From c70e08b147e2b7ddac821c8cb5a053e724932084 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Mon, 9 Feb 2026 19:12:58 -0600 Subject: [PATCH 1/9] Create plant_resources.md --- .../service/proposals/plant_resources.md | 65 +++++++++++++++++++ 1 file changed, 65 insertions(+) create mode 100644 src/en/space-station-14/departments/service/proposals/plant_resources.md diff --git a/src/en/space-station-14/departments/service/proposals/plant_resources.md b/src/en/space-station-14/departments/service/proposals/plant_resources.md new file mode 100644 index 0000000000..37c95fdfe1 --- /dev/null +++ b/src/en/space-station-14/departments/service/proposals/plant_resources.md @@ -0,0 +1,65 @@ +# Short, Properly Capitalized Title + +Your title should convey the basic jist of your proposed changes. It should be short because the text will be linked in the sidebar. + +| Designers | Coders | Implemented | GitHub Links | +|---|---|---|---| +| Wolfkey-SomeoneElseTookMyUsername | Wolfkey-SomeoneElseTookMyUsername | :x: No | TBD | + +`Designers` should be the names that you, the authors of this document, use on GitHub and/or Discord. This is optional but strongly recommended, since: + +- This acknowledges credit where it is due +- People who are confused about the written intent can use this information to contact the authors + +`Coders` should be the names of the contributors who plan on implementing this feature. To get a design doc approved you will need either +- have the technical knowledge to be able to implement the proposed feature yourself. +- have someone else who agreed to do this for you. +- already have an existing implementation elsewhere that just needs to be ported. + +In either case you will have to write an outline on how you plan to implement this feature in the **Technical Considerations** section to show that is technically sound and feasible. + +`Implemented` is the status of the feature. + +Github links can include multiple PRs, if relevant. + +## Overview + +A very short, maybe three sentence summary of what this proposal is about. A high level "overview" or "what this adds". + +## Background + +Summarize any information that is needed to contextualize the proposed changes, e.g. the current state of the game. + +Also link any relevant discussions on Discord, GitHub, or HackMD that are relevant to the proposal. + +## Features to be added + +Give a description of what game mechanics you would like to add or change. This should be a general overview, with enough details on critical design points that someone can directly implement the feature from this design document. Exact numbers for game balance however are not necessary, as these can be adjusted later either during development or after it has been implemented, but mention *what* will have to be balanced and what needs to be considered when doing so. + +## Game Design Rationale + +Consider addressing: +- How does the feature align with our [Core Design Principles](../space-station-14/core-design/design-principles.md) and game philosphy? +- What makes this feature enjoyable or rewarding for players? +- Does it introduce meaningful choices, risk vs. reward, or new strategies? +- How does it enhance player cooperation, competition, or emergent gameplay? +- If the feature is a new antagonist, how does it fit into the corresponding [design pillars](../space-station-14/round-flow/antagonists.md)? + +## Roundflow & Player interaction + +Consider addressing: +- At what point in the round does the feature come into play? Does it happen every round? How does it affect the round pace? +- How do you wish for players to interact with your feature and how should they not interact with it? How is this mechanically enforced? +- Which department will interact with the feature? How does the feature fit into the [design document](../space-station-14/departments.md) for that department? + +## Administrative & Server Rule Impact (if applicable) + +- Does this feature introduce any new rule enforcement challenges or additional workload for admins? +- Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? +- How are the rules enforced mechanically by way the feature will be implemented? + +# Technical Considerations + +- Does the feature require new systems, UI elements, or refactors of existing ones? Give a short technical outline on how they will be implemented. +- Are there any anticipated performance impacts? +- For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types) From 5cb6c70a521b9fd9d4fdc9af402dfe56d897d265 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Mon, 9 Feb 2026 20:09:39 -0600 Subject: [PATCH 2/9] Add overview --- .../service/proposals/plant_resources.md | 28 ++----------------- 1 file changed, 2 insertions(+), 26 deletions(-) diff --git a/src/en/space-station-14/departments/service/proposals/plant_resources.md b/src/en/space-station-14/departments/service/proposals/plant_resources.md index 37c95fdfe1..3092f81187 100644 --- a/src/en/space-station-14/departments/service/proposals/plant_resources.md +++ b/src/en/space-station-14/departments/service/proposals/plant_resources.md @@ -1,30 +1,12 @@ -# Short, Properly Capitalized Title - -Your title should convey the basic jist of your proposed