Paradise
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Botany rework
TM Note
When this gets TM'd, please include this in the @:
There is a remade guide to hydroponics for this TM available here: https://www.paradisestation.org/wiki/index.php?title=User:FunnyMan3595/Reworked_guide_to_hydroponics Experienced botanists can skip to the Expert Botany section.
What Does This PR Do
Significant changes:
- EZ-Nutriment (and the tray default) no longer causes plant stat mutations.
- Mutriment has been added, duplicating old EZ (green, causes stat mutations)
- All sources of plant stat mutations have been removed, except for on-harvestable effects (Mutriment/L4Z) and the Floral Somatoray. This does not affect species mutations.
- Self-sufficient trays always use EZ-Nutriment, and do not benefit from the yield modifier of bees.
- Gaseous decomposition has been removed.
- Plant yield stats go up to 10 again.
- There's an additional ability to extract all core plant stats onto one data disk. When using this mode, core plant stats no longer have caps based on part level, but part level will determine how many seeds with the same stats you need to produce a usable core stats disk (1 to 5).
- Wheat's starting potency has been boosted from 15 to 30, to make it easier to meet the chef's first need.
Minor changes:
- EZ-Nutriment has been recolored to brown.
- EZ is slightly less toxic to people.
- Descriptions for plant nutrient chemicals and their jugs have been adjusted to match the changes.
On the whole, this should make botany slower to set up, but more engaging. And once it is set up, getting stats onto a new plant is much less tedious than it used to be.
Why It's Good For The Game
All but the simplest of botany is heavily dependent on the chem dispenser, partially for UM, but even more so for the copious amounts of Saltpetre and Diethylamine you use to max out your plant stats. It turns out, however, that dumping bucket after bucket of reagents onto a tray isn't that interesting a mechanic.
These changes remove the need for Saltpetre and Diethylamine almost entirely, and reduce UM to only being useful for mutating plant species. Instead of dumping chemicals on plants, the primary mechanic for changing stats is now using Mutriment or L4Z to change their stats randomly when the plant becomes harvestable. By repeating this process and selecting the plants that improved, you can get better and better stats, until they reach a level you're happy with (or max out entirely). If you're lucky enough to get a Floral Somatoray, you can use that to speed up the process.
The merged-stats disks are a nice QoL improvement for a botanist who's gotten all their setup done. They can easily copy their hard work from one species to another. The lack of stat caps is balanced against needing multiple seeds and having to do all the stats at once, rather than getting to pick and choose.
Regarding yield 10, there were a couple problems with the reduced cap:
- Some plants had >5 yield by default, and could keep it until they mutated or were gene-edited.
- It punished low-end and mid-grade botanists for the behavior of powergamers.
Since this PR already forces self-sufficient trays to use a yieldmod of 1, meaning you can't improve them with RH or bees, the only way to get more than 10 plants per harvest now is if you're manually caring for your plants, which should help deter powergamers.
Other bits of rationale:
- EZ should be what it says on the tin, easy. Mutations do not fit that.
- Self-sufficiency is nice, but manually tending to your plants should have some benefit to it.
- Gaseous decomposition was really only useful for powergaming. Liquid contents is sufficient for applying plant chems.
Images of changes
Testing
Spawned in as a botanist, used the new mechanics to get Gaia, Glowcaps, and Blumpkins. Bred grass to get max genes. Copied the genes with an unupgraded DNA modifier (took 5 seeds) and again with an upgraded one (took 1 seed). Inserted a blank cmagged plant data disk into the DNA modifier. Added a gene to the cmagged disk. Moved the disk to the compartmentalizer. Dumped 100u each of ammonia, saltpetre, and diethylamine on a plant and observed no stat changes. Spawned a bee crate and verified that self-sustaining trays didn't get the yield bonus, but normal ones did. Tried adding each of the nutriment types to a tray, verified that mutmod and yieldmod still matched EZ.
Probably some other testing that I forgot, too.
Changelog
:cl: tweak: EZ-Nutriment (and the tray default) no longer causes plant stat mutations. tweak: EZ-Nutriment is now brown, and slightly less toxic to people. add: Mutriment has been added, duplicating old EZ (green, causes stat mutations) imageadd: Sprite for Mutriment jug tweak: Descriptions for plant nutrient chemicals and their jugs have been adjusted to match the changes. del: All sources of plant stat mutations have been removed, except for on-harvestable effects (Mutriment/L4Z) and the Floral Somatoray. This does not affect species mutations. tweak: Self-sufficient trays always use EZ-Nutriment, and do not benefit from the yield modifier of bees. del: Gaseous decomposition has been removed. tweak: Plant yield stats go up to 10 again. add: There's an additional ability to extract all core plant stats onto one data disk. When using this mode, core plant stats no longer have caps based on part level, but part level will determine how many seeds with the same stats you need to produce a usable core stats disk (1 to 5). tweak: The basic yield of wheat has increased from 15 to 30 /:cl: