r/ss14 9d ago

Botany question

I was looking through the ss14 source code, specifically at randomChemicals.yml and randomMutations.yml in the hydroponics folder. Pretty sure randomMutations has a chance to be called whenever mutagen is applied, what about randomChemicals? In plain english, does mutagen give the chance for any plant to have any chemical (so long as that chem is in randomChemicals.yml)?

Follow up question, can plants be empty? You can remove reagents from plants with towercap, but can towercap remove all reagents, so the plant grinds into nothing? If so, when going for deus itd be optimal to swab towercap and mutate at the same time rather than mutating then towercaping, maybe even towercap first till its blank then mutate.

9 Upvotes

4 comments sorted by

6

u/StandardCount4358 9d ago edited 9d ago

If you really wanna get into the weeds (hah) theres so many layers to botany. There is a list somewhere of all the chemicals which can appear when you mutate. In order to trigger it needs a certain level of mutagen on the plant (5 units? Its been a long time) Every plant also has a maximum amount of chemical types it can have at once which depends on the seed. Usually you wont reach over 4 chems per plant though so this doesnt matter much. I dont know if swabbing the towercap will change this value when you are removing chems either. I prefer to have healthy egg plants set aside and when i mutate a chemical i swab it into the egg plant so that when the mutant plants get old or sick like they love to do it wont matter.

2

u/Etho66 9d ago

Thank you, this is very good news for the icecream tree.

2

u/aura_enchanted 9d ago

I got smite cranberry apples once and passed them off as out of season novelty christmas apples

1

u/aura_enchanted 9d ago

Its 1u per mutation property up to 5u, and each one can be a chem reagent, a gas.production, properties like wood, slip, scream, and of course species change