Peculiar plants

This article will discuss the new plants and mutation mechanics added in the DLC Spaced out! Normal farms listed here.

The farms are assembled to the minimum size, taking into account the coverage of a single auto-sweeper. Yields per harvest and yields per cycle for the finished meal will be listed, as well as costs per cycle.

Bog Bucket
Not a fussy plant. However, it loses to many other plants from the base game.
 * Temperature, °С: 10...30
 * Atmosphere: O2, polluted O2, CO2
 * Irrigation: polluted water, 40 kg
 * Growth time, cycles: 6,6
 * Yield: Bog jelly 1840 kcal. Quality: 0
 * Yield per cycle: kcal (Swampy Delights. Quality: +1)



Spindly Grubfruit
Not a frugal, fast-growing plant. Absolute outsider in terms of calories. On the plus side, not much sulfur consumption and no need for irrigation.
 * Temperature, °C: 15...50
 * Atmosphere: O2, polluted O2, CO2
 * Feeding: sulfur, 10 kg
 * Growth time, cycles: 4
 * Yield: Spindly grubfruit 800 kcal. Quality: 0
 * Yield per cycle: kcal (Roast grubfruit nut. Quality: +1)



Grubfruit Plant
Same as the previous one, but with better calories and a good quality finished dish. In fact, the only interesting edible plant from the DLC.
 * Temperature, °C: 15...50
 * Atmosphere: O2, polluted O2, CO2
 * Feeding: sulfur, 10 kg
 * Animal needed: Grubfruit
 * Growth time, cycles: 5 (including animal care).
 * Yield: Grubfruit 2000 kcal. Quality: +1
 * Yield per cycle: kcal (+4kg sugarose - Grubfruit preserve. Quality: +3)



Saturn Critter Trap
A cold-loving plant that takes a very long time to grow. After planting, it needs to be fed any animal. During growth, it releases hydrogen (in portions of 35 kg). Consumed only in raw form (at least at the time of writing).
 * Temperature, °С: -90...0
 * Atmosphere: any
 * Irrigation: polluted water, 10 kg
 * Feeding: animal
 * Growth time, cycles: 30
 * Yield: Plant meat 12000 kcal. Quality: +1
 * Yield per cycle: kcal
 * Produces: hydrogen (about 12 kg/cycle)

Since the plant is very long growing, it makes sense to apply with a farm station, which will double both hydrogen production and meat production (per cycle).

Gas sensor is set to hydrogen. A filter on the valve is used: hydrogen leaves the circuit, and accidentally pumped oxygen, returns back.

Hydrocactus
The plant consumes 2 times more polluted water (+ sand, + oxygen) than it produces. I don't even want to comment.
 * Temperature, °C: 20...110
 * Atmosphere: O2
 * Irrigation: polluted water, 65 kg
 * Feeding: sand, 5 kg, oxygen, 5 kg
 * Growth time, cycles: 10
 * Produces: Water, 350 kg or kg/cycle (for entire farm)



Experiment 52B
Will consume any food that should be discounted to him from above. Will attack any critter (including dupes), and when killed, will eat them as well.
 * Temperature, °С: -100...100
 * Atmosphere: any
 * Feed: food or animals
 * Produces: % resin (in grams), of food consumed (in kcal).

For example, if you drop it a frost burger (6000 kcal), the plant will produce 3000 g of resin. It will begin to produce resin after it has accumulated 50 kilograms of it.

If you heat the resin a little over 125°C, it will turn into 25% isosmol and 75% steam. Let's calculate the yield: having spent 480000 kcal, we get 240 kg of resin, from which we get 60 kg of isosmol, which can be used to make 450 kg of insulation, which is enough for 1 (one!) insulated tile. Conclusions do yourself.

Timer: 1/0,1 sec. In the right corner of the chamber with heater 3 kg of crude oil was spilled. The turbine is cooled by the incoming food.

Plants are better suited to feed it: Waterweed would be a good option: grows long, consumes little, temperature range is wide, gives lots of kcal without cooking.
 * 1) Low resource consuming.
 * 2) Long-growing (less dupes work to harvest)
 * 3) Generating lots of calories

Decorative


All plants give +25 decor, for 4 cells, except Swamp Chard, +15 for 2 cells.

Mutations
If you place plants in an area with radiation above 50 rad, there is a chance that the plants will produce a seed with a mutation. The higher the radiation level, the higher the probability (maximum 80%) of producing a mutation. However, keep in mind that plants have a maximum level suitable for their life.

Two plants cannot mutate: Gas Grass (does not give seeds) and Arbor Tree. Mutant plants cannot produce seeds. Sleet Wheat and Nosh Sprout have all seeds mutated.

The mutated seed must be analyzed on a Botanical analyzer, after which the seed will possess one of 10 mutation types. They are all listed in the table below:

For example, the temperature range for "Easygoing" +50% means that the temperature range of the plant from 22...37°C, will expand to 18...41°C, the fertilizer consumption will be halved, but the yield will decrease by 25%.

Such a seed can be planted, remembering to adjust farm temperature, light requirements, etc. The screenshot shows the appearance of Thimble reed with different mutations (from left to right): Blooming, Bountiful, Easygoing, Juicy Fruits, Leafy, Licey, Specialized, Superspecialized, Wildish, Exuberant.

Dupes do not distinguish normal seeds from mutated seeds, and do not hesitate to load them into a fish feeder, for example. Therefore, such seeds should be moved to a place inaccessible to dupes, or available only to the farmer.

For mutant plants to grow, the radiation level must be at least 25 rad. A safe upper limit for a plant can be seen in its menu. Do not increase the radiation much above 25 rad. A farm with a high radiation level, dupes will not be able to maintain without Lead suits.

Below are the 3 easiest ways to create the right radiation on the farm.



Wheezewort
Easiest option. Arrange the Wheezewort so that there are 7 cells between them.

Very good for farms with low temperatures. Other farms will have to be heated.



Shine Bug
A simple and versatile option. Approximately 1 Shine Bug per cell is required. A simple Shine Bug farm is described in this article.

If you want, you can make a water trap in one of the walls from a drop of water. So Shine Bug will not experience overcrowding and will begin to glow.

In the scheme, 2 lamps are needed for the mutation of the Leafy (requirement of 1000+ lux).



Radbolt Generator
The scheme uses the radbolt generator on Shine Bug (as the simplest), but you can use any other instead.

A radbolt flies through a layer of water, infecting it with radiation germs, reflects back and flies back. There are 24 farm blocks in the farm, which just gives the radbolt a flight length of 50 cells, after which it will disappear. As long as there are dupes in the scheme, the sensors turn off the radbolt generator, since even the radiation suit doesn't save you from them.

It takes 70 Shine Bug in this circuit to maintain the right level of radiation.

Blueprint
Experiment 52B