Professional Documents
Culture Documents
Xenobotan Eris
Xenobotan Eris
Tutorial to xenobotany:
your tools
|hatchet( you need this to get samples from plants, cut vines, cut wood)
|bucket ( you need this to water plants)
|mini-hoe ( you need this to remove weeds from hydroponics trays)
|plant analyzer ( you need this to gather the data from plants)
your machines
|Hydroponics Trays - These are the trays which you use to grow your plants and
fungi in! They're water filled basins with LED sensors that light up to tell you
about your plants.
|lysis-isolation centrifuge
|bioballistic delivery system
|seed extractor
|MegaSeed Servitor ( public garden and church garden, gives some seeds and can be
hacked for more type of seeds)
|Xenobotany seed storage ( xenobotany lab, gives seeds and show their basic traits,
can't be hacked)
|Nutrimax ( give tools and nutrients)
\Lysis-isolation Centrifuge
|This piece of machinery accepts a seed packet or cutting as well as a data disk.
When used to scan a seed, it destroys the seed in order to reclaim its genetic
information, which can be loaded onto a data disk a certain number of times before
the stored genome degrades completely.
TIPS:
grab a better data disk (blue or black)
blue you find in guild vendor for 50
black needs research or maint
Strange seeds
change its enviroment so it wont die
My gene recipe
ambrosia vulgaris for appearance/biochems/enviroment
grass or poppies for diet
rice for vigour
also if you are changing a plant do in this order because i find annoying to kill
plants
first vigour then diet then i finish with all the biochems i want to add to finally
add appearance to the final plant to be able to multiple harvest
Safety TIPS be careful when dealing with spatially unstable, you might get
teleported to outside the ship and die
be careful when dealing with vines and carnivorous vines
ALWAYS check strange seeds data,some of them produce a LOT of plasma in the form of
gas and will kill you with fire
Bug:stinging fruit is bugged and you can't pick it with or without gloves
\floral somatory
|yield mode: garbage don't even bother
|mutation mode: will give some special mutations that you could only find in
strange seeds, but will hurt your yield/endurance but its easily fixable
legends
* one modification
** two modification
*** and etc
@ reccomended
others experiment
if you add reishe biochems to fly amanita = Nu1 amatoxin 6 psilobycin 1
if you add fly amanita biochems to reishe = Nu1 amatoxin 6 psilobycin 2
if you add reishe to modified poppies(ambrosia biochems) = Nu 1 bicaradine 2 space
drugs 2 kelotane 2 psilocybin 1 amatoxin 6
if you add fly amanita biochems to modified poppies(ambrosia biochems/modified
reishe(fly amanita biochems)) = Nu 1 bicaradine 2 space drugs 2 kelotane 2
psilobycin 1 amatoxin 8
*************rules********
you can't re-add another biochems
if i added reishi biochems before, i won't be able to add reishi biochems later
----------------------------------------
things to test
if i add a modified bio-chems from a plant to another, does it recieve a higher
amout of chems?, if i do that can i still add biochems from another plant
previously added to the first modified biochems added?
lets say modified reishi(flyamanita biochems), get modified reishi biochems and add
to a poppie, does it allow me to add flyamanita biochems previously addded to
reishi
test some new experiments
will the bio-chems from a plant modified be the list it already has or will it add
the basic bio-chems from the natural plant? god i hope this is not true at all
__________________________________________________________________
code calculations
FM =fly amanita "nutriment" = list(1), "amatoxin" = list(3,3), "psilocybin" =
list(1,25))
RS =reishi ("nutriment" = list(1,50), "psilocybin" = list(3,5))
AV =ambrosia vulgaris("nutriment" = list(1), "space_drugs" = list(1,8), "kelotane"
= list(1,8,1), "bicaridine" = list(1,10,1), "toxin" = list(1,10))
PP =poppies("nutriment" = list(1,20), "bicaridine" = list(1,10))
something is wrong
i calculated but something is missing results aren't the same as the game
_____________________________________________________________________________
Botany and Xenobotany might not be integral to the survival of the ship
club can make food with roaches and meat
chemistry can make a lot of chemicals without any help but will need roaches to
make bicaradine and so on
NeoTheology can make biomass through roaches and people
but you can make things so much easier and better and get rich in the mean time, it
doesn't matter if you are a Neothelogist agrolyte or a scientist both departments
has the tools and machines to make it work
==Your tools==
*"""Hatchet""" it is good to cut vines, wood and collect samples
*"""bucket""" used to pour water or other chemicals in plants
*"""mini-hoe""" remove weed from hydroponic trails and soil
*"""plant-analyzer""" shows plants data but not the chemicals inside it, if you use
it in a fruit it will show you the amount of chemicals
===Your machines===
*"""Hydroponics Trays""" These are the trays which you use to grow your plants and
fungi in! They're water filled basins with LED sensors that light up to tell you
about your plants
*Green Light: Ready for harvest
*Blue Light: Low water
*Yellow Light: Low nutrients
*Red Light: Low health
*Flashing Red Light: Weeds
*"""lysis-isolation centrifuge"""
*"""bioballistic delivery system"""
*"""seed extractor"""
*"""MegaSeed Servitor""" public garden and church garden, gives some seeds and can
be hacked for more type of seeds)
*"""Xenobotany seed storage""" xenobotany lab, gives seeds and show their basic
traits, can't be hacked)
*"""Nutrimax""" give some tools and some nutrients
*******things to add********
add traits and shit and explain them
entire list of plants and their chooms and stats with code list chooms
how biochems actually work and it is annoying and i still dont know why the code
doesnt fit the value in game but a coding boi is going to find that for me
add tips and stuff and add the fungus strategy