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. 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 {{Item|Alien 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. While the novice gardener starts out with a set of {{Item|Banana Tree}}s, proficient [[exploration]] of alien planets may eventually bloom the garden into a paradise of {{Item|Alien Fruit}}...
 
==Location==
 
==Location==
Each ship starts with 2 mature {{Item|Banana}} and 1 empty {{Item|HydroPot}} in the ''Hydroponic Garden'', as well as 2 empty {{Item|HydroPot}}s in the ship's storage rooms. Plants and pots should be moved to the ''Laboratory'' so that gardeners can use the {{Item|Stainproof Apron}} 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.
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Each ship starts with 2 mature {{Item|Banana Tree}}s and 1 empty {{Item|HydroPot}} in the ''Hydroponic Garden'', as well as 2 empty {{Item|HydroPot}}s scattered in the ship's storage rooms. Plants and pots should be moved to the ''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.
  
 
==Plant Statuses==
 
==Plant Statuses==
 
*[[Image:Plant_youngling.png]] '''Young''': This plant does not produce fruit or {{O2}} until it matures. It will mature in anywhere from 1-48 cycles depending on the plant type.
 
*[[Image:Plant_youngling.png]] '''Young''': This plant does not produce fruit or {{O2}} until it matures. It will mature in anywhere from 1-48 cycles depending on the plant type.
*[[Image:Plant_diseased.png]] '''Diseased''': This plant will not produce fruits or {{O2}}.
 
 
*[[Image:Plant_thirsty.png]] '''Thirsty''': This plant will only produce {{O2}}. If not watered, it will be dried out the next day.
 
*[[Image:Plant_thirsty.png]] '''Thirsty''': This plant will only produce {{O2}}. If not watered, it will be dried out the next day.
 
*[[Image:Plant_dry.png]] '''Dried Out''': This plant will not produce fruit or {{O2}}. If not watered, it will be dead the next day.  
 
*[[Image:Plant_dry.png]] '''Dried Out''': This plant will not produce fruit or {{O2}}. If not watered, it will be dead the next day.  
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*[[Image:Plant_diseased.png]] '''Diseased''': This plant will not produce fruit or {{O2}}. (No effect on young plants.)
  
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 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''.
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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 ''Thirsty''. a ''Thirsty'' plant will change to ''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 whatver plants produce, but still people can die becuause it technically hit 0 in between).
  
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. A plant maturing on Cycle 1 will also bear a fruit/{{O2}} in the same cycle.
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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 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.
  
 
==Actions==
 
==Actions==
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*{{AP|Garden}} '''Gardening Points''' should be prioritized for the most {{AP}}-costly actions if possible. If you know you're going to need to graft a fruit during that day, save them for that. Use them on treating disease and planting new plants before using them on watering.
 
*{{AP|Garden}} '''Gardening Points''' should be prioritized for the most {{AP}}-costly actions if possible. If you know you're going to need to graft a fruit during that day, save them for that. Use them on treating disease and planting new plants before using them on watering.
  
*Placing many {{Item|Post-It Note}}s on the shelf in the same room as plants is recommended in order to protect hydropots from fires. They can be destroyed by fires, and once they're gone, there's no replacing them, so adding many other things to burn leaves lesser chance that plants will catch fire, especially late game when fires are frequent.
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*As watering costs 1 {{AP}} for everyone, encourage non-botanists visiting the lab (like {{Character|Chun}}) to water your plants earlier in the day, in order to avoid stressful situations in Cycle 8. Especially if you are a {{Skill|Biologist}} Ian who gets better research value for his {{AP}} than them.
  
*In the very late game, it is recommended that trusted crew-members hold plants in their inventory on cycle changes. Plants in inventory can never burn in a fire.
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*Placing many {{Item|Post-It Note}}s on the shelf in the same room as plants is recommended in order to protect hydropots from fires. They can be destroyed by fires, and once they're gone, there's no replacing them, so adding those decoys to be burned instead leaves lesser chance that plants will catch fire, especially late game when fires are frequent.
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*In the very late game, it is recommended that trusted crew-members hold plants in their inventory on cycle changes. Plants in the inventory can never burn in a fire.
  
