User:Pissachu/Hydroponics

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Small Note of Attention:
While I know that, as the game gets updated more, most of the liquid content in this page won't matter anymore, I still think this guide is useful enough if anybody wants to learn any protocols more advanced than taking random seeds, planting them, then leaving Hydroponics to tide.

Introduction

Hello.
This here is Smellifer.

You probably haven't seen her yet in this page, so let's get acquainted first.
I wonder what that yellow pin she's wearing is 🤔

The first thing I want to clear out is how you tend to a plant whenever it's inside a hydroponics tray
Once you put the seed in the tray, there are only 4 tools you really need:

Since these are the base for most of the work, you'll want to have these items accessible at all times, meaning your belt.
There are alternative tools to most of these, except for the mini hoe, it's up to you to find them!Github @ type: SharphahaGithub @ tags: PlantSampleTakerhahaGithub @ type: Shovel
The plants grow on their own, all you have to do is wait and make sure they have water and nutriment.
THAT'S ALL.

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Hydroponics layout

The boring stuff starts here

Because you want your trays available to you at all times to check on the plants, you'll probably want them to be close and visible. Unfortunately not all stations have a well put hydroponics department on that regard;
always having a wrench on you to throw at furniture to displace it wherever you want is a nice additional tool to the arsenal.

Tip: always keep a sort of path uninterrupted by machines, especially trays, so that you always have some space to put things on the floor next to the trays for special operations; to have a good idea of what I mean, think of it as if your player has to be able to walk without tripping on the trays or other furniture.

Layout Examples


Screenshots are only placeholders until more proper Hydroponics layouts are added

Oasis has a very basic layout (if not for the number of botanists availablehttps://github.com/space-wizards/space-station-14/pull/29581), as all the trays are separated but not too far away from each other, and there is a central place to put all the equipment you don't want to keep on yourself; I find it good, but too simple


On the other hand, as full of resources as it may be, I find that Cog's is too big and too separated, the two trays behind the pillar are hard to access and you need to run around the main section like a kid on adderall to access the whole thing if your developments call for more trays.

Tip: having the department floor and furniture filled with trash or tools left laying around can lead to confusion when trying to find an important item you need for something specific.
While I cannot give you physiologic proof of your brain getting confused by all the small things it's looking at, trying to distinguish them one by one, I can show you some proof of concept below:

This department fucking sucks


Here we see how the usual amateurs and even most journeymen tend to keep their department.
I never let this happen to me.
As you can see, the equipment is all over the place, most of the seeds and produce are indistinguishable from each other (you could never tell if they got swabbed, mutated or anything else unless you memorised where you kept them), someone left a full belt and multiple various tools on the ground;
the novice botanist that made themselves a diona character to try and RP even drank all the Robust Harvest and polymorphed into a tree.
What's in that puddle?
Now, I want you to look well at the gif, open it in another page too if you need, and zoom really well into it:
let's see if you can find even a single pineapple seed.
This is your homework!

Where's Waldo?


Here's how I like to keep things instead.
Everything has its own spot and place, which I decide usually on the fly at the start of the shift, but that keeps me from going insane if I start obtaining requests from the kitchen, bounties from cargo, requests from chemistry, and when a scientist comes to me asking to plant an anomaly core.
Do you see any annoying tray blinking, on this static png?
Good boys even get the extra chemicals, since they are able to do a good job and fulfill requests!
The way I started thinking to keep items sorted is usually the following:
  • the spare buckets stay near the water container;
  • those giant Cocoa plants are to increase nutriments in the trays;
  • there are specific spots for the equipment that you get from the various vending machines: the chemistry bottles, the swab containers, plant bags, the spare seeds that haven't been modified in any way, these all stay either on a counter, or in a corner, trying to at least slightly arrange them
(Keep the number of seeds for each plant in the MegaSeed Vendor above 0, and if one hits 0, make sure you kept a back-up)
  • I keep a distinction with seeds I consider 'important', which are seeds of plants that were modified, for example, to get more yield or potency; this is all so that there is no need to repeat the procedure with a new standard seed; I keep them inside a ClothingBackpackDuffelHydroponics
  • finally, I try to keep a second ClothingBackpackDuffelHydroponics or plant bag
specifically for default cocoa seeds, the key to my success, to swab 6 yield into other plants
Tip: Want to know where to find how many Botanists are gonna be allowed onto one specific station? The Smellifer down here tells you the path in the Github!
Github @ Resources/Prototypes/Maps
Github @ Resources/Prototypes/Maps
The boring stuff ends here

Slightly Advanced Plant Genetics

With plant clippers and using the seed extractor being the most basic form of Plant Genetic Engineering, anything more intrusive with what you see on the seed can be considered Advanced Plant Genetics.
With these we're able to obtain the seeds of the plants:
The two "genes" that are always visible to us are Yield and Potency

  • Yield influences how many pieces of "fruit" or "produce" come out when you harvest the plant (example: wheat has 3 yield, so 3 pieces of wheat will come out)
  • Potency influences the amount of chemicals each piece of produce will contain (and the size of them); the individual amounts can be calculated using the Min, Max and PotencyDivisor values in the seeds.yml file Github @ Resources/Prototypes/Hydroponics /seeds.yml

Proper Use of Robust Harvest

Template:Reagent card While being really useful, Robust Harvest also has a couple of BIG downsides; above are all of its effects, summarised here below:

  • every 1u of Robust Harvest adds +3 to the plant's Potency gene
  • can only make the plant reach a maximum of 50 potency
  • any +1 to the plant's potency that tries to go over 50 has a 1 in 10 chance of decreasing yield by 1 Github @ Content.Server/EntityEffects /EntityEffectSystem.cs
  • if it makes the plant reach 30 potency, or is used on a plant that already has 30 potency, it gives it the Seedless gene

You don't always need to use (waste) Robust Harvest:
→ Will the chef (or chemist) put the produce into a microwave? DON'T FUCKING USE IT
→ Will the chemist (or chef) put the produce into a industrial reagent grinder? Then it's fine.

Introduction to Swabbing

The Most Powerful Tool to Your Arsenal

ClothingBackpackDuffelHydroponicsDiseaseSwab

Warnings for Seed Extraction

Seed Extractor

VS
Plant Clippers

As a rule of thumb, only resort to the Seed Extractor when you're completely sure that the plant can produce seeds; every tool that isn't one of the 4 basic ones could lead to making the plant gain the Seedless gene

For nearly every situation in which I need to have a plant's seeds, I use the plant clippers to always keep a backup of the plant; if no backup is taken, you're one step closer to having to ask cargo for new seeds, which may take 15 minutes up to the end of the shift

IMPORTANT: WHEN TO CLIP
🟥 Right after you plant the seed (it won't clip)
🟥 The plant is mature but still without fruit (the plant coming from the seed will start already with very low health)
🟩 The green ("ready for harvest") light is blinking


Notes on clipping:

  • clipping a plant decreases its health, and although a plant's health is easy to recover with the right know-how, you never know if you might want to keep the plant living a little while or clip it to death
  • every single time you clip a plant, there's a random 3 in 10 chance that the plant won't be able to be clipped again; this makes it possible to always have 1 seed, but you might have to replant and retry if you want more backups Github @ Content.Server/Botany/Systems /PlantHolderSystem.cs

More Advanced Plant Genetics

Mutagen

Left-4-Zed

Phalanximine

Dylovene, Cryoxadone, Necrosol?

Perfect Preparation 🌿

References

Through this API: https://www.postman.com/juliangiebel/ss14-mapserver/request/qgje53r/get-map-map-guid

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Signed User:Pissachu (talk)