You have a choice of 5 nutriments depending on if you hacked your machine or not. Once your tray flashes green, you're set to harvest. If you want to replicate the plant to continue growing more, just insert it into the seed extractor.

Bio-generator Biogenerators

The bio-generator makes items out of the nutriment in plants, such as watermelons and pumpkins which have a 20% nutriment boost trait. To get biomass, grab a spare bucket and equip the machine with it then put your 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.

DNA Extractor

Note: Sometimes these don't appear in outdated maps, if this is the case, you can adminhelp and see if they will put one if they are nice

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

How to use 1. Go to 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 seeds to the disk (seed will be destroyed) or extract a gene 4. Put in another seed 5. You can now modify the seed's stats and genes based on what's in the plant data disk

Useful seeds for maxing production

  • On some maps, there's wheat on the table, this wheat has 50 potency and 1 production speed
  • Treecaps have naturally high endurance and resistance and 50 potency
  • The tobacco in the seed vendor has 10 yield
  • The wheat in the seed vendor has 1 production speed
  • At the start the DNA modifier can only store 50 potency on a disk, pester science to upgrade it as soon as you can so you can use 95 potency on a disk

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.

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 10% silver sulfadiazine Perennial Growth MegaSeed Servitor
Ambrosia cruciatus Normal Ambrosia gaia seed.png Ambrosia gaia stage harvest.gif Ambrosiavulgaris.png 5% plant-matter, 15% tetrahydrocannabinol, 10% bicaridine, 15% kelotane, 20% bath salts, 5% plant-matter Perennial Growth Traitor uplink only
Ambrosia deus Normal Ambrosia deus seed.png Ambrosia deus stage harvest.gif Ambrosia deus.png 5% plant-matter, 15% diluted omnizine, 15% synaptizine, 10% space drugs, 4% vitamin Perennial Growth Mutate Ambrosia vulgaris Ambrosia gaia
Ambrosia gaia Normal Ambrosia gaia seed.png Ambrosia gaia stage harvest.gif Ambrosia gaia.png 6% nutriment, 5% earthsblood, 5% vitamin Mutate Ambrosia deus
Ambrosia vulgaris Normal Ambrosiavulgarisseed.png Ambrosiavulgarisplant.png Ambrosiavulgaris.png 5% plant-matter, 10% bicaridine, 10% kelotane, 15% space drugs, 10% toxin, 4% vitamin Perennial Growth MegaSeed Servitor Ambrosia deus
Apple Normal Appleseed.png Appletree.png Apple.png 10% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor Gold apple
Banana Normal Bananaseed.png Bananatree.png Banana.png 10% banana juice, 10% potassium, 4% vitamin, 2% plant-matter Slippery Skin, Perennial Growth MegaSeed Servitor, Exotic Seeds Crate Mimana, Blue-space banana
Berry Normal Berryseed.png BerryTree.png Berry.png 10% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor, Seeds Crate Glow-berry, Poison-berry
Blood Tomato Normal Bloodtomatoseed.png Bloodtomatoplant.png Bloodtomato.png 10% plant-matter, 20% blood, 4% vitamin Liquid Contents, Perennial Growth Mutate Tomato
Blue-Space Banana Normal Bluespacebananaseed.png Bluespacebananaplant.png File:Bluespacebanana.png 20% singulo, 10% banana juice, 4% vitamin, 2% nutriment Slippery Skin, Bluespace Activity, Perennial Growth Mutate Banana
Blue-space tomato Normal Bluespacetomatoseed.png Bluespacetomatoplant.gif Bluespacetomato.gif 10% plant-matter, 20% singulo, 20% space lube, 4% vitamin Slippery Skin, Bluespace Activity, Liquid Contents, Perennial Growth Mutate Blue tomato
Blue cherry Normal Bluecherryseed.png Bluecherrytree.png Bluecherry.png 7% nutriment, 7% sugar Perennial Growth Mutate Cherry
Blue tomato Normal Bluetomatoseed.png Bluetomatoplant.png Bluetomato.png 10% plant-matter, 20% space lube, 4% vitamin Slippery Skin, Perennial Growth Mutate Tomato Blue-space tomato
