nessumo Posted April 29, 2021 Share Posted April 29, 2021 Gotta catch 'em all! Spoiler Easygoing (known seeds: Bristle Blossom, Dusk Cap, Bog Bucket) Minimum Radiation: +25 rads/cycle Viable Temperature Range: +50% Yield Amount: -25% Fertilizer Usage: -50% Bountiful (known seeds: Meelwood, Thimble Reed) Minimum Radiation: +25 rads/cycle Yield Amount: +100% Harvest Duration: +400% Light: +200 lux Fertilizer Usage: +20% Blooming (known seeds: Meelwood) Minimum Radiation: +25 rads/cycle Decor: +20 Exuberant (known seeds: Dusk Cap, Meelwood) Minimum Radiation: +25 rads/cycle Life Cycle: -75% Fertilizer Usage: +50% Bonus Crop: +4000g Rot Pile Food Poisoning on crop: 10,000 germs Darkness Specialized (known seeds: Bristle Blossom) Minimum Radiation: +25 rads/cycle Viable Temperature Range: -50% Yield Amount: +50% Superspecialized (known seeds: Meelwood) Minimum Radiation: +25 rads/cycle Viable Temperature Range: -80% Yield Amount: +100% Wildish (known seeds: Meelwood) Minimum Radiation: +25 rads/cycle Fertilizer Usage: -90% Life Cycle: +350% Juicy Fruits (known seeds: Meelwood) Minimum Radiation: +25 rads/cycle Fertilizer Usage: +25% ??Maximum OLDAGE??: -100% Self-harvest On Grown Licey (known seeds: Meelwood) Minimum Radiation: +25 rads/cycle Fertilizer Usage: +25% Bonus Crop: +600 kcal Meal Lice Leafy (known seeds: Meelwood) Minimum Radiation: +25 rads/cycle Light: +1000 lux Life Cycle: -50% Fertilizer Usage: +25% Link to comment Share on other sites More sharing options...
Electroely Posted April 29, 2021 Share Posted April 29, 2021 7 minutes ago, nessumo said: Gotta catch 'em all! Question... When you actually get a Strange Seed, is there any kind of notification or marker? I'm not constantly paying attention to my Grubfruit farm so I'd like to know if I might miss the seed being analyzed entirely or not. Link to comment Share on other sites More sharing options...
nessumo Posted April 29, 2021 Author Share Posted April 29, 2021 Haven't seen any. But if you find one, you will see seed enabled on Botanical Analyser: and after research you will see types/amounts of seeds on your farm: Link to comment Share on other sites More sharing options...
sakura_sk Posted April 29, 2021 Share Posted April 29, 2021 Just now, Electroely said: When you actually get a Strange Seed, is there any kind of notification or marker? You get a notification when a seed is analyzed like the "planetoid discovered" one to the top left (it shows a "seed analyzed" I think..) Could I add some more mutations? Spoiler Link to comment Share on other sites More sharing options...
nessumo Posted April 29, 2021 Author Share Posted April 29, 2021 6 minutes ago, sakura_sk said: You get a notification when a seed is analyzed like the "planetoid discovered" one to the top left (it shows a "seed analyzed" I think..) You are right, I've missed that! Thank you for your contribution Link to comment Share on other sites More sharing options...
zach123b Posted April 29, 2021 Share Posted April 29, 2021 the chance for a mutant seed is pretty low and mutant plants don't seem to drop seeds of there own currently. but, these are all from mealwood plants, even had a licey mealwood lol Link to comment Share on other sites More sharing options...
crbd115 Posted April 29, 2021 Share Posted April 29, 2021 2 hours ago, nessumo said: Exuberant (known seeds: Dusk Cap) Minimum Radiation: +25 rads/cycle Life Cycle: -75% Fertilizer Usage: +50% Bonus Crop: +4000g Rot Pile Food Poisoning on crop: 10,000 germs Darkness Cool so now if we want to use this we have to disinfect our food after we harvest I like it. I hope they apply germs to a few more of these plant mutations. I kinda expected slimelung to be given off by the dusk caps and food poisoning on meal wood. Edit: Oh I see this trait can be on meal wood. Link to comment Share on other sites More sharing options...
zach123b Posted April 29, 2021 Share Posted April 29, 2021 Link to comment Share on other sites More sharing options...
Dupe_Noir Posted April 29, 2021 Share Posted April 29, 2021 Does the amount of radiation affects the chance of getting Strange Seed? Link to comment Share on other sites More sharing options...
pether Posted April 29, 2021 Share Posted April 29, 2021 Spoiler Easygoing Bog Bucket from my glowing garden Link to comment Share on other sites More sharing options...
silentdeth Posted April 29, 2021 Share Posted April 29, 2021 Has anyone test if wild plants can mutate? How about plants where the seed is the product? Like sleet wheat and nosh bean. Kinda regretting killing all those shine bugs now... Link to comment Share on other sites More sharing options...
nessumo Posted April 30, 2021 Author Share Posted April 30, 2021 28 minutes ago, silentdeth said: Has anyone test if wild plants can mutate? It's not plants that are mutating, but seeds. I guess then can be later planted wild by pip. Link to comment Share on other sites More sharing options...
sakura_sk Posted April 30, 2021 Share Posted April 30, 2021 1 minute ago, nessumo said: I guess then can be later planted wild by pip. That would be tricky... There is no filter what seed (mutated or original) to put in a storage bin (yet..) Spoiler Leafy, licey, blooming, specialized, superspecialized, bountiful, easygoing, wildish Thimble reed Superspecialized is harsh... 28-31C growth temperature Link to comment Share on other sites More sharing options...
nessumo Posted April 30, 2021 Author Share Posted April 30, 2021 2 minutes ago, sakura_sk said: That would be tricky... There is no filter what seed (mutated or original) to put in a storage bin (yet..) There is... manual one - sweeping Link to comment Share on other sites More sharing options...