changes. It should be short because the text will be linked in the sidebar. +# Plant resource rework | Designers | Coders | Implemented | GitHub Links | |---|---|---|---| | Wolfkey-SomeoneElseTookMyUsername | Wolfkey-SomeoneElseTookMyUsername | :x: No | TBD | -`Designers` should be the names that you, the authors of this document, use on GitHub and/or Discord. This is optional but strongly recommended, since: - -- This acknowledges credit where it is due -- People who are confused about the written intent can use this information to contact the authors - -`Coders` should be the names of the contributors who plan on implementing this feature. To get a design doc approved you will need either -- have the technical knowledge to be able to implement the proposed feature yourself. -- have someone else who agreed to do this for you. -- already have an existing implementation elsewhere that just needs to be ported. - -In either case you will have to write an outline on how you plan to implement this feature in the **Technical Considerations** section to show that is technically sound and feasible. - -`Implemented` is the status of the feature. - -Github links can include multiple PRs, if relevant. - ## Overview -A very short, maybe three sentence summary of what this proposal is about. A high level "overview" or "what this adds". +A rework of the potency, nutrient, water, and environmental tolerance mechanics of botany. Instead of having a potency value that decides the amount of reagents a plant generates, it will instead be decided by the amount of, and type of nutrients in the plant. More powerful reagents require nutrients that are harder to obtain, or have other downsides to their use. Some reagents will also change the environmental requirements of the plant that contains them, such as a cryogenics related reagent causing a plant to require colder temperatures to survive. ## Background @@ -52,12 +34,6 @@ Consider addressing: - How do you wish for players to interact with your feature and how should they not interact with it? How is this mechanically enforced? - Which department will interact with the feature? How does the feature fit into the [design document](../space-station-14/departments.md) for that department? -## Administrative & Server Rule Impact (if applicable) - -- Does this feature introduce any new rule enforcement challenges or additional workload for admins? -- Could this feature increase the likelihood of griefing, rule-breaking, or player disputes? -- How are the rules enforced mechanically by way the feature will be implemented? - # Technical Considerations - Does the feature require new systems, UI elements, or refactors of existing ones? Give a short technical outline on how they will be implemented. From 12d7e8184c82ceac3f1880f084da6cebb9b09d61 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Mon, 9 Feb 2026 21:27:00 -0600 Subject: [PATCH 3/9] Rename plant_resources.md to plant_nutrients.md --- .../proposals/{plant_resources.md => plant_nutrients.md} | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) rename src/en/space-station-14/departments/service/proposals/{plant_resources.md => plant_nutrients.md} (99%) diff --git a/src/en/space-station-14/departments/service/proposals/plant_resources.md b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md similarity index 99% rename from src/en/space-station-14/departments/service/proposals/plant_resources.md rename to src/en/space-station-14/departments/service/proposals/plant_nutrients.md index 3092f81187..48555eee60 100644 --- a/src/en/space-station-14/departments/service/proposals/plant_resources.md +++ b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md @@ -1,4 +1,4 @@ -# Plant resource rework +# Plant nutrient rework | Designers | Coders | Implemented | GitHub Links | |---|---|---|---| From b125e528aa0ce4cd07c3c09756dfbb2d5a0d3903 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Mon, 9 Feb 2026 22:43:47 -0600 Subject: [PATCH 4/9] Added drafts for non-overview parts of the doc --- .../service/proposals/plant_nutrients.md | 38 +++++++++++++++++-- 1 file changed, 34 insertions(+), 4 deletions(-) diff --git a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md index 48555eee60..fcf2871e8b 100644 --- a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md +++ b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md @@ -10,25 +10,55 @@ A rework of the potency, nutrient, water, and environmental tolerance mechanics ## Background -Summarize any information that is needed to contextualize the proposed changes, e.g. the current state of the game. +EVERYTHING BELOW THIS POINT IS VERY UNFINISHED -Also link any relevant discussions on Discord, GitHub, or HackMD that are relevant to the proposal. +The current botany nutrient system is a nutrient ouroboros where you can infinitely feed a plant with its own products, and the only other resource used is infinitely generated by sinks. +Mass producing chemicals like omnizine is incredibly easy, as it uses the same resources that are needed to grow basic food plants like wheat. +If a botanist knows what they are doing, the potency of an unmutated plant will always be either 27-30, or 50. +Pest killer is useless, as the only way