Blumpkin Normal Blumpkinseed.png Blumpkinplant.png Blumpkin.png 20% ammonia, 10% chlorine, 20% plant-matter, 10% plasma Perennial Growth mutate Pumpkin
Cabbage Normal Cabbageseed.png Cabbageplant.png Cabbage.png 10% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor Replica pod
Cannabis Normal Cannabisseed.png Cannabisplant.png Cannabis.png 15% tetrahydrocannabinol Perennial Growth MegaSeed Servitor (hacked) Rainbow weed, Lifeweed,
Carpet Normal Carpetseed.png Growncarpet.png Carpet.png 2% plant-matter, 5% hydrogen Perennial Growth Mutate Grass
Carrot Normal Carrotseed.png Carrotplant.png Carrot.png 5% plant-matter, 4% vitamin, 25% oculine MegaSeed Servitor, Seeds Crate Parsnip
Chanterelle Mushroom Chanterelleseed.png Chanterelleplant.png Chanterelle.png 10% nutriment Fungal Vitality MegaSeed Servitor, Seeds Crate, can overtake a tray
Cherry Normal Cherryseed.png Cherrytree.png Cherry.png 7% nutriment, 7% sugar Perennial Growth MegaSeed Servitor Blue cherry
Cherry Bomb Normal Cherrybombseed.png Cherrybombtree.png Cherrybomb.png 10% plant-matter, 10% sugar, 70% blackpowder Perennial Growth Only available from Xenobiology
Chili Normal Chiliseed.png ChiliTree.png Chili.png 4% plant-matter, 25% capsaicin, 4% vitamin Perennial Growth MegaSeed Servitor Ghost chili, Ice Pepper
Cocoa Normal Cocoapodseed.png Cocoapodtree.png Cocoapod.png 10% plant-matter, 25% cocoa Perennial Growth MegaSeed Servitor Vanilla
Comfrey Normal Cabbageseed.png Cabbageplant.png Tea astra leaves.png 10% styptic powder Perennial Growth MegaSeed Servitor
Coffee arabica Normal Coffeearabicaseed.png CoffeearabicaTree.png Coffeearabica.png 10% coffee grounds, 4% vitamin Perennial Growth MegaSeed Servitor Coffee robusta
Coffee robusta Normal Coffeerobustaseed.png CoffeerobustaTree.png Coffeerobusta.png 10% coffee grounds, 4% vitamin, 10% ephedrine Perennial Growth Mutate Coffee arabica
Corn Normal Cornseed.png CornPlant.png Corn.png 10% plant-matter, 20% corn oil, 4% vitamin MegaSeed Servitor, Seeds Crate Snapcorn
Death berry Normal Deathberryseed.png Deathberrytree.png Deathberrypile.png 10% plant-matter, 8% coniine,10% tirizene, 4% 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 35% cyanide, 15% tetrahydrocannabinol Perennial Growth Mutate Cannabis
Destroying angel Mushroom Angleseeds.png Angleplant.png Angle.png 4% nutriment, 4% Psilocybin, 20% amanitin Fungal Vitality Mutate Fly amanita
Eggplant Normal Eggplantseed.png Eggplantplant.png Eggplant.png 10% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor, Seeds Crate Egg-plant
Egg-plant Normal Eggyseed.png Eggyplant.png File:Begg.png 10% nutriment Perennial Growth Mutate Eggplant, Exotic Seeds Crate
Fly amanita Mushroom Amanitaseeds.png Amanitaplant.png Amanita.png 35% amanitin, 4% Psilocybin, 10% growth serum, 4% nutriment Fungal Vitality MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Destroying angel
Fungus Mushroom Towercapseed.png Moldplant.png Mold.png 35% space fungus Fungal Vitality MegaSeed Servitor (hacked), can overtake a tray
Gatfruit Normal Gatfruitseed.png Gatfruittree.png Gatfruit.png 10% sulfur, 10% carbon, 7% nitrogen, 5% potassium Perennial Growth Only available from Xenobiology
Geranium Normal Geraniumseed.png Geraniumplant.png Geranium.png 5% plant-matter, 20% bicaridine Mutate Poppy
Glow-berry Normal Glowberryseed.png Glowberrytree.png Glowberrypile.png 10% plant-matter, 25% uranium, 20% iodine, 4% vitamin. Strong Bioluminescence, Separated Chemicals, Perennial Growth Mutate Berry
Ghost chili Normal Chillighostseed.png Chillighosttree.png Chillyghost.png 4% plant-matter, 55% capsaicin, 30% condensed capsaicin Perennial Growth Mutate Chili
Glowshroom Mushroom Glowshroommycelium.png Glowshroomplant.png Glowshroom.png 10% radium, 10% phosphorus, 4% nutriment. Bioluminescence, Fungal Vitality MegaSeed Servitor (hacked) Glowcap Shadowshroom
Shadowshroom Mushroom Shadowshroomplant.png Mycelium-shadowshroom.png Shadowshroom.png 20% radium, 4% nutriment. Shadow Emission, Fungal Vitality Mutate Glowshroom


