Farming
Plant traits and genetics
Every seed carries traits that change its harvest, growth, water use and produce. The DNA Manipulator moves traits between seeds with DNA Data Disks.
- 26
- Traits
- x1.68 of rank I
- Rank II
- x2.28 of rank I
- Rank III
- x3.34 of rank I
- Rank V
Produce that is not already food becomes food. Complexity +2. No effect on Coffee.
Rank I: Calories +25%. Complexity +3. No effect on Coffee.
Rank I: Growth speed +25%. Complexity +4.
Rank I: Harvest quantity +20%. Complexity +4.
Rank I: Edible produce sells for +15%. Complexity +3. No effect on Coffee.
Rank I: Water use -25%. Complexity +2.
Rank I: Contaminant sensitivity -30%. Complexity +3.
Rank I: Seed yield +25%. Complexity +2. No effect on Coffee, BloomBerry.
Survives its harvest and fruits again. Harvest quantity -25%, Growth speed -20%, Seed yield -50%. Complexity +5.
Rank I: Removes 10% of each contaminant except Mineral per night, down to 95.91% purity. Complexity +3.
Rank I: Harvest durability +25%. Complexity +3. Only works on Hydroreed.
Rank I: Active ingredients x1.25. Complexity +3.
Rank I: Calories -25%. Complexity -2. No effect on Coffee.
Rank I: Growth speed -25%. Complexity -3.
Rank I: Harvest quantity -20%. Complexity -3.
Rank I: Edible produce sells for -15%. Complexity -2. No effect on Coffee.
Rank I: Water use +25%. Complexity -1.
Rank I: Contaminant sensitivity +30%. Complexity -2.
Rank I: Seed yield -25%. Complexity -1. No effect on Coffee, BloomBerry.
Rank I: Turns 0.1% of the water into contaminants each night. Complexity -2.
Rank I: Active ingredients x0.75. Complexity -2.
A production trait adds a liquid to every harvested item, including seeds that come from the harvest.
Rank I: Adds 2 mL of Caffeine to every harvested item. Complexity +3.
Rank I: Adds 10 mL of Coffee Bean Mush to every harvested item. Complexity +2.
Rank I: Adds 2 mL of Dream Cap Mush to every harvested item. Makes the harvest Mid-Level Contraband. Complexity +4.
The Dream Cap Neutralizer module blocks Dream Cap Mush Production; the Nightmare module turns it into Nightmare Cap Mush.
Percentages never go below -99.99%. Traits that change the same stat multiply together.
Only one trait of a pair can be on a seed: Fast Grower and Slow Grower, Bountiful and Sparse, and so on. Perennial cannot go on an Infertile seed.
Every seed from a harvest copies all trait ranks of its parent. Harvested produce gets the parent's calories, taste, durability, production and potency effects.
Simple Genome (-4 complexity per rank) and Complex Genome (+4 per rank) are fixed: they cannot be installed or extracted.
A seed whose ranks differ from its plant's built-in ranks becomes a modified seed.
Genetics
An edit on the DNA Manipulator takes 20 work and succeeds 95% of the time on a seed with no complexity. Each point of effective complexity adds 4 work and takes 5% off the success, never below 5%.
Effective complexity is the seed's complexity plus its heat. Adding a trait rank adds that trait's complexity: Fast Grower I on Kotton raises complexity from 0 to 4. Removing a built-in rank adds complexity too.
Every install, even a failed one, and every stabilized extraction adds heat: 2 plus the size of the trait's complexity. Fast Grower adds 6. Heat only resets in new seeds from a harvest.
Every 2% of the DNA Manipulator's module Quality adds 1% success. A Gene Scanner switched on shows a seed's complexity, heat and every trait with its rank.
DNA Data Disk colours
Black disk. Takes an extraction.
Green disk.
Red disk.
Purple disk.
Blue disk.
Disks and charges
An extraction writes the trait at rank I. A trait the seed was not born with gives 1 charge; a built-in trait gives as many charges as its current rank. Refilling a disk from another seed adds the same number of charges. Each successful install uses one charge and a disk at 0 is gone.