for a plant to gain pests is by adding chemicals to a plant that have no good reason to be added to plants. ## Features to be added -Give a description of what game mechanics you would like to add or change. This should be a general overview, with enough details on critical design points that someone can directly implement the feature from this design document. Exact numbers for game balance however are not necessary, as these can be adjusted later either during development or after it has been implemented, but mention *what* will have to be balanced and what needs to be considered when doing so. +The basic water, nutrient, and potency numbers on plants are removed. + +Reagents grown with plants now come with nutrient requirements, the more requirements are met, the more the plant makes. +Nutrient requirements are met by adding the nutrient to the plant via pouring a reagent that contains the nutrient into the tray/soil, or having a gas that contains the nutrient in the air. +Gasses are more efficient at meeting nutrient requirements than reagents, due to needing a lot of setup and help from atmos. +Nutrients can be both specific elements, like carbon or oxygen; and more vague categories, like flammable, cold, or clown-related. +If a plant has nutrients added to it that it can't use to make reagents, it loses health. Some nutrients (radioactive, toxic, etc.) deal more damage this way than others, some might not deal any damage. (nitrogen, water, etc) + +Some nutrient types come with unwanted effects, even if the plant needs them to survive. For example, sugar increasing the amount of pests, or radioactive nutrients randomly mutating the plant. +Nutrient requirements are not always from the reagents in a plant. Plants with special properties (steelcaps, death nettles, etc.) can have extra requirements not related to their reagents. + + +Some reagents will also change the environmental tolerances, or other stats of the plant that makes them. +For example: +Flammable reagents like welding fuel and oil could lower a plant's tolerance to high temperatures. +Cold reagents l + +Polypyrlium oligimers could lower the pressure requirement of a plant so much that it can survive in space, but no longer can survive earth-like air pressure. ## Game Design Rationale +The increased difficulty of making chemicals like omnizine encourages botanists to experiment and grow a variety of plants, instead of just mass producing omnizine, and whatever the chef asks for. + +Carefully considering which plant you should grow based off of what nutrients you have access to is probably more fun than making a hyper-optimized omnizine or TDD plant, then not growing any other mutated plants. + +Botanists can choose to take risks by growing more difficult plants, and are rewarded with better chemicals. + Consider addressing: - How does the feature align with our [Core Design Principles](../space-station-14/core-design/design-principles.md) and game philosphy? - What makes this feature enjoyable or rewarding for players? - Does it introduce meaningful choices, risk vs. reward, or new strategies? - How does it enhance player cooperation, competition, or emergent gameplay? -- If the feature is a new antagonist, how does it fit into the corresponding [design pillars](../space-station-14/round-flow/antagonists.md)? ## Roundflow & Player interaction +Encourages botanists to interact with other departments to get new nutrients. +Cargo and salvage can provide raw materials to grind and use as nutrients, such as gold, uranium, plasma, and bananium. +Atmos can fill the botany room with gasses to provide nutrients. + + Consider addressing: - At what point in the round does the feature come into play? Does it happen every round? How does it affect the round pace? - How do you wish for players to interact with your feature and how should they not interact with it? How is this mechanically enforced? From 89c758ae2eb0136bef0bf0d8b7281569d7f45f97 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Thu, 12 Feb 2026 18:47:57 -0600 Subject: [PATCH 5/9] Various changes --- .../service/proposals/plant_nutrients.md | 37 +++++++++++-------- 1 file changed, 22 insertions(+), 15 deletions(-) diff --git a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md index fcf2871e8b..f0fde4d48d 100644 --- a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md +++ b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md @@ -10,8 +10,6 @@ A rework of the potency, nutrient, water, and environmental tolerance mechanics ## Background -EVERYTHING BELOW THIS POINT IS VERY UNFINISHED - The current botany nutrient system is a nutrient ouroboros where you can infinitely feed a plant with its own products, and the only other resource used is infinitely generated by sinks. Mass producing chemicals like omnizine is incredibly easy, as it uses the same resources that are needed to grow basic food plants like wheat. If a botanist knows what they are doing, the potency of an unmutated plant will always be either 27-30, or 50. @@ -19,24 +17,27 @@ Pest killer is useless, as the only way for a plant to gain pests is by adding c ## Features to be added -The basic water, nutrient, and potency numbers on plants are removed. +The basic