Glowcap Mushroom Glowcapseed.png File:Glowcapplant.png File:Glowcapshroom.png 10% teslium. Restores up to 100% battery charge. Electrical Activity, Bioluminescence, Fungal Vitality Mutate Glowshroom
Gold apple Normal Goldappleseed.png Goldappletree.gif Goldapple.gif 10% plant-matter, 20% gold, 4% vitamin Mutate Apple
Grapes Normal Grapesseed.png Grapeplant.png Grapes.png 10% plant-matter, 10% sugar, 4% vitamin Perennial Growth MegaSeed Servitor Green grapes
Grass Normal Grassseed.png Growngrass.png Grass.png 2% plant-matter, 5% hydrogen Perennial Growth MegaSeed Servitor Carpet
Green grapes Normal Greengrapesseed.png Greengrapeplant.png Greengrapes.png 10% plant-matter, 20% kelotane, 10% sugar, 4% vitamin Mutate Grapes
Harebell Weed Harebellseed.png Harebellplant.png Harebell.png 4% plant-matter Weed Adaptation Can overtake a a tray
Holymelon Normal Holymelonseed.png Holymelonplant.png Holymelon.png 20% holy water, 4% vitamin, 10% nutriment Perennial Growth Mutate Watermelon
Ice Pepper Normal Icepepperseed.png Icepepperplant.png Icepepper.png 2% plant-matter, 25% frost oil, 2% vitamin Perennial Growth Mutate Chili
Killer tomato Normal Killertomatoseed.png Killertomatoplant.png Killertomato.png 10% protein, 4% vitamin Liquid Contents Mutate Blood Tomato
Koibean Normal Koibeanseed.png Koibeanplant.png Koibeans.png 5% plant-matter, 10% carpotoxin, 4% vitamin Perennial Growth Mutate Soybean
Kudzu Weed Kudzuseed.png Kudzuplant.png Kudzu.png 2% nutriment, 4% charcoal Perennial Growth, Weed Adaptation Weed mutation Special, see this.
Lemon Normal Lemonseed.png Lemontree.png Lemon.png 5% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor Combustible Lemon
Liberty-cap Mushroom Libertycapseed.png Libertycapplant.png Libertycap.png 2% nutriment, 4% Psilocybin Fungal Vitality MegaSeed Servitor (hacked), Exotic Seeds Crate, weed mutation
Lifeweed Normal Lifeweedseed.png Lifeweedplant.png Lifeweed.png 35% omnizine, 15% tetrahydrocannabinol Perennial Growth Mutate Cannabis Deathweed,Omega weed
Lily Normal Lilyseed.png Lilyplant.png Lily.png 5% plant-matter, 20% bicaridine Perennial Growth Mutate Poppy
Lime Normal Limeseed.png Limetree.png Lime.png 5% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor, mutate Orange Orange
Meatwheat Normal Meatwheatseeds.png Meatwheatplant.png Meatwheat.png 4% protein Mutate Wheat
Mimana Normal Mimanaseed.png Mimanatree.png Mimana.png 10% nothing, 10% capulettium plus, 2% nutriment Slippery Skin, Perennial Growth Mutate Banana Mimana, Blue-space banana
Combustible Lemon Normal Firelemonseed.png Firelemontree.png Firelemon.png 5% plant-matter Perennial Growth Mutate Lemon
Moonflower Normal Moonflowerseed.png File:Moonflowerplant.png Moonflower.png 2% plant-matter, 2% vitamin, 20% moonshine Mutate Sunflower
Nettle Weed Nettleseed.png Nettleplant.png Nettle.png 50% sulphuric acid Perennial Growth, Weed Adaptation MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Death nettle
Novaflower Normal Novaflowerseed.png File:Novaflowerplant.png Novaflower.png 25% condensed capsaicin, 30% capsaicin, 4% vitamin Mutate Sunflower
Oat Normal Oatseed.png Oatplant.png Oat.png 4% plant-matter Mutate Wheat
Omega weed Normal Omegaweedseed.png Omegaweedplant.gif Omegaweed.gif 5% space drugs, 5% lysergic acid diethylamide, 5% mercury, 5% lithium, 5% haloperidol, 5% methamphetamine, 5% Suicider, 5% hairgrowinium, 5% bath salts, 5% itching powder, 5% crank, 5% krokodil, 5% histamine, 5% psilocybin, 5% ectoplasm Perennial Growth
