Difference between revisions of "Gardening"

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(Updated (pot trades) and polished)
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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.  
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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''.
  
While the novice gardener starts out with a set of {{Item|Banana Trees}}, proficient [[exploration]] of alien planets may eventually bloom the garden into a paradise of [[Inventory#Fruits and Trees|alien fruits and trees]].
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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]].
  
While starting out small, the best possible garden can yield up to 12-24 fruit and 12 {{O2}} every day.
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- The best gardens can produce more {{O2}} than the crew uses, and yield 10-20 fresh fruits every day.
  
 
== Location ==
 
== Location ==
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== Plant Statuses ==
 
== Plant Statuses ==
* [[Image:Plant_youngling.png]] '''Young''': This plant does not produce anything until it matures. It will mature in anywhere from 1-48 cycles depending on the plant type.
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* [[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.
* [[Image:Plant_thirsty.png]] '''Thirsty''': This plant can produce {{O2}} but no fruit (no difference if young). If not watered, it will be dried out the next day.
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* [[Image:Plant_dry.png]] '''Dried Out''': If left unwatered, this plant will die on day change.
* [[Image:Plant_dry.png]] '''Dried Out''': If not watered, this plant will die on day change.
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* [[Image:Plant_diseased.png]] '''Diseased''': This plant is unable to produce anything until treated.
* [[Image:Plant_diseased.png]] '''Diseased''': This plant will produce neither fruit nor {{O2}} (no problem if young).
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* [[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''.}}
  
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. A plant may become diseased randomly at any cycle change. Each mature plant will produce a fruit and {{O2}} at the beginning of Cycle 1 provided that it is not ''Diseased'', ''Thirsty'' or ''Dried Out''. However, they do so ''after'' possible asphyxiation events ({{O2}} may go from 1 to whatever plants produce, but still people can die because it technically hit 0 first).
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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.  
  
The charges shown on a [[Image:Plant_youngling.png]] ''Young'' plant indicate how many cycles it has gone through in that state. Without the {{Skill|Botanist}} skill, the charges can be used to estimate when a given plant will mature. ''Botanists'', however, can read '''plant properties''' which tell exactly when a young plant will mature.
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A plant may become [[Image:Plant_diseased.png]]''Diseased'' randomly at the beginning of any cycle.
A plant maturing on Cycle 1 will also bear a fruit/{{O2}} in the same cycle, as will the initial banana trees if the ship happens to start on D1C1.
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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.
  
 
== Actions ==
 
== Actions ==
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* '''Requires:''' [[Inventory#Fruit|Fruit]] in inventory
 
* '''Requires:''' [[Inventory#Fruit|Fruit]] in inventory
 
* '''Target:''' {{Item|HydroPot}} with plant
 
* '''Target:''' {{Item|HydroPot}} with plant
* '''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. If any of these conditions is not met, the hybridizing attempt fails and both the plant and fruit are destroyed in the attempt.
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* '''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!}}
  
 
== Notes & Tips ==
 
== Notes & Tips ==
* Since they do not produce fruit or {{O2}}, '''Young Plants do not need to be treated''' for [[Image:Plant_diseased.png]] disease until they mature. They also do not need to be watered until [[Image:Plant_dry.png]] ''Dried Out'', so only every other day.
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* 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.
  
* Diseases can appear at any cycle change throughout the day. Hence, '''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 - that all are clear, or that assistance is needed.
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* 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.
  
* As a {{Skill|Botanist}}, you should '''prioritize {{AP|Garden}} for actions that cost 2 {{AP}}''' if possible. If you know you're going to plant or graft a fruit later in the day, save them for that. And use them on treating diseases before spending them on mere watering.
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* 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.
** Watering costs 1 {{AP}} for everyone, and 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.
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** 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.
 
*** Do this especially if you are also a {{Skill|Biologist}} who gets better research value for his {{AP}} than unskilled people do.
 
*** Do this especially if you are also a {{Skill|Biologist}} who gets better research value for his {{AP}} than unskilled people do.
  
* When plants die, they leave an empty {{Item|HydroPot}} behind. But '''in a fire, the HydroPots are destroyed''' along with the plant.
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* When plants die, they leave an empty {{Item|HydroPot}} behind. However '''if burnt in a fire, the HydroPots are destroyed''' along with the plant.
** In the very late game, it is recommended that trusted crew-members hold plants in their inventory on cycle changes. - '''Plants in the inventory cannot burn in a fire.''' But they will still produce fruit and oxygen.
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** Other items in the room like '''{{Item|Post-Its}} do not help''' to reduce the chance of {{Item|HydroPots}} being burnt!
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** '''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.
 