StarvingAngler Posted April 30, 2021 Share Posted April 30, 2021 I noticed that the Old age -100% on juicy fruits is in ? marks, which means that its use is unknown. However, I think the Old Age may be referring to how long a plant lasts before automatically dropping itself, and the -100% would get rid of all old age time, which means it would drop instantly, which is why the last bullet point says auto drop. Link to comment Share on other sites More sharing options...
ghkbrew Posted April 30, 2021 Share Posted April 30, 2021 So I took a peek at the code. I count 10 current plant mutations. So it looks like we have all of them. The only restriction on plants I see is that gas grass can't be Exuberant. (Presumably because it's really hard to grow something that requires light and darkness) Link to comment Share on other sites More sharing options...
goboking Posted April 30, 2021 Share Posted April 30, 2021 25 minutes ago, ghkbrew said: The only restriction on plants I see is that gas grass can't be Exuberant. (Presumably because it's really hard to grow something that requires light and darkness) So dusk caps can be exuberant despite requiring darkness? Link to comment Share on other sites More sharing options...
CaeserRespecter Posted April 30, 2021 Share Posted April 30, 2021 Anybody tried arbor trees? Link to comment Share on other sites More sharing options...
ghkbrew Posted April 30, 2021 Share Posted April 30, 2021 1 hour ago, goboking said: So dusk caps can be exuberant despite requiring darkness? As far as I can tell. There's code to whitelist and blacklist plants for each mutation. Currently the only blacklisted combo is exuberant on gas grass and no mutation has a white list. While we're talking about un-implemented features. There's also a framework for multiple mutations on a plant, but the current max is set to 1. I'm hoping that limitation will be lifted. Link to comment Share on other sites More sharing options...
Hokaeru Posted April 30, 2021 Share Posted April 30, 2021 Great topic ! I am so excited with this change ! Are you ready for superspecialized mega farms for lots of resin ? Link to comment Share on other sites More sharing options...
zach123b Posted April 30, 2021 Share Posted April 30, 2021 has anyone gotten a mutated plant to drop more seeds? Link to comment Share on other sites More sharing options...
sakura_sk Posted April 30, 2021 Share Posted April 30, 2021 5 minutes ago, zach123b said: has anyone gotten a mutated plant to drop more seeds? I think mutant seeds are produced only by original plants and there is a higher chance to produce a mutant seed when the plant is in a higher radiation environment (I haven't seen a mutant plant actually producing any seeds but maybe they do..? ). Every mutant seed needs to be analyzed in order to identify the mutation and then be used (I think an unidentified seed can't be planted). Also, for that reason maybe, grubfruit is weird... There is only one seed so there is no chance to "analyze" grubfruit plant seed a second time if it was analyzed as spindly grubfruit drop seed (right...?) Link to comment Share on other sites More sharing options...
ghkbrew Posted April 30, 2021 Share Posted April 30, 2021 1 hour ago, sakura_sk said: I think mutant seeds are produced only by original plants and there is a higher chance to produce a mutant seed when the plant is in a higher radiation environment Yup. The game seems to only attempt to mutate a seed if it's unmutated and then there is a random chance proportional to the current radiation in the cell which starts at 0% when there's no radiation and is clamped to 33% for >500rads. Relevant code: Spoiler private GameObject ProduceSeed(string seedId, int units = 1, bool canMutate = true) { ... MutantPlant component3 = go.GetComponent<MutantPlant>(); bool flag = false; if (canMutate && (UnityEngine.Object) component3 != (UnityEngine.Object) null && component3.IsOriginal && ((UnityEngine.Object) component2 != (UnityEngine.Object) null && component2.ShouldMutate())) flag = true; if (flag) component3.Mutate(); else component1.CopyMutationsTo(component3); ... } public bool ShouldMutate() { int cell = Grid.PosToCell(this.gameObject); float num1 = Mathf.Clamp(Grid.IsValidCell(cell) ? Grid.Radiation[cell] : 0.0f, 0.0f, 500f); float num2 = (float) ((double) num1 / 500.0 * 0.330000013113022); float num3 = Random.value; Debug.Log((object) string.Format("Should Mutate? Rolled {0} against {1} in a cell with {2} rads: {3}", (object) num3, (object) num2, (object) num1, (object) ((double) num3 < (double) num2)), (Object) this.gameObject); return (double) num3 < (double) num2; } Side note: Are people interested in analysis of the game code? It feels vaguely like cheating. Maybe it would be more fun to test and discover the behavior manually? Link to comment Share on other sites More sharing options...
SamLogan Posted April 30, 2021 Share Posted April 30, 2021 It seems arbor seeds do'nt be affect by the system (I've generated 10 seeds) : Link to comment Share on other sites More sharing options...
sakura_sk Posted April 30, 2021 Share Posted April 30, 2021 6 minutes ago, SamLogan said: It seems arbor seeds do'nt be affect by the system Are seeds produced from the center or the branches? I would say 10 seeds are too little either way. It averages to 1 mutant out of 10 seeds but not from the start. Spoiler Production after 60 cycles in ~100-300rad environment farms (sandbox mode) (+3 in more mutant seeds in farm tiles) (+3 more mutant seeds in farm tiles) (+1 more mutant seed in farm tile) Link to comment Share on other sites More sharing options...
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