Orange Normal Orangeseed.png Orangetree.png Orange.png 5% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor, mutate Lime Lime
Parsnip Normal Parsnipseed.png Parsnipplant.png Parsnip.png 5% vitamin, 5% plant-matter Mutate Carrot
Plump helmet Mushroom Plumphelmetseed.png Plumphelmetplant.png Plumphelmet.png 10% nutriment, 4% vitamin Fungal Vitality MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Walking mushroom
Poison-berry Normal Poisonberryseed.png Poisonberrytree.png Poisonberries.png 10% plant-matter, 15% cyanide, 20% tirizene, 4% vitamin Perennial Growth Mutate Berry Death berry
Poppy Normal Poppyseed.png Poppyplant.png Poppy.png 5% plant-matter, 20% bicaridine MegaSeed Servitor Geranium, Lily
Potato Normal Potatoseed.png Potatoplant.png Potato.png 10% plant-matter, 4% vitamin Capacitive Cell Production MegaSeed Servitor, Seeds Crate Sweet Potato
Pumpkin Normal Pumpkinseed.png Pumpkinplant.png Pumpkin.png 20% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor Blumpkin
Rainbow weed Normal Rainbowweedseed.png Rainbowweedplant.gif Rainbowweed.gif 15% lysergic acid diethylamide, 15% tetrahydrocannabinol Perennial Growth Mutate Cannabis Omega weed,Deathweed,
Redbeet Normal Redbeetseed.png Redbeetplant.png Redbeet.png 5% plant-matter, 5% vitamin Densified Chemicals Mutate Whitebeet
Rice Normal Riceseed.png Riceplant.png Rice.png 4% plant-matter MegaSeed Servitor
Reishi Mushroom Reishiseeds.png Reishiplant.png Reishi.png 35% charcoal, 35% morphine, 4% 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 10% plant-matter, 20% corn oil, 4% vitamin Mutate Corn
Soybean Normal Soybeanseeds.png Soybeansplant.png Soybeans.png 5% plant-matter, 4% vitamin Perennial Growth MegaSeed Servitor, Seeds Crate Koibean
Space tobacco Normal Spacetobaccoseed.png SpacetobaccoTree.png Spacetobacco.png 3% plant-matter, 8% nicotine, 5% 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 25% sugar Perennial Growth MegaSeed Servitor, Seeds Crate
Sunflower Normal Sunflowerseed.png Sunflowerplant.png Sunflower.png 8% corn oil, 4% plant-matter MegaSeed Servitor, Seeds Crate Moonflower, Novaflower
Sweet Potato Normal Sweetpotatoseed.png Sweetpotatoplant.png Sweetpotato.png 10% plant-matter, 10% sugar, 10% vitamin Mutate Potato
Tea aspera Normal Teaasperaseed.png TeaasperaTree.png Teaaspera.png 10% ground tea leaves, 4% vitamin Perennial Growth MegaSeed Servitor Tea astra
Tea astra Normal Teaastraseed.png TeaastraTree.png Teaastra.png 10% ground tea leaves, 10% synaptizine, 4% vitamin Perennial Growth Mutate Tea aspera
Tobacco Normal Tobaccoseed.png TobaccoTree.png Tobacco.png 3% nicotine, 3% plant-matter MegaSeed Servitor Space tobacco
Tomato Normal Tomatoseeds.png Tomatoplant.png Tomato.png 10% plant-matter, 4% 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 25% vanilla powder, 10% plant-matter Perennial Growth Mutate Cocoa
Walking mushroom Mushroom Walkingmushroomseed.png Walkingmushroomplant.png Walkingmushroom.png 15% nutriment, 5% vitamin Fungal Vitality Mutate Plump helmet
Watermelon Normal Watermelonseed.png Watermelonplant.png Watermelon.png 20% plant-matter, 20% water, 4% vitamin Perennial Growth MegaSeed Servitor Holymelon
Wheat Normal Seedwheat.png Wheatplant.png Wheat.png 4% plant-matter MegaSeed Servitor, Seeds Crate Oat, Meatwheat
Whitebeet Normal Whitebeetseed.png Whitebeetplant.png Whitebeet.png 5% plant-matter, 20% sugar, 4% vitamin MegaSeed Servitor Redbeet

