Botany and you. (Brainstorming thread)

But that’s not a botany thing d;;;

@Ruko sinc you’re the one out to do the changes, please provide a list of example plants and their genetics which are too op so we move on from there

You don’t understand what I’m saying, there is literally no code in the gaseous decomposition trait to fix because it barely contains any in the first place. It uses the same reagent smoke proc as a chemistry smoke grenade or the smoke machine, which are also equally as broken.

I’m objectively the most skilled and experienced botany player on server.

Things that are absolutely broken and need to be removed from botany:

  • Stimulum reagent
  • Nitryl reagent
  • Changeling Adrenaline reagent
  • Changeling Haste reagent
  • Corgium reagent
  • Amphetamine reagent
  • Explosive Kudzu
  • Bees duping ANY reagent in the game by injecting the queen, needs a blacklist

Things that need to be lowered:

  • The amount of Fluorosulfuric acid reagent in nettles.
  • Water and nutriment consumption of plants, only affects newbies that don’t rush Earthsblood.
  • Instant damage from acid application.
  • Kudzu spread speed

Things that need to be increased:

  • Cost of monkey cubes.
  • Limit on number of corgies from creating corgium (not to be confused with the corgium reagent itself being available)

Things that need to be introduced:

  • Plant produce size (weight for purpose of storage) scaling with potency (or total reagent amount), bluespace plantbags to move current plantbag capacity to lategame and to prevent pocket nuke plants.
  • Nitrogen, Oxygen and Ethanol reagents from plants, not gated behind strange seeds - necessary to decouple botany from their roundstart dispenser for purpose of creating their own diethylamine and saltpetre plants with some effort.
  • Plant seed labeler (a renamed pen) into NutriMax vendor, to teach the obscure mechanic of labeling seeds which almost nobody knows about.
  • Removing mutation chance from Ez Nutriment, removing harvest yield limit from Left4Zed
  • Hypodermic Prickles functioning like syringes - they embed and slowly transfer chems instead of all at once.
  • Creating spiders from tray needs to reset pest amount to 0 to prevent no effort spider spam.
  • Bee hitbox size should be much smaller so bees are actually usable, instead of blocking clicks from plants.
  • Bees shouldn’t aggro based on proximity, but based on interaction with bee hive or attacking bees.
  • Prickles being incompatible with liquid contents
3 Likes

Strange seeds should be reasonably priced at cargo in reasonable amounts (20 seeds per crate for 2000 credits) and their price in botany biogenerator should not scale with machine part tier. Biogenerator is double dipping in efficiency because upgrade increases the amount of biomass produced and decreases the cost of items printed.

ngl strange seeds should be harder to get AND be better

you can go trough like 20 strange seeds and like 5 or more of them will either have no traits or reagents or useless ones

I personally believe that earthsblood should not completely remove the need for water and nutriment.

That would solve absolutely nothing in regards to how fast and how strong botany can get. You can screwdriver trays to share fluids and dump nutriment straight from biogen, there’s infinite water right next to trays in form of a sink.

Just clicking a tray with a full potency watermelon will negate any needs it has. I recommend you play botany some more before making suggestions.

2 Likes

Nice try, my earthsblood nerf suggestion wasn’t to fix this issue, I’m just not a fan of water and nutriment being completely obsolete borderline round start. Also, it’s wirecutters, not screwdrivers.

Yep wirecutters, brainfart there. I never understood why watering and nutriment dispensing was not automated roundstart, it’s not a good mechanic. It keeps people stuck in a room clicking shining lights for no reason, I’d compare it to anti-bot measures in MMOs that exist to make sure a player is still present.

Only thing going for it is immersion, but that’s broken the second you realize that real life hydroponics are all automated and people don’t walk around with buckets. And that we compost plants into hydro trays which makes no sense in real life.

Eh, I just thought it’d be kinda cool that the botanists do have to actually tend to their plants. Furthermore, I think RNG to get plant mutation (and which) should be removed, maybe tossing in like 20 units of unstable mutagen mutates it into another plant after 30 or so seconds?

You could make pod people a shift start race and then Botany can be plant doctors.

I’m always for more determinism, RNG is bad design when it comes to interaction vs results. The thing is that catering to plants is a thing you do few times a week. Having to babysit things every minute they live is not fun.

It takes a while for water and nutriment to be consumed tbh, and there are tray upgrades which increase both the max and slow down the rate. Each tray requiring three bins is insane and should be lowered to one, each.

In order to nerf earthsblood, the whole maintenance of plants needs to be overhauled. It’s so bad right now that your plants can be overtaken by weeds in 2 tray updates, they die from lack of nutriments/water if you leave botany for 10 minutes.

10 minutes isn’t little tbh, you’d have to get Dream speedrun tier of (un)luck for regular plants to die in 2 tray updates. Only ambrosia gaia is known to do that.

I’m not sure where this myth of gaia being vulnerable started. All plants share the same behavior towards weeds, it’s just that by the mechanics involved in getting a gaia mutation you will usually fuck up the plant stats that they become vulnerable to weeds.

It’s entirely possible to roll the stats that make gaia immune to weeds on first try when you mutate species.

Have you checked the gaia weed vulnerability and growth rate, lad?
Also yes, with 1u and 2u of mutagen you can change those stats (Always keep an eye out for 0 potency or 0 yield!), but it’s complete RNG.

Plant stats for subspecies are irrelevant as you never get the base values due to mutation.

Bruh, potency and yield are mutated yes, but weed growth rate and vulnerability is not for Gaia, Gaia always has insanely high numbers for those two values. After it mutates into Gaia, you can then add 1u or 2u to change those stats, but at first value they will be high.

This thread is going to overtake the clickbait thread in less than a week if the conversation keeps up at this pace.

Seriously though, thanks for all the input and information from everyone involved here.