Difference between revisions of "User:Studenterhue/Botany Reagents Table"

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  this might actually be better in the infusion section but dunno
  this might actually be better in the infusion section but dunno


https://github.com/goonstation/goonstation-2020/blob/68db40c412c9de8239f89e433835550aae74e1a4/code/modules/hydroponics/plants.dm#L98
Pryosium, Phlogiston, Chlorine Triflouride, Sorium - 80-100 damage
 
Fluorosulfuric Acid - 75-80 damage
 
Sulfuric Scid - 40-50
 
Atrazine - If plant is weed and does not have toxin immunity gene, 50-60 damage
 
Plasma, Toxin, Mercury, Oil, Space Cleaner, Chlorine, Fluorine, Welding Fuel - If plant does not have toxin immunity gene, 15-30 damage
 
Blood - If maneater, +10-30 Endurance, -5-10 HARVTIME and GROWTIME
 
Radium, Uranium - 5-10 damage, scrambles stats, mutates plants, grants new gene
 
Stable Mutagen - Scrambles stats, mutates plants, grants new gene, 2% of granting  Unstable gene
 
Unstable Mutagen - Scrambles stats (twice as much as stable mutagen, radium, and uranium), mutates plants, grants new gene, 5% of granting  Unstable gene
 
Ammonia - 10-20 damage, - 5-10 GROWTIME, - 2-5 HARVTIME, 5% chance of Accelerator gene
 
Potash - +1-4 CROPSIZE, - 0-2 HARVESTS
 
Saltpetre - +2-8 Potency, +0-2 CROPSIZE
 
Space fungus - +1-3 endurance, 3% chance of Damage Resistance gene
 
Mutadone - -1 GROWTIME if GROWTIME > 0, -1 HARVTIME if HARVTIME >0, +1 HARVESTS if HARVESTS < 0, + 1 CROPSIZE if < 0, +1 Potency if potency < 0, +1 Endurance if endurance < 0
 
could have sworn the last five did damage

Revision as of 05:10, 25 February 2020

A table for Guide to Botany that will explain what various reagents do to plants.
VERY WIP
https://www.youtube.com/watch?v=UDMxbCiRzK4

Agrichemistry

explain stats tracked by tables: 
-POISON, FIRE, RAD, ACID: damage "types", damage formula goes: check if plant has gene to resist RAD and POISON, check for genes that affect damage from lack of water, check if it has gene to reduce damage in general, consider endurance, subtract from plant health
--will possibly go under one column if there's not enough, probably room for each time, better that way probably for sortability
--need to explain damage? 
-GROWTH: Growth is how many 'growth points' the plant has. More growth points = more grown up plant is. Different plants have different growth max?
-ENDURANCE: Potency 
-CROPSIZE: Yield
-HARVESTS: Lifespan
-GROWTIME: Maturation Rate
-HARVTIME: Production Rate
-POTENCY: Potency
-HEALTH: kinda self-explanatory--will need to give some sort of base health people know what a +1 HEALTH means (don't know if different plant species have different health actually)

While in tray:

don't forget to check with 2020 release

Raw data: Chlorine - +3 POISON

Fluorine - +3 POISON

Phosphorus - 66% chance of +1 GROWTH

Plasma - +2 POISON

Potassium - 40% chance of +1 GROWTH, +1 HEALTH

Radium - 80% chance of +3 RAD, 16% of a random mutation

Water - Essential for plant growth to occur at all.

Ammonia - +4 GROWTH, 66% chance of +1 HEALTH. Removes a variable amount (up to 4 units) of any other reagent; ratio is based on combined volume of all reagents in the tray.

Diethylamine - 66% chance of +2 GROWTH

Charcoal - Removes 2 units of every harmful chem present (toxin, toxic slurry, sulf. acid, plasma, mercury, welding fuel, chlorine, radium)

Mutadone - 20% chance of -5 GROWTH. 50% of inducing one of these effects: -1 GROWTIME, -1 HARVTIME, +1 HARVESTS, +1 CROPSIZE, +1 POTENCY or +1 ENDURANCE