Chemicals

Fertilizers

  • E-Z-Nutrient: Makes your plant mutate every time it's ready for harvesting with a small chance for acquiring a random trait, does not mutate into different species and has no effect on the yield.
  • Left 4 Zed: Makes your plant mutate more every time it's ready for harvesting with a bigger chance for acquiring a random trait and has a chance to mutate the plant into a different species, but it will only produce one plant at most (1 if yield is more than 0 and nothing if the plant's yield is 0). You'll have to use another fertilizer to harvest the normal yield of the plant.
  • Robust Harvest: Makes your plant produce 30% more, 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. Can be extracted from plants using the grinder, 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.
  • Fish Water doesn't fertilize as well as the above chemicals, but also acts as water, so it's a good two for one if you really want to speedrun plant growth.
  • Other chemicals give some, though much smaller amounts of fertilization to plants, though some will damage the plants, increase weed growth, or have other negative effects. These include milk, beer, soda water, virusfood, and blood

Pest Removal

  • Pest Killer: Kills pests, and adds a small amount of toxicity.
  • Weed Killer: Same as above, but for Weeds.

Stats

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

Plant Meds

  • Charcoal: Makes your plant less toxic. You can get it by whining to anyone who works in Medbay.
  • Cryoxadone: Heals your plant, via miracles. Also lowers toxicity. Get it from the Chemist, or find a nice doctor to steal some from cryogenics.
  • Holy water: If you can get the Chaplain's attention and make him bless your water, it will heal your plant a bit.
  • Ash: Heals your plant and adds nutriment. Also kills weeds.
  • Saltpetre: Heals your plant, increases potency and decreases production time.

Plant Killers

  • 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.

