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		<updated>2026-06-30T15:30:24Z</updated>
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	<entry>
		<id>http://www.mushpedia.com/wiki/Game_Modes</id>
		<title>Game Modes</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Game_Modes"/>
				<updated>2019-02-27T10:08:14Z</updated>
		
		<summary type="html">&lt;p&gt;Le-geek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Game Modes''' are a classification for ''Mush'' players which define several characteristics and limits they are subjected to during the game. There are three Game Modes: {{Bronze}}, {{Silver}} and {{Gold}}.&lt;br /&gt;
&lt;br /&gt;
== Bronze Mode ==&lt;br /&gt;
{{Bronze Mode}} is the standard non-paying mode in which the game is played. It is permanently replaced by {{Silver Mode}} after purchasing '''Gold Days''' at least once.&lt;br /&gt;
&lt;br /&gt;
In ''Bronze Mode'', your [[character]] will possess:&lt;br /&gt;
&lt;br /&gt;
*'''1''' [[Skills|Skill]] slot&lt;br /&gt;
*'''1''' {{Character|Mush}} [[Skills#Mush Skills|Skill]] slot (if ''Mush'')&lt;br /&gt;
*The {{Item|Tracker}} and {{Item|Walkie Talkie}}&lt;br /&gt;
&lt;br /&gt;
== Silver Mode ==&lt;br /&gt;
{{Silver Mode}} is permanently unlocked as part of the {{Gold Mode}} 'Welcome Pack' which you receive by purchasing '''Gold Days''' via abonnement or MTPasses. It replaces {{Bronze Mode}} as your go-to mode if your Gold Days run out. &lt;br /&gt;
&lt;br /&gt;
In ''Silver Mode'', your [[character]] will possess:&lt;br /&gt;
&lt;br /&gt;
*'''2''' [[Skills|Skill]] slots&lt;br /&gt;
*'''2''' {{Character|Mush}} [[Skills#Mush Skills|Skill]] slots (if ''Mush'')&lt;br /&gt;
*The {{Item|iTrackie}}, which consolidates the functions of the {{Item|Tracker}} and {{Item|Walkie Talkie}} into one item&lt;br /&gt;
&lt;br /&gt;
Silver Mode represents a permanent reward for supporters of the game, which allows them to keep certain benefits even without keeping up a regular ''Gold Days'' abonnement.&lt;br /&gt;
&lt;br /&gt;
== Gold Mode ==&lt;br /&gt;
{{Gold Mode}} is the &amp;quot;premium&amp;quot; Game Mode which provides assorted benefits. To play in ''Gold Mode'', you need to have active '''Gold Days''' on your ''Mush'' account. Gold Days do not count down while you're not on a ship.&lt;br /&gt;
&lt;br /&gt;
During ''Gold Mode'', your [[character]] will possess:&lt;br /&gt;
&lt;br /&gt;
*'''4''' [[Skills|Skill]] slots&lt;br /&gt;
*'''4''' {{Character|Mush}} [[Skills#Mush Skills|Skill]] slots (if ''Mush'')&lt;br /&gt;
*The {{Item|iTrackie}}&lt;br /&gt;
*'''Doubled {{XP}} gain''' per cycle&lt;br /&gt;
* '''+2''' bonus to max. {{Health}} points&lt;br /&gt;
* '''+2''' bonus to max. {{Morale}} points&lt;br /&gt;
&lt;br /&gt;
If you run out of ''Gold Days'' during the game, the skills you've already acquired will remain, but you will lose free skill slots (except those you would have in {{Bronze}} or {{Silver}} modes).&lt;br /&gt;
&lt;br /&gt;
=== Welcome Pack ===&lt;br /&gt;
&lt;br /&gt;
With the first purchase of '''Gold Days''' via abonnement or MTPasses you also receive the '''Welcome Pack''' which consists of:&lt;br /&gt;
&lt;br /&gt;
* Permanently unlocked {{Silver Mode}}&lt;br /&gt;
* '''An [[Player Resources#Experience|80 XP bonus]]'''&lt;br /&gt;
* '''5 Klix''' to spend in the SNC [[Vending Machine]].&lt;br /&gt;
* '''Exclusive smileys'''&lt;br /&gt;
* '''Desktop backgrounds'''&lt;br /&gt;
* '''Access to a silver-players forum'''&lt;/div&gt;</summary>
		<author><name>Le-geek</name></author>	</entry>

	<entry>
		<id>http://www.mushpedia.com/wiki/Gardening</id>
		<title>Gardening</title>
		<link rel="alternate" type="text/html" href="http://www.mushpedia.com/wiki/Gardening"/>