 
[[Category:Gameplay]] [[Category:Ian]]
 
[[Category:Gameplay]] [[Category:Ian]]

Revision as of 15:32, 7 February 2014

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. While the novice gardener starts out with a set of Icon Banana Trees, proficient exploration of alien planets may eventually bloom the garden into a paradise of Icon Unknown item...

Location

Each ship starts with 2 mature Icon Banana Trees and 1 empty Icon HydroPot in the Hydroponic Garden, as well as 2 empty Icon HydroPots scattered in 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.

Plant Statuses

  • Plant youngling.png Young: This plant does not produce fruit or Oxygen until it matures. It will mature in anywhere from 1-48 cycles depending on the plant type.
  • Plant thirsty.png Thirsty: This plant will only produce Oxygen. If not watered, it will be dried out the next day.
  • Plant dry.png Dried Out: This plant will not produce fruit or Oxygen. If not watered, it will be dead the next day.
  • Plant diseased.png Diseased: This plant will not produce fruit or Oxygen. (No effect on young plants.)

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 any cycle change. Each mature plant will produce a fruit and Oxygen at the beginning of Cycle 1 provided that it is not Diseased, Thirsty or Dried Out. However, they do so after possible asphyxiation events (Oxygen may go from 1 to whatver plants produce, but still people can die becuause it technically hit 0 in between).

The charges shown on a Plant youngling.png Young plant indicate how many cycles it has gone through in that state. Without the Icon 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. A plant maturing on Cycle 1 will also bear a fruit/Oxygen in the same cycle, as will the initial banana trees if the ship happens to start on D1C1.

Actions

  • Plant a fruit: Requires an empty Icon HydroPot and a fruit. Creates a young plant of the same type as the fruit.
    • Cost: 2 Action Point or 1 Gardening Point
  • Water a plant: Resets the plant's thirst status. Only one watering is needed, regardless of whether the plant is thirsty or dried out.
    • Cost: 1 Action Point or 1 Gardening Point
  • Treat a plant: Cures a diseased plant.
    • Cost: 2 Action Point or 1 Gardening Point
  • Graft a fruit: Uses a fruit (must be held in inventory) to change the type of any plant. The plant becomes a young cross-breed plant. Parent plant must not be thirsty, dried out or diseased, and the person doing it must not be dirty or have any physical illness. If any of these things is the case, the plant will die and you will lose the fruit.
    • Cost: 2 Action Point or 1 Gardening Point
    • This is a Icon Botanist-only action.

Important Tips

  • When plants die, they leave an empty Icon HydroPot behind. When they're consumed by fire, however, the HydroPot breaks as well.
  • Since Young plants do not produce fruit or Oxygen, they do not need to be treated for Plant diseased.png disease until they mature. They also do not need to be watered when Plant thirsty.png Thirsty, only when Plant dry.png Dried Out, so every other day.
  • Plants can become diseased at any cycle change throughout the day. Hence, they should always be checked during Cycle 8, if possible. It's often useful for the gardener to post in general chat early Cycle 8 to give an update on plant statuses - that all are clear or that assistance is needed.
  • Gardening Point Gardening Points should be prioritized for the most Action Point-costly actions if possible. If you know you're going to need to graft a fruit during that day, save them for that. Use them on treating disease and planting new plants before using them on watering.
  • As watering costs 1 Action Point for everyone, encourage non-botanists visiting the lab (like Icon Chun) to water your plants earlier in the day, in order to avoid stressful situations in Cycle 8. Especially if you are a Icon Biologist Ian who gets better research value for his Action Point than them.
  • Placing many Icon Post-its on the shelf in the same room as plants is recommended in order to protect hydropots from fires. They can be destroyed by fires, and once they're gone, there's no replacing them, so adding those decoys to be burned instead leaves lesser chance that plants will catch fire, especially late game when fires are frequent.
  • In the very late game, it is recommended that trusted crew-members hold plants in their inventory on cycle changes. Plants in the inventory can never burn in a fire.