Advanced Botany

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

Stats

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

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

You can also scan the growns:

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

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

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

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

  • Age: Age of the plant. Only relevant in terms of the lifespan stat.
  • Endurance: Max health. Between 10 and 100. Not very useful, unless you leave your garden often.
  • Lifespan: When the age is above lifespan, the plant starts losing health. Between 10 and 100. Not important at all in plants that can only be harvested once, unless they die before harvest. Barely useful for the other ones, because you can always plant it again.
  • Yield: How much product you get each harvest. Between 0 and 10. Pay attention to this, because if it drops to 0, you won't harvest anything.
  • Maturation Speed: Age cycles before the plant can start production. The first harvest will be (Maturation Speed + Production Speed).
  • Production Speed: How fast your plant reaches harvest. Between 1 and 10 -- the lower the faster. The plant has to wait (Production Speed) age cycles before each harvest.
  • Potency: The most important stat. Between 0 and 100. Basically, this determines plant power. Mostly affects the amount of chemicals in the plant, though some have additional effects, such as stun length for bananas. To get the amount of a given chemical in a plant, multiply the reagent in the chart by the potency: for example, 10% nutriment will be 5 nutriment at 50 potency.

Traits

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

  • Bioluminescence: Causes the plant to glow, emitting light equal to 10% 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.
  • Densified Chemicals: Doubles the reagent capacity of the plant.
  • 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.
  • 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.
  • Hypodermic Prickles: Plants with this trait will sting when thrown, transferring a portion of their chemicals 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.
  • Separated Chemicals: Makes plant reagents not react until squashed.
  • 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 equal to 20% of potency.
  • Weed Adaptation: The plant acquires weed-like properties, making it not need nutrients and immune to weeds in the tray.

Mutations

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

  • Of your starting fertilizers, E-Z Nutriment makes the plant mutate once every time it's ready to harvest. Left 4 Zed makes it mutate twice, but you'll have to replace the nutriment to actually harvest something! Finally, regular nutriment has a very small chance to mutate the plant into a different species.
  • You can speed up the process by asking the chemist for some unstable mutagen. The effects of mutagen depend on how much you use. Best applied after transferring it to an empty fertiliser bottle, for greater control over amount used (Right-click > Set transfer amount). Pour 5 units on your plant and prepare for...
    • 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.

Or, if you don't want to bother with species mutation, pour 2 units for a guaranteed heavy stat mutation with a 3% chance of a new trait appearing, or even 1 for a guaranteed normal stat mutation. This method is safe even if you don't have backup seeds, but you need a dropper for this.

  • You can use radium and uranium, but they cause ill effects, and if you can get radium, you can get mutagen.
  • R&D can also make a wonderful thing called a Floral Somatoray. It has two options: increase yield and mutate the plant. In yield more mode, every time you fire it at the plant, there is a chance the yield will increase. The chance becomes very small when you reach high levels, but it's very useful for low-yield plants. It can even raise yield from zero! In mutation mode, it will always induce a normal stat mutation.

Replica Pod Cloning

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

  • Take a blood sample from the body using a syringe.
  • Inject it into the bag of seeds.
  • Plant the seeds.
  • Let the plant grow and harvest it.

A cloned person will become a fully grown diona.

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

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 bee visits a plants, it'll inject a small portion of that chemical into the plant, essentially creating a somewhat automated chemical distribute system. Great for chemicals that heal plants or boost productivity. In addition, 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!

Other Notes

Kudzu

Kudzu is a special plant that can appear as a random event or you can grow it by adding Unstable Mutagen to a tray filled with weeds. (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 sheet 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 passing its tiles or dealing damage to it.
Toxic Makes the kudzu deal toxic damage to whoever passing its tiles or eating 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 make it with a Chem Dispenser.
  • Aliens do not slash vines upon attacking them but eat them.