				<updated>2019-02-20T17:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Le-geek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the depths of space, sustaining your crew can be difficult work. '''Gardening''' helps by providing a source of oxygen as well as delicious fruit: Every mature, well-tended plant will produce both on ''day change''.&lt;br /&gt;
&lt;br /&gt;
While the novice gardener starts out with only a couple of {{Item|Banana Trees}}, proficient [[exploration]] of alien planets and acquisition of pots may eventually bloom the garden into a paradise of [[Inventory#Fruits and Trees|alien fruits and trees]].&lt;br /&gt;
&lt;br /&gt;
- The best gardens can produce more {{O2}} than the crew uses, and yield 10-20 fresh fruits every day.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Each ship starts with 2 mature {{Item|Banana Trees}} and 1 empty {{Item|HydroPot}} in the '''{{room|Hydroponic Garden}}''', as well as 2 empty Hydropots scattered throughout the ship's {{room|Storage}} rooms. Plants and pots should be moved to the {{room|Laboratory}} so that gardeners can share the {{Item|Stainproof Apron}} with the lab crew to avoid getting {{Status|Dirty}}. Plants should only be moved back to the garden if the ship has completed a [[NERON Projects|NERON project]] which makes the garden advantageous.&lt;br /&gt;
&lt;br /&gt;
Completing the {{Project|Extra Hydropots}} project will add 3 additional Hydropots to the garden's shelf. Also, crewmembers with a {{Skill|Green Thumb}} will each receive 2 more pots, for a maximum of 12 when {{Character|Stephen}} copies this skill form {{Character|Ian}}.&lt;br /&gt;
&lt;br /&gt;
== Plant Statuses ==&lt;br /&gt;
* [[Image:Plant_thirsty.png]] '''Thirsty''': This plant can still produce {{O2}} on day change but no fruit. It will be dried out the next day.&lt;br /&gt;
* [[Image:Plant_dry.png]] '''Dried Out''': If left unwatered, this plant will die on day change.&lt;br /&gt;
* [[Image:Plant_diseased.png]] '''Diseased''': This plant is unable to produce anything until treated.&lt;br /&gt;
* [[Image:Plant_youngling.png]] '''Young''': This plant does not produce anything yet until it matures. This takes anywhere from 1-48 cycles depending on the plant type. {{Note|This means ''Young'' plants receive no further negative effects if left ''Thirsty'' or ''Diseased''.}}&lt;br /&gt;
&lt;br /&gt;
A plant's thirst status changes on ''day change'' between Cycles 8 and 1: A watered plant with no statuses will change to [[Image:Plant_thirsty.png]]''Thirsty'', a ''Thirsty'' plant will change to [[Image:Plant_dry.png]]''Dried Out'', and a ''Dried Out'' plant will die. &lt;br /&gt;
&lt;br /&gt;
A plant may become [[Image:Plant_diseased.png]]''Diseased'' randomly at the beginning of any cycle.&lt;br /&gt;
&lt;br /&gt;
The charges shown on a [[Image:Plant_youngling.png]] ''Young'' plant indicate how many cycles it has already spent in that state. This can be used to estimate when a given plant will mature. A {{Skill|Botanist}}, however, can read '''plant properties''' which tell them exactly how many more cycles it will take.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
'''Plant''':&lt;br /&gt;
* '''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}&lt;br /&gt;
* '''Requires:''' Empty {{Item|HydroPot}}&lt;br /&gt;
* '''Target:''' [[Inventory#Fruit|Fruit]]&lt;br /&gt;
* '''Effect:''' Uses a fruit to create a young plant of the same type.&lt;br /&gt;
&lt;br /&gt;
'''Water Plant:''' &lt;br /&gt;
* '''Cost:''' 1 {{AP}} or 1 {{AP|Garden}}&lt;br /&gt;
* '''Target:''' {{Item|HydroPot}} with plant&lt;br /&gt;
* '''Effect:''' Resets the plant's thirst status.&lt;br /&gt;
** Only one watering is needed, regardless of whether the plant is thirsty or dried out. &lt;br /&gt;
&lt;br /&gt;
'''Treat Plant:'''&lt;br /&gt;
* '''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}&lt;br /&gt;
* '''Target:''' {{Item|HydroPot}} with plant&lt;br /&gt;
* '''Effect:''' Cures a diseased plant. &lt;br /&gt;
