Plant

This article contains **outdated information** that is inaccurate for the current version. It was last updated for *CS-442154*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-444349 • EX1-463874**
This article contains **outdated information** that is inaccurate for the current version. It was last updated for *CS-442154*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-444349 • EX1-463874**
**Plants** have several functions in Oxygen Not Included from purely improving decor to being a source of food. They can be found growing in different biomes, dug up and replanted. They are all made of Genetic Ooze.

## Requirements

Plants have a number of requirements in order to grow:

* **Temperature**: Plants only grow in a range of temperature which is related to the biome where you find them. Whatever this range is, all plants like the conditions which are acceptable for your duplicants and can be tended without Exosuits. Plant temperature can be directly inspected and may take some time to match the environment.
* **Atmosphere**: Some plants can grow in any atmosphere while others need specific gasses such as Carbon Dioxide or Chlorine.
* **Pressure**: Most of the plants require at least 150g of pressure to grow. *See details here:* Atmospheric pressure
* **Illumination**: Some plants prefer a strong light source, while others enjoy soothing darkness.
* **Fertilization**: Productive plants typically require some combination of liquid or solid resources to continue growing. Hydroponic Farms and Auto-Sweeper be useful for these tasks.

Failure to meet any requirement will cause a plant to become *stifled* and become wilted. Stifled plants will stop growing and consuming resources. They are otherwise unharmed and will resume normal growth after their needs are met.

Ripe plants will continue to draw resources before harvest. They will automatically drop their product after four cycles and begin anew.

## Kinds of Plants

There are four general kinds of plants in the game.

### Decorative Plants

Decorative plants give significant Decor bonus but have different requirements regarding the atmosphere and the temperature. They all have a height of 1 and can be planted in all kinds of Pots. Once planted they do not require any further attention from the duplicants and will passively contribute to Decor. However, if their requirements are not being met, they become **stifled** and will give a negative Decor bonus instead. Decorative plants do not grow and do not drop seeds.

Using decorative plants inside your base is a cheap way to reduce the Stress since they usually can live in Oxygen and prefer the same temperature range as your duplicants. Sporechid while technically being a decorative plant is not advised to be utilized in that way and thankfully lives only in Carbon Dioxide.

### Food Plants

The primary function of the food plants is to provide edible items and cooking ingredients. They can be planted in either Planter Box (with some exceptions), Farm Tile or Hydroponic Farm. Besides the temperature and atmosphere requirements they usually require either some sort of fertilization and some sort of irrigation in form of a daily supply of Water or Polluted Water. Growing of the food plants can be further accelerated by using Micronutrient Fertilizer. Food plants have a chance to drop seeds.

Because of specific requirements it's usually a good idea to make a dedicated area for each farm and isolate it from the base (e.g. make a U-shaped dark farm for Mushrooms to collect the Carbon Dioxide).

There are three special food plants that only grow wild and can only be harvested once, Buried Muckroot, Swamp Chard, and Hexalent. They primarily serve as a limited early-game food source.

A plant will automatically harvest itself 4 cycles after becoming fully grown.

### Industrial Plants

Industrial Plants share the farming mechanics with the food plants but produce Industrial Ingredients or other resources instead. They usually require less attention from the duplicants with Thimble Reed needing only irrigation and Balm Lily requiring nothing at all, but they still require certain temperature and atmosphere conditions. Some of them also feed on specific type of gas.

### Utility Plants

Utility plants perform specific unique functions. The Wheezewort cools down the environment and Oxyfern converts carbon dioxide to oxygen. Utility plants do not grow and cannot be harvested. Additional seeds may be acquired from either uprooting existing plants, receiving them from space missions or getting them randomly from the Printing Pod. Utility Plants have the same farming mechanics as food plants.

## Seeds

Plants always produce a seed when uprooted or killed. For food and industrial plants there is a base 10% chance that a seed is produced once every harvest, though there is an additional 3.3% chance per level of Agriculture, including skill bonuses, so with 20 Farming the chance is 76%. More bonus levels of agriculture can increase the chance to 100%.

Each seed weighs 1 kg.

## Plant Mutation

Radiation, introduced in the Spaced Out! DLC, can mutate *seeds* to give a plant additional traits, yet mutated plants are themselves infertile and don't drop seeds. The chance of getting mutated seeds is equal to the radiation on the plant / 0.8 \* max radiation the plant can handle, and is checked only at the time of harvest. Plants therefore only need radiation right before being harvested.

These mutated Seeds need to be analyzed in a Botanical Analyzer before they can be used, even if that type of mutation is already known.

* Sleet Wheat, Nosh Sprout, and Gas Grass can now mutate as of Spaced Out build 464102.
* Maximum mutation chance is now 80% at maximum radiation tolerances.
* New radiation tolerances:
	+ Bluff Briar, Mellow Mallow: 900 rads/cycle
	+ Oxyfern, Saturn Critter Trap, Mirth Leaf, Buddy Bud, Jumping Joya, Bliss Burst, Tranquil Toes: 2200 rads/cycle
	+ Mealwood, Bog Bucket, Dusk Cap, Thimble Reed, Bristle Blossom, Balm Lily: 4600 rads/cycle
	+ Dasha Saltvine, Waterweed: 7400 rads/cycle
	+ Grubfruit, Nosh Bean, Pincha Pepper, Arbor (does not mutate): 9800 rads/cycle
	+ Sleet Wheat, Gas Grass, Sporechid: 12200 rads/cycle
* Mealwood can be Licey, therefore doubling its yield.
* Juicyfruit is good for automated farms, but is only fertilizer-efficient for plants that have a growth period of less than 16 days, since regularly they need 16+4=20 days of fertilizer, but with Juicyfruit they need 16\*1,25 = 20.
	+ Only Nosh Sprout and Sleet Wheat take longer to cultivate.

## List of Plants

1. ↑ Versions/OU-229531
2. ↑ SeedProducer::CropPicked, Database.AttributeConverters.SeedHarvestChance
3. ↑ 3.0 3.1 Amount per Cycle