Sandstone and Soil

If you pick up the grass and use it (click on it in your hand), you will prepare astroturf. Get a crowbar and remove some floor tiles, then place astroturf in their place. In addition to looking nice, it can be used to get some sand. Just dig it with your spade and you'll get two piles. Now, pick up the sand and use it; you will make a sandstone brick. Using three bricks, you can make a soil plot, which is like a tray, except you can walk over it and there are no lights. You can also build a sandstone door with 10 bricks.

Science can build hydroponics trays. They can also upgrade them by replacing the matter bins, and this increases the water and nutrient capacity of the tray.

Ambrosia Gaia leaves can be added to soil plots to make them self sustaining, the same way you can make hydroponics trays self sustaining.

Wood and Drying Racks

First you need to get some tower-caps, grow them and harvest them. You can then use hatchet (and some other things, but it's not important) on the logs to chop some planks. They have many uses: you can make chairs, tables, wooden floors and so on. A unique thing here is a drying rack. You can use it to dry a plant, and then smoke it. First, build a rack with 10 planks. Then, grab a plant you want to dry and put it in the rack. Click on the rack and toggle drying so that the red arrows light up. Give it a few seconds and it's done.

Note: you can dry any plant, and smoking it will give you all chemicals that were in it. You can smoke dried apples if you want, and get nutriment from them.

Helping other departments

Apart from cooking, plants are also useful for Research & Development, selling rare plants at Cargo, providing Medical department and chemists with ready-to-use reagents (especially omnizine). Also, sometimes plants are needed for the DNA Vault station goal, in which case many different plants should be grown to be scanned.

Scientists at R&D can use plants in the Destructive Analyzer to get tech levels. Notable plants that help in that are:

  • Tomato (biotech=5)
  • Bluespace Tomato (bluespace=5)
  • Killer-Tomato (combat=5)
  • Bluespace Banana (bluespace=5)
  • Glowcap (powerstorage=6, plasmatech=4)
  • Glowshroom (plasmatech=6)
  • Shadowshroom (plasmatech=4, magnets=4)
  • Walking Mushrooms (programming=5)
  • Glow-Berry Bush (plasmatech=6)
  • Gatfruit Tree (combat=6)
  • Death Nettle (combat=5)
  • Ghost Chili (magnets=5)
  • Golden Apple (materials=5)
  • Ambrosia Gaia (biotech=6, materials=5)

Cargo Bay department can sell a number of rare plants for supply points. Most of the mutated species of plants are considered rare. Plant analyzer tells you if a plant is rare and it rarity score when used on a growing plant or its product (if the plant is not rare, there is no corresponding line). Only one sample of a plant is needed to gain point, more is unnecessary. Points are awarded for two different things: discovering a rare plant and getting better potency for the rare plant. The more potency obtained, the better reward. This means that to sell plant samples for the most price, you should first ship the new plant with the poorest potency possible (first shipment does not reward for potency). Then you should sell the same plant but with as much potency as you can get since the subsequent shipment rewards scale based on the difference between the biggest potency shipped before.

Unique things to do with plants

  • Add some cable to a plant with Capacitive Cell Production to make a plant battery, add the electrical activity gene for an even better battery.
  • Glowberries and glowshrooms, as the name suggests, glow.
  • You can carve a pumpkin with a hatchet. Carved pumpkins can be worn and you can toggle them to emit a weak light.
  • You can make a cob-pipe out of a corn cob.
  • 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.
  • Add dried ambrosia, wheat, tea aspera tips or tobacco leaves to a tower cap log to make a torch.
  • Dried ambrosia, tobacco or any mutations of those are able to be smoked from wrapping paper, found in smoking vending machines.
  • Make different wines by fermenting plants in a barrel.
  • Novaflowers ignite people you hit them with and deal burn damage depending on potency.
  • Ambrosia Gaia will make trays self sustaining, removing the need for water or nutriment.
  • Comfrey and Aloe can be crushed to make healing poultices for brute and burn damage respectively.
  • Combustible lemons are basically grown IEDs, be responsible with them.