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Showing results for tags 'mutant seeds'.
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A few caveats Destroyed plants drop seeds seemingly 100% (good if you dont have a decent farming dupe, and also good for a bit less micro, bad because each run costs you original plant seeds, so if you dont have that many, well try the harvest method) Plants only care about radiation levels at the exact moment of harvest, which makes sense at a design level rather than having some subsystem running for every single plant over its life cycle to draw an average amount of rads. So knowing these facts here is the mutant seedolyzer, each rocket is sent one tile out and auto return, so besides putting rads into it to be able to first launch, it never uses radbolts again. Radbolt rockets produce 3 tiles wide, and 7 tiles deep radiation from the bottom center of the rocket platform when they launch and when they land, with a gas in the middle and with a vacuum lock to prevent radiation spreading you can concentrate an immense amount of radiation in those 3x7 tiles, using gold metal tiles as they lose rads slower than other materials. So plant whichever plants you wish in that 3 tile wide room, turn off auto harvest, supply it with all its usual needs, and when the plant is ready for harvest, launch the rocket (sleet wheat takes 2 quick launches to force the destroy plants auto harvest as the room is much colder to begin with, the pincha pepper takes 1, however the pincha pepper takes quite a while to cool back down as its farm tiles are on the ceiling so making and destroying some temp shift plates between resets is advised. A single lanuch is easily 900-1200 rads so you are hitting the cap for every plant to get that 80% chance of a mutant seed, and with the guaranteed seed drop chance on a plant getting destroyed (if you dont have a decent capped farmer) you are usually getting 2-3 mutated seeds per harvest. If you don't want to destroy the plants, put temp shift plates in the room, and after the rocket has come back down, get your dupe to harvest right away. Thermo aquatuners are to reset the rooms to the desired temps after harvest. Can also be turned into a super (free) radbolt creator using the 1 tile high liquid lock (see last pic) so when youre done getting mutant seeds you can place a bunch of rad generators there to rapidly refill your duo radbolt rockets. Heres how to extract radbolts
Summing up the Knowledge gathering (thank you @nessumo for starting the topic ) There are 10 known mutations Any mutation can be achieved in any harvestable plant (except probably exuberant gas grass exuberant gas grass can't grow). Except arbor tree. Arbor tree doesn't seem to produce mutant seeds. Only -original- plants drop seeds and mutant seeds. Mutant plants don't produce any seeds (sleet wheat/nosh sprout probably drop only grains/beans and no mutants..?). In order to achieve the max probability to drop a mutant seed (80%), the plant needs to be at its max possible radiation tolerance. Max radiation tolerance for harvestable plants: Sleet wheat (and probably nosh sprout) convert all its crop to mutant. Only one mutation per crop though, not multiple. Have fun exploring~