&lt;br /&gt;
'''Hybridize:'''&lt;br /&gt;
* '''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}&lt;br /&gt;
* '''Requires:''' [[Inventory#Fruit|Fruit]] in inventory&lt;br /&gt;
* '''Target:''' {{Item|HydroPot}} with plant&lt;br /&gt;
* '''Effect:''' If the plant is in perfect condition (not thirsty, dried out or sick) and the character is not {{Status|dirty}}, the plant is replaced with a new young plant of the fruit's type. {{Warn|If any of these conditions is not met, the hybridizing attempt fails and both the plant and fruit are destroyed in the attempt!}} {{confirm|The hybridizing attempt might fails by very bad luck}}&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; Tips ==&lt;br /&gt;
* Again, '''Young Plants''' can be left [[Image:Plant_diseased.png]]''Diseased'' and [[Image:Plant_thirsty.png]]''Thirsty'' until they mature, because they do not produce anything anyway. So water them only every other day and treat only when they are about to start producing.&lt;br /&gt;
&lt;br /&gt;
* Because diseases can appear throughout the day, but only matter at the end of Cycle 8, '''plants should always be checked in Cycle 8''', if possible. It's often useful for the gardener to give an update on plant statuses early in Cycle 8 - Stating whether they are ok, or asking for assistance.&lt;br /&gt;
&lt;br /&gt;
* As a {{Skill|Botanist}}, you should '''save {{AP|Garden}} for actions that cost 2 {{AP}}''' if possible. E.g. if you are planning to plant or graft a fruit later in the day, do not spend your points on watering before that. Likewise, use them on treating diseases first.&lt;br /&gt;
** Watering costs 1 {{AP}} for everyone, so it can be done by everyone. '''Encourage others to water plants for you''' during the day, especially people without special skills (like {{Character|Chun}}). That way you will avoid stressful situations in Cycle 8, and carry over your {{AP|Garden}} to the next day if there is nothing but watering to do.&lt;br /&gt;
*** Do this especially if you are also a {{Skill|Biologist}} who gets better research value for his {{AP}} than unskilled people do.&lt;br /&gt;
&lt;br /&gt;
* When plants die, they leave an empty {{Item|HydroPot}} behind. However '''if burnt in a fire, the HydroPots are destroyed''' along with the plant.&lt;br /&gt;
** Other items in the room like '''{{Item|Post-Its}} do not help''' to reduce the chance of {{Item|HydroPots}} being burnt!&lt;br /&gt;
** '''Plants in a character's inventory are safe from fires.''' But they will still produce fruit and oxygen. In long-running ships, it is thus recommended that trusted crew-members eventually start to hold plants in their inventory on cycle changes.&lt;br /&gt;
*** Garden projects (like {{Project|Heat Lamps}}) affect even those plants that are held in the inventory if the person holding them stays in the Hydroponic Garden on cycle changes (confirmed with Heat Lamps).&lt;br /&gt;
&lt;br /&gt;
*A plant maturing on Cycle 1 will already bear a fruit / produce {{O2}} in that cycle, and so will the starting banana trees if the ship happens to start on D1C1.&lt;br /&gt;
** A Banana Tree takes 36 cycles to mature, or 3 1/2 days. So '''bananas should be planted in cycle 1-4''' for them to be productive at the beginning of the 4th day.&lt;br /&gt;
**{{Bug|If a dried out young banana tree matures right on day change, it will become a thirsty adult tree rather than die.}}&lt;br /&gt;
&lt;br /&gt;
* Plant oxygen production happens ''after'' possible asphyxiation events. So the {{O2}} meter may go from 1 to however much the plants produce, but still somebody can die because it technically fell to 0 ''first''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Ian]] [[Category:Hua]]&lt;/div&gt;</summary>
		<author><name>Le-geek</name></author>	</entry>

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