water, nutrient, and potency values on plants are removed. Reagents grown with plants now come with nutrient requirements, the more requirements are met, the more the plant makes. -Nutrient requirements are met by adding the nutrient to the plant via pouring a reagent that contains the nutrient into the tray/soil, or having a gas that contains the nutrient in the air. -Gasses are more efficient at meeting nutrient requirements than reagents, due to needing a lot of setup and help from atmos. -Nutrients can be both specific elements, like carbon or oxygen; and more vague categories, like flammable, cold, or clown-related. +Nutrient requirements are met by adding the nutrient to the plant via pouring a reagent that contains the nutrient into the tray/soil. + +Some nutrients requirements can also be met more efficiently by gasses in the atmosphere. + +Nutrients can be specific elements, like carbon or oxygen; or more vague categories, like flammable, cold, or clown-related. + If a plant has nutrients added to it that it can't use to make reagents, it loses health. Some nutrients (radioactive, toxic, etc.) deal more damage this way than others, some might not deal any damage. (nitrogen, water, etc) -Some nutrient types come with unwanted effects, even if the plant needs them to survive. For example, sugar increasing the amount of pests, or radioactive nutrients randomly mutating the plant. +Some nutrient types come with unwanted effects, even if the plant needs them to survive. For example, sugary nutrients increasing the amount of pests, or radioactive nutrients randomly mutating the plant. Nutrient requirements are not always from the reagents in a plant. Plants with special properties (steelcaps, death nettles, etc.) can have extra requirements not related to their reagents. +Some reagents will also change the environmental tolerances, or other stats of the plant that makes them. -Some reagents will also change the environmental tolerances, or other stats of the plant that makes them. For example: -Flammable reagents like welding fuel and oil could lower a plant's tolerance to high temperatures. -Cold reagents l +- Flammable reagents like welding fuel and oil could lower a plant's tolerance to high temperatures. +- Temperature-stablizing reagents like leporazine could raise a plant's tolerance to both high and low temperatures. +- Polypyrlium oligimers could lower the pressure requirement of a plant so much that it can survive in space, but no longer can survive earth-like air pressure. -Polypyrlium oligimers could lower the pressure requirement of a plant so much that it can survive in space, but no longer can survive earth-like air pressure. ## Game Design Rationale @@ -55,17 +56,23 @@ Consider addressing: ## Roundflow & Player interaction Encourages botanists to interact with other departments to get new nutrients. + Cargo and salvage can provide raw materials to grind and use as nutrients, such as gold, uranium, plasma, and bananium. +Chefs can provide blood and uncooked animal protein from butchered animals. Atmos can fill the botany room with gasses to provide nutrients. +Desired gameplay: +- A plant requires blood to create a reagent that the botanist wants, so they ask the chef to butcher an animal and give them a bucket of it's blood. +- The chef is out of monkey cubes, and the botanist does not have enough biomass to print one, so they go around the station asking people to donate blood to their plant. +- Nobody is willing to donate blood, so they grow blood tomatoes to convert water, nutriment, and iron into blood. -Consider addressing: -- At what point in the round does the feature come into play? Does it happen every round? How does it affect the round pace? -- How do you wish for players to interact with your feature and how should they not interact with it? How is this mechanically enforced? -- Which department will interact with the feature? How does the feature fit into the [design document](../space-station-14/departments.md) for that department? +Undesired gameplay: +- A botanist creates a single plant containing all the reagents they need at the start of the shift, then spends the rest of the shift growing only that plant. # Technical Considerations +Nutrient requirements and plant stat modifiers could be made a part of the SeedChemQuantity struct. + - Does the feature require new systems, UI elements, or refactors of existing ones? Give a short technical outline on how they will be implemented. - Are there any anticipated performance impacts? - For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types) From 8139cad6bc2d21af5f4e28559c3ea2e260b685f9 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Thu, 12 Feb 2026 19:51:31 -0600 Subject: [PATCH 6/9] More examples and stuff. --- .../service/proposals/plant_nutrients.md | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md index f0fde4d48d..38e3cf4c63 100644 --- a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md +++ b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md @@ -26,7 +26,12 @@ Some nutrients requirements can also be met more efficiently by gasses in the at Nutrients can be specific elements, like carbon or oxygen; or more vague categories, like