Acetaldehyde - +4 POISON

Atrazine - If plant species is weed: +2 POISON, -3 GROWTH

Formaldehyde - +4 POISON

Glowing Slurry - One random mutation, up to -2 GROWTH

Polonium - 80% chance of +5 RAD, 25% of a random mutation

Stable Mutagen - 80% chance of up to -3 GROWTH, 16% of a random mutation

Toxin - +1 POISON

Unstable Mutagen - 40% chance of -1 GROWTH, 24% of a random mutation

Uranium - +2 RAD, 24% chance of a random mutation

Acetic Acid - +1 ACID

Fluorosulfuric Acid - +10 ACID, -5 GROWTH

Sulfuric Acid - +5 ACID, -3 GROWTH

Napalm Goo - +1 POISON

Phlogiston - +8 FIRE, -12 GROWTH

Phlogiston Dust - +8 FIRE, -12 GROWTH

Welding Fuel - +1 POISON

Ash - 80% chance of +1 HEALTH OR +1 GROWTH

Blood - If plant is man-eater: +3 GROWTH

Compost - 66% chance of +1 HEALTH

Potash - 50% chance of +1 HEALTH, +1 GROWTH. 24% of +1 CROPSIZE, -1 HARVESTS

Saltpetre - 80% chance of +3 HEALTH OR +3 GROWTH. 50% of +1 POTENCY, 24% of -1 CROPSIZE

Space Fungus - Up to +3 ENDURANCE

  • Phosphorus - Phosphorus slightly accelerates plant growth, though not nearly as much as ammonia does.
  • Potassium - Adding potassium boosts plant health somewhat and makes it grow a little bit faster.
  • Ash - Ash slightly boosts both plant health and growth.
  • Diethylamine - Diethylamine helps plants grow faster, more than phosphorus but still less than ammonia.
  • Space Fungus - Fungus makes the plant extra hardy & more resistant to the aforementioned poisons. Many plant mutations also involve reaching certain levels of endurance.
  • Glowing Slurry - Glowing slurry slows down plant growth slightly and immediately induces a mutation. Surprisingly, this doesn't damage plant health very much.
  • Stable Mutagen - On plants, it's less likely to cause mutation than unstable mutagen but is more likely to dampen plant growth.
  • Radium - Radium can cause a plant to mutate, but, unsurprisingly, irradiates it, damaging the plant.
  • Uranium & Polonium - For hopefully obvious reasons, these radioactive substances damage plant health and have a fairly high chance of inducing mutations.
  • Fluorosulfuric Acid - As with people and items, this nasty acid wrecks plant health and severely stunts growth. Did you expect anything else?
  • Sulfuric Acid & Hydrochloric Acid - These acids also hurt plant health and slow growth, though not as much as fluorosulfuric acid.
  • Phlogiston & Phlogiston Dust - To nobody's surprise, adding phlogiston destroys most plants and acutely stunts growth.
  • Acetaldehyde, Acetic Acid, Chlorine, Fluorine, Formaldehyde, Mercury, Napalm, Plasma, Toxin, Welding Fuel - Unsurprisingly, all these chems poison the plant, decreasing its health. Formaldehyde, chlorine, and fluorine are the worst among them.
  • Charcoal - Charcoal gradually removes any harmful chemicals in the plant tray.

When infused

this might actually be better in the infusion section but dunno

Pryosium, Phlogiston, Chlorine Triflouride, Sorium - 80-100 damage

Fluorosulfuric Acid - 75-80 damage

Sulfuric Scid - 40-50

Atrazine - If plant is weed and does not have toxin immunity gene, 50-60 damage

Plasma, Toxin, Mercury, Oil, Space Cleaner, Chlorine, Fluorine, Welding Fuel - If plant does not have toxin immunity gene, 15-30 damage

Blood - If maneater, +10-30 Endurance, -5-10 HARVTIME and GROWTIME

Radium, Uranium - 5-10 damage, scrambles stats, mutates plants, grants new gene

Stable Mutagen - Scrambles stats, mutates plants, grants new gene, 2% of granting Unstable gene

Unstable Mutagen - Scrambles stats (twice as much as stable mutagen, radium, and uranium), mutates plants, grants new gene, 5% of granting Unstable gene

Ammonia - 10-20 damage, - 5-10 GROWTIME, - 2-5 HARVTIME, 5% chance of Accelerator gene

Potash - +1-4 CROPSIZE, - 0-2 HARVESTS

Saltpetre - +2-8 Potency, +0-2 CROPSIZE

Space fungus - +1-3 endurance, 3% chance of Damage Resistance gene

Mutadone - -1 GROWTIME if GROWTIME > 0, -1 HARVTIME if HARVTIME >0, +1 HARVESTS if HARVESTS < 0, + 1 CROPSIZE if < 0, +1 Potency if potency < 0, +1 Endurance if endurance < 0

could have sworn the last five did damage