Difference between revisions of "Gardening"
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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. | + | 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 | + | 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]]. |
| − | + | - 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_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 | + | * [[Image:Plant_dry.png]] '''Dried Out''': If left unwatered, this plant will die on day change. |
| − | * [[Image:Plant_dry.png]] '''Dried Out''': If | + | * [[Image:Plant_diseased.png]] '''Diseased''': This plant is unable to produce anything until treated. |
| − | * [[Image:Plant_diseased.png]] '''Diseased''': This plant | + | * [[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'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 | + | A plant may become [[Image:Plant_diseased.png]]''Diseased'' randomly at the beginning of any cycle. |
| − | + | ||
| + | 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 | + | * '''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 == | ||
| − | * | + | * 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. |
| − | * | + | * 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 ''' | + | * 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, | + | ** 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. | + | * When plants die, they leave an empty {{Item|HydroPot}} behind. However '''if burnt in a fire, the HydroPots are destroyed''' along with the plant. |
| − | ** | + | ** Other items in the room like '''{{Item|Post-Its}} do not help''' to reduce the chance of {{Item|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 {{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). | ||
| − | |||
| − | |||
| − | |||
| − | * 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 | + | *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. |
| + | ** 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. | ||
| + | **{{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 {{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
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
than the crew uses, and yield 10-20 fresh fruits every day.
Location
Each ship starts with 2 mature
Banana Trees and 1 empty
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
Stainproof Apron with the lab crew to avoid getting
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
Extra Hydropots project will add 3 additional Hydropots to the garden's shelf. Also, crewmembers with a
Green Thumb will each receive 2 more pots, for a maximum of 12 when
Stephen copies this skill form
Ian.
Plant Statuses
-
Thirsty: This plant can still produce
on day change but no fruit. It will be dried out the next day.
-
Dried Out: If left unwatered, this plant will die on day change.
-
Diseased: This plant is unable to produce anything until treated.
-
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
Thirsty, a Thirsty plant will change to
Dried Out, and a Dried Out plant will die.
A plant may become
Diseased randomly at the beginning of any cycle.
The charges shown on a
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
Botanist, however, can read plant properties which tell them exactly how many more cycles it will take.
Actions
Plant:
- Cost: 2
or 1
- Requires: Empty
HydroPot
- Target: Fruit
- Effect: Uses a fruit to create a young plant of the same type.
Water Plant:
- Cost: 1
or 1
- Target:
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
or 1
- Target:
HydroPot with plant
- Effect: Cures a diseased plant.
Hybridize:
- Cost: 2
or 1
- Requires: Fruit in inventory
- Target:
HydroPot with plant
- Effect: If the plant is in perfect condition (not thirsty, dried out or sick) and the character is not
Dirty, the plant is replaced with a new young plant of the fruit's type.
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
Diseased and
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.
- 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
Botanist, you should save
for actions that cost 2
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
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
Chun). That way you will avoid stressful situations in Cycle 8, and carry over your
to the next day if there is nothing but watering to do.
- Do this especially if you are also a
Biologist who gets better research value for his
than unskilled people do.
- Do this especially if you are also a
- Watering costs 1
- When plants die, they leave an empty
HydroPot behind. However if burnt in a fire, the HydroPots are destroyed along with the plant.
- Other items in the room like
Post-its do not help to reduce the chance of
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
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
- Other items in the room like