flammable, cold, or clown-related. -If a plant has nutrients added to it that it can't use to make reagents, it loses health. Some nutrients (radioactive, toxic, etc.) deal more damage this way than others, some might not deal any damage. (nitrogen, water, etc) +Some reagents contain multiple types of nutrient, for example: +- Blue blood containing high amounts of the "blood" and "water" nutrients, and small amounts of the "meat" and "copper" nutrients. +- Banana honk containing the "nutrient", "clown", "water", "sugar", and "ethanol" nutrients. +- Oil containing high amounts of the "flammable" nutrient, and smaller amounts of the "carbon" nutrient. + +If a plant has a large amount nutrients added to it that it can't use, it may lose health. Some nutrients (radioactive, toxic, etc.) deal more damage this way than others. Some nutrient types come with unwanted effects, even if the plant needs them to survive. For example, sugary nutrients increasing the amount of pests, or radioactive nutrients randomly mutating the plant. Nutrient requirements are not always from the reagents in a plant. Plants with special properties (steelcaps, death nettles, etc.) can have extra requirements not related to their reagents. @@ -41,7 +46,7 @@ For example: ## Game Design Rationale -The increased difficulty of making chemicals like omnizine encourages botanists to experiment and grow a variety of plants, instead of just mass producing omnizine, and whatever the chef asks for. +The increased difficulty of making chemicals like omnizine encourages botanists to experiment and grow a variety of plants, instead of just mass producing one or two reagents. Carefully considering which plant you should grow based off of what nutrients you have access to is probably more fun than making a hyper-optimized omnizine or TDD plant, then not growing any other mutated plants. @@ -62,12 +67,15 @@ Chefs can provide blood and uncooked animal protein from butchered animals. Atmos can fill the botany room with gasses to provide nutrients. Desired gameplay: -- A plant requires blood to create a reagent that the botanist wants, so they ask the chef to butcher an animal and give them a bucket of it's blood. -- The chef is out of monkey cubes, and the botanist does not have enough biomass to print one, so they go around the station asking people to donate blood to their plant. -- Nobody is willing to donate blood, so they grow blood tomatoes to convert water, nutriment, and iron into blood. +- A plant has iron as one of its nutrient requirements, so the botanist grows steelcaps and grinds them for iron. +- A plant has blood as one of its nutrient requirements, so the botanist goes around the station and asks people to donate blood. +- A plant requires low temperatures to survive, so the botanist builds a glass box, and uses a space heater to cool it down. +- A plant requires incredibly high temperatures and pressures to survive, so the botanist asks an atmos tech to plant it in a burn chamber. +- A plant contains a reagent that the botanist does not need, so they intentionally avoid meeting its nutrient requirements. Undesired gameplay: - A botanist creates a single plant containing all the reagents they need at the start of the shift, then spends the rest of the shift growing only that plant. +- A botanist asks the chemist for mutagen at the start of the shift, then never interacts with another person for the rest of the shift. # Technical Considerations From b3d697b61a78293c1f353955db3ce9a69dd2f297 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Sat, 21 Feb 2026 14:10:05 -0600 Subject: [PATCH 7/9] Modify Game Design Rationale a bit, Expand Technical Considerations --- .../service/proposals/plant_nutrients.md | 14 ++++---------- 1 file changed, 4 insertions(+), 10 deletions(-) diff --git a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md index 38e3cf4c63..4e34a4f27a 100644 --- a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md +++ b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md @@ -48,16 +48,10 @@ For example: The increased difficulty of making chemicals like omnizine encourages botanists to experiment and grow a variety of plants, instead of just mass producing one or two reagents. -Carefully considering which plant you should grow based off of what nutrients you have access to is probably more fun than making a hyper-optimized omnizine or TDD plant, then not growing any other mutated plants. +Carefully considering which plant you should grow based off of what nutrients you have access to is probably more fun than growing the same plants every shift. Botanists can choose to take risks by growing more difficult plants, and are rewarded with better chemicals. -Consider addressing: -- How does the feature align with our [Core Design Principles](../space-station-14/core-design/design-principles.md) and game philosphy? -- What makes this feature enjoyable or rewarding for players? -- Does it introduce meaningful choices, risk vs. reward, or new strategies? -- How does it enhance player cooperation, competition, or emergent gameplay? - ## Roundflow & Player interaction Encourages botanists to interact with other departments to get new nutrients. @@ -81,6 +75,6 @@ Undesired gameplay: Nutrient requirements and plant stat modifiers could be made a part of the SeedChemQuantity struct. -- Does the feature require new systems, UI elements, or refactors of existing ones? Give a short technical outline on how they will be implemented. -- Are there any anticipated performance impacts? -- For required UI elements, give a short description or a mockup of how they should look like (for example a radial menu, actions & alerts, navmaps, or other window types) +The guidebook will have to be updated to tell players what plant nutrients reagents contain. + +The nutrient requirements of plants will have to be communicated to the players in some way. This could be done by expanding the examination text hydroponics trays, adding a menu for them, or adding plant analyzers. From a0f645368ec223b382f37c8fa10f5eeafe0b1d42 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Sat, 21 Feb 2026 14:28:51 -0600 Subject: [PATCH 8/9] Growth nutrient requirements, some rewording --- .../departments/service/proposals/plant_nutrients.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md index 4e34a4f27a..ff2e0f0f50 100644 --- a/src/en/space-station-14/departments/service/proposals/plant_nutrients.md +++ b/src/en/space-station-14/departments/service/proposals/plant_nutrients.md @@ -19,10 +19,9 @@ Pest killer is useless, as the only way for a plant to gain pests is by adding c The basic water, nutrient, and potency values on plants are removed. -Reagents grown with plants now come with nutrient requirements, the more requirements are met, the more the plant makes. -Nutrient requirements are met by adding the nutrient to the plant via pouring a reagent that contains the nutrient into the tray/soil. - -Some nutrients requirements can also be met more efficiently by gasses in the atmosphere. +Reagents grown with plants now come with nutrient requirements, meeting more of the nutrient requirements increases the amount of reagent obtained by grinding the plant's produce. +Nutrients are added to the plant via pouring a reagent that contains the nutrient into the tray/soil, or having a gas that contains the nutrient in the atmosphere. +When the plant is harvested, nutrients are used up to fulfill the plant's nutrient requirements. Nutrients can be specific elements, like carbon or oxygen; or more vague categories, like flammable, cold, or clown-related. @@ -34,7 +33,6 @@ Some reagents contain multiple types of nutrient, for example: If a plant has a large amount nutrients added to it that it can't use, it may lose health. Some nutrients (radioactive, toxic, etc.) deal more damage this way than others. Some nutrient types come with unwanted effects, even if the plant needs them to survive. For example, sugary nutrients increasing the amount of pests, or radioactive nutrients randomly mutating the plant. -Nutrient requirements are not always from the reagents in a plant. Plants with special properties (steelcaps, death nettles, etc.) can have extra requirements not related to their reagents. Some reagents will also change the environmental tolerances, or other stats of the plant that makes them. @@ -43,6 +41,8 @@ For example: - Temperature-stablizing reagents like leporazine could raise a plant's tolerance to both high and low temperatures. - Polypyrlium oligimers could lower the pressure requirement of a plant so much that it can survive in space, but no longer can survive earth-like air pressure. +Plants may also have nutrient requirements for growth, which are used up as a plant matures, instead of when they are harvested. +Plants whose produce can be used for purposes other than grinding (such as steelcaps and glasstle) may have extra nutrient requirements to be harvested. ## Game Design Rationale @@ -77,4 +77,4 @@ Nutrient requirements and plant stat modifiers could be made a part of the SeedC The guidebook will have to be updated to tell players what plant nutrients reagents contain. -The nutrient requirements of plants will have to be communicated to the players in some way. This could be done by expanding the examination text hydroponics trays, adding a menu for them, or adding plant analyzers. +The nutrient requirements of plants and their reagents will have to be communicated to the players in some way. This could be done by expanding the examination text hydroponics trays, adding a menu for them, or adding plant analyzers. From e183266feadb06848e451f3b733c1f2a0b513876 Mon Sep 17 00:00:00 2001 From: Wolfkey-SomeoneElseTookMyUsername Date: Sat, 21 Feb 2026 14:34:55 -0600 Subject: [PATCH 9/9] Update SUMMARY.md --- src/SUMMARY.md | 1 + 1 file changed, 1 insertion(+) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index f0a2fa9b02..8773cc50bb 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -278,6 +278,7 @@ Space Station 14 - [Proposals]() - [Plant Genetics](en/space-station-14/departments/service/proposals/plant-genetics.md) + - [Plant Nutrients](en/space-station-14/departments/service/proposals/plant_nutrients.md) - [Librarian Gameplay](en/space-station-14/departments/service/proposals/theshued-librarian-gameplay.md) - [Joker Roles](en/space-station-14/departments/service/proposals/joker_roles.md) - [Silicon](en/space-station-14/departments/silicon.md)