Difference between revisions of "Gardening"

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While starting out small, an ideal garden can yield 12-24 fruit and 12 {{O2}} every day.
 
While starting out small, an ideal garden can yield 12-24 fruit and 12 {{O2}} every day.
 
 
==Location==
 
==Location==
 
Each ship starts with 2 mature {{Item|Banana Tree}}s and 1 empty {{Item|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 {{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.
 
Each ship starts with 2 mature {{Item|Banana Tree}}s and 1 empty {{Item|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 {{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.
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==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.
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*[[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_thirsty.png]] '''Thirsty''': This plant will only produce {{O2}}. If not watered, it will be dried out the next day. (No effect on young plants.)
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*[[Image:Plant_thirsty.png]] '''Thirsty''': This plant will only produce {{O2}}. If not watered, it will be dried out the next day. (No effect on young plants.)
* [[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_dry.png]] '''Dried Out''': This plant will not produce fruit or {{O2}}. If not watered, it will be dead the next day.  
* [[Image:Plant_diseased.png]] '''Diseased''': This plant will not produce fruit or {{O2}}. (No effect on young plants.)
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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 [[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).
 
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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==Actions==
 
==Actions==
 
'''Plant''':
 
'''Plant''':
* '''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}
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*'''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}
* '''Requires:''' Empty {{Item|HydroPot}}
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*'''Requires:''' Empty {{Item|HydroPot}}
* '''Target:''' [[Inventory#Fruit|Fruit]]
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*'''Target:''' [[Inventory#Fruit|Fruit]]
* '''Effect:''' Creates a young plant of the same type as the fruit.
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*'''Effect:''' Creates a young plant of the same type as the fruit.
  
 
'''Water Plant:'''  
 
'''Water Plant:'''  
* '''Cost:''' 1 {{AP}} or 1 {{AP|Garden}}
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*'''Cost:''' 1 {{AP}} or 1 {{AP|Garden}}
* '''Target:''' {{Item|HydroPot}} with plant
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*'''Target:''' {{Item|HydroPot}} with plant
* '''Effect:''' Resets the plant's thirst status.
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*'''Effect:''' Resets the plant's thirst status.
** Only one watering is needed, regardless of whether the plant is thirsty or dried out.  
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**Only one watering is needed, regardless of whether the plant is thirsty or dried out.  
  
 
'''Treat Plant:'''
 
'''Treat Plant:'''
* '''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}
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*'''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}
* '''Target:''' {{Item|HydroPot}} with plant
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*'''Target:''' {{Item|HydroPot}} with plant
* '''Effect:''' Cures a diseased plant.  
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*'''Effect:''' Cures a diseased plant.  
  
 
'''Hybridize:'''
 
'''Hybridize:'''
* '''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}
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*'''Cost:''' 2 {{AP}} or 1 {{AP|Garden}}
* '''Requires:''' [[Inventory#Fruit|Fruit]] in inventory
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*'''Requires:''' [[Inventory#Fruit|Fruit]] in inventory
* '''Target:''' {{Item|HydroPot}} with plant
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*'''Target:''' {{Item|HydroPot}} with plant
* '''Effect:''' If the plant is in perfect condition (not thirsty, dried out or sick) and the Botanist is not [[dirty]], the plant is replaced with a new young plant of the fruit's type. Otherwise, both the plant and fruit are destroyed.
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*'''Effect:''' If the plant is in perfect condition (not thirsty, dried out or sick) and the Botanist is not [[dirty]], the plant is replaced with a new young plant of the fruit's type. Otherwise, both the plant and fruit are destroyed.
 
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== Notes ==
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* When plants die, they leave an empty {{Item|HydroPot}} behind. When they're consumed by fire, however, the HydroPot breaks as well.
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* Since ''Young'' plants do not produce fruit or {{O2}}, they do not need to be treated for [[Image:Plant_diseased.png]] disease until they mature. They also do not need to be watered when [[Image:Plant_thirsty.png]] ''Thirsty'', only when [[Image:Plant_dry.png]] ''Dried Out'', so every other day.
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* 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.
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==Important Tips==
 +
*When plants die, they leave an empty {{Item|HydroPot}} behind. When they're consumed by fire, however, the HydroPot breaks as well.
  
* {{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.
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*Since ''Young'' plants do not produce fruit or {{O2}}, they do not need to be treated for [[Image:Plant_diseased.png]] disease until they mature. They also do not need to be watered when [[Image:Plant_thirsty.png]] ''Thirsty'', only when [[Image:Plant_dry.png]] ''Dried Out'', so every other day.
  
* Watering costs 1 {{AP}} for everyone. As a {{Skill|Botanist}}, encourage non-botanists frequenting the lab (like {{Character|Chun}}) to water plants for you earlier in the day, in order to avoid stressful situations in Cycle 8, and save your {{AP|Garden}} if there happens to be nothing more demanding to do. Especially if you are a {{Skill|Biologist}} who also gets better research value for his {{AP}} than them.
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*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.
  
* 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.
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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.
  
* '''Misconception''': It is suggested in the community that putting many {{Item|Post-It Note}}s on the shelf in the same room as plants because it can help reduce the chance of {{Item|HydroPot}}s being picked and getting burnt in a fire. However the game does not work in that way. Every item in a room has a chance of burning each cycle, and each gets tested separately. So a Post-it burning wouldn't prevent another item from burning, it would just burn too. That "trick" doesn't actually work. ([http://mush.twinoid.com/tid/forum#!view/112222|thread/34840539?p=82 Ref])
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*Watering costs 1 {{AP}} for everyone. As a {{Skill|Botanist}}, encourage non-botanists frequenting the lab (like {{Character|Chun}}) to water plants for you earlier in the day, in order to avoid stressful situations in Cycle 8, and save your {{AP|Garden}} if there happens to be nothing more demanding to do. Especially if you are a {{Skill|Biologist}} who also 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 the inventory can never burn in a fire.
  
[[Category:Gameplay]]
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[[Category:Gameplay]] [[Category:Ian]]
[[Category:Ian]]
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Revision as of 08:27, 10 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.

While starting out small, an ideal garden can yield 12-24 fruit and 12 Oxygen 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 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 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. (No effect on young plants.)
  • 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 Plant thirsty.png Thirsty, a Thirsty plant will change to 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 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 whatever plants produce, but still people can die because it technically hit 0 first).

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:

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

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 Botanist is not dirty, the plant is replaced with a new young plant of the fruit's type. Otherwise, both the plant and fruit are destroyed.

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.
  • Watering costs 1 Action Point for everyone. As a Icon Botanist, encourage non-botanists frequenting the lab (like Icon Chun) to water plants for you earlier in the day, in order to avoid stressful situations in Cycle 8, and save your Gardening Point if there happens to be nothing more demanding to do. Especially if you are a Icon Biologist who also gets better research value for his Action Point than them.
  • 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.