*** 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).
 
*** 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).
** Blackmagick has stated in the French forum that other items in the room like '''{{Item|Post-Its}} do not actually help''' reduce the chance of {{Item|HydroPots}} being burnt, because each item is evaluated individually for a chance of burning.
 
 
* A dried out young banana tree will mature into a thirsty adult tree.
 
  
* 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 4 days later.
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*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.
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** 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.
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**{{Bug|If a dried out young banana tree matures right on day change, it will become a thirsty adult tree rather than die.}}
  
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* 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''.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Ian]] [[Category:Hua]]
 
[[Category:Ian]] [[Category:Hua]]

Revision as of 14:24, 28 January 2019

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.

While the novice gardener starts out with only a couple of Icon Banana Trees, proficient exploration of alien planets and acquisition of pots may eventually bloom the garden into a paradise of alien fruits and trees.

- The best gardens can produce more Oxygen than the crew uses, and yield 10-20 fresh fruits every day.

Location

Each ship starts with 2 mature Icon Banana Trees and 1 empty Icon HydroPot in the Hydroponic Garden, as well as 2 empty Hydropots scattered throughout the ship's Storage rooms. Plants and pots should be moved to the Laboratory so that gardeners can share the Icon Stainproof Apron with the lab crew to avoid getting Icon Dirty. Plants should only be moved back to the garden if the ship has completed a NERON project which makes the garden advantageous.

Completing the NERON project Extra Hydropots project will add 3 additional Hydropots to the garden's shelf. Also, crewmembers with a Icon Green Thumb will each receive 2 more pots, for a maximum of 12 when Icon Stephen copies this skill form Icon Ian.

Plant Statuses

  • Plant thirsty.png Thirsty: This plant can still produce Oxygen on day change but no fruit. It will be dried out the next day.
  • Plant dry.png Dried Out: If left unwatered, this plant will die on day change.
  • Plant diseased.png Diseased: This plant is unable to produce anything until treated.
  • 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. Icon Note: This means Young plants receive no further negative effects if left Thirsty or Diseased.

A plant's thirst status changes on day change between Cycles 8 and 1: A watered plant with no statuses will change to Plant thirsty.pngThirsty, a Thirsty plant will change to Plant dry.pngDried Out, and a Dried Out plant will die.

A plant may become Plant diseased.pngDiseased randomly at the beginning of any cycle.

The charges shown on a 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 Icon Botanist, however, can read plant properties which tell them exactly how many more cycles it will take.

Actions

Plant:

  • Cost: 2 Action Point or 1 Gardening Point
  • Requires: Empty Icon HydroPot
  • Target: Fruit
  • Effect: Uses a fruit to create a young plant of the same type.

Water Plant:

  • Cost: 1 Action Point or 1 Gardening Point
  • Target: Icon HydroPot with plant
  • Effect: Resets the plant's thirst status.
    • Only one watering is needed, regardless of whether the plant is thirsty or dried out.

Treat Plant:

  • Cost: 2 Action Point or 1 Gardening Point
  • Target: Icon HydroPot with plant
  • Effect: Cures a diseased plant.

Hybridize:

  • Cost: 2 Action Point or 1 Gardening Point
  • Requires: Fruit in inventory
  • Target: Icon HydroPot with plant
  • Effect: If the plant is in perfect condition (not thirsty, dried out or sick) and the character is not Icon Dirty, the plant is replaced with a new young plant of the fruit's type. Icon Warning: If any of these conditions is not met, the hybridizing attempt fails and both the plant and fruit are destroyed in the attempt!

Notes & Tips

  • Again, Young Plants can be left Plant diseased.pngDiseased and Plant thirsty.pngThirsty 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.
  • 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.
  • As a Icon Botanist, you should save Gardening Point for actions that cost 2 Action Point 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.
    • Watering costs 1 Action Point 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 Icon Chun). That way you will avoid stressful situations in Cycle 8, and carry over your Gardening Point to the next day if there is nothing but watering to do.
      • Do this especially if you are also a Icon Biologist who gets better research value for his Action Point than unskilled people do.
  • When plants die, they leave an empty Icon HydroPot behind. However if burnt in a fire, the HydroPots are destroyed along with the plant.
    • Other items in the room like Icon Post-its do not help to reduce the chance of Icon HydroPots being burnt!
    • 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.
      • Garden projects (like NERON 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).
  • A plant maturing on Cycle 1 will already bear a fruit / produce Oxygen in that cycle, and so will the starting banana trees if the ship happens to start on D1C1.
    • 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.
    • Icon Bug: If a dried out young banana tree matures right on day change, it will become a thirsty adult tree rather than die.
  • Plant oxygen production happens after possible asphyxiation events. So the Oxygen meter may go from 1 to however much the plants produce, but still somebody can die because it technically fell to 0 first.