Difference between revisions of "Gardening"
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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. | * 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. | ||
| − | * When plants die, they leave an empty {{Item|HydroPot}} behind. When they're consumed by fire, however, the HydroPot is destroyed | + | * When plants die, they leave an empty {{Item|HydroPot}} behind. When they're consumed by fire, however, the HydroPot is destroyed as well. |
* 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. | * 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. | ||
Revision as of 12:18, 6 May 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
Banana Trees, proficient exploration of alien planets may eventually bloom the garden into a paradise of alien fruit.
While starting out small, an ideal garden can yield 12-24 fruit and 12
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
-
Young: This plant does not produce fruit or
until it matures. It will mature in anywhere from 1-48 cycles depending on the plant type.
-
Thirsty: This plant will only produce
. If not watered, it will be dried out the next day. (No effect on young plants.)
-
Dried Out: This plant will not produce fruit or
. If not watered, it will be dead the next day.
-
Diseased: This plant will not produce fruit or
. (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
at the beginning of Cycle 1 provided that it is not Diseased, Thirsty or Dried Out. However, they do so after possible asphyxiation events (
may go from 1 to whatever plants produce, but still people can die because it technically hit 0 first).
The charges shown on a
Young plant indicate how many cycles it has gone through in that state. Without the
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/
in the same cycle, as will the initial banana trees if the ship happens to start on D1C1.
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 user is not
Dirty or diseased, the plant is replaced with a new young plant of the fruit's type. Otherwise, both the plant and fruit are destroyed in the attempt.
Notes & Tips
- Since Young plants do not produce fruit or
, they do not need to be treated for
disease until they mature. They also do not need to be watered when
Thirsty, only when
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 Points should be prioritized for the most
-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
for everyone. As a
Botanist, encourage non-botanists frequenting the lab (like
Chun) to water plants for you earlier in the day, in order to avoid stressful situations in Cycle 8, and save your
if there happens to be nothing more demanding to do. Especially if you are a
Biologist who also gets better research value for his
than them.
- When plants die, they leave an empty
HydroPot behind. When they're consumed by fire, however, the HydroPot is destroyed as well.
- 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.