Plant Growing System: Difference between revisions
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<center>[[File:Plantbanner.png|1000px]]</center> | |||
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= PU Plant System = | = PU Plant System = | ||
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* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard | * Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard | ||
* Harder difficulties require more skill and resources but yield better rewards | * Harder difficulties require more skill and resources but yield better rewards | ||
* Seeds can be found anywhere normal loot is found, with chance to be in the regional hue if the region has one. | |||
* Seeds can also be rewarded from the [[Alchemist’s Crucible (Alchemy)]] Foundation with chance to be in Foundation Hue. | |||
* Hued seeds grow Hued Plants | |||
; [[Dirt Pile]] | ; [[Dirt Pile]] | ||
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== Planter Types == | == Planter Types == | ||
[[File:PlantGrowSystem.png|500px]] | |||
=== Wooden Planters === | === Wooden Planters === | ||
Wooden planters excel at disease and fungal resistance with balanced growth rates. | Wooden planters excel at disease and fungal resistance with balanced growth rates. | ||
| Line 116: | Line 119: | ||
# Lock Down | # Lock Down | ||
#* Lock down the planter (must be owner or co-owner) | #* Lock down the planter (must be owner or co-owner) | ||
# Collect Dirt [[File:Dirtpile.png || 30px]] | |||
#* Collected with a shovel or pickaxe from farm fields | |||
#*[[File:Dirtharvest.JPG || 150px]] | |||
# Add Dirt | # Add Dirt | ||
#* Add from Planter Gump (up to max capacity) | #* Add from Planter Gump (up to max capacity) | ||
#* [[File:AddDirt.JPG||150px]] | |||
# Collect Water | |||
#* Collected with a Water Barrel or Water Bucket [[File:WaterContainers.JPG || 60px]] (Crafted by [[Carpentry]]) | |||
#* Collected from lakes, rivers, ocean | |||
# Add Water | # Add Water | ||
#* Add from Planter Gump (up to max capacity) | #* Add from Planter Gump (up to max capacity) | ||
#* [[File:AddWater.JPG||150px]] | |||
# Plant Seed | # Plant Seed | ||
#* Use a seed on the planter | #* Use a seed on the planter | ||
| Line 125: | Line 136: | ||
#* Seed is consumed on successful planting | #* Seed is consumed on successful planting | ||
#* Plant status changes to "Seeded" | #* Plant status changes to "Seeded" | ||
# Use a Planter Tester to | # Use a Planter Tester [[File:PlanterTester.JPG || 30px]] to preform a daily quality check | ||
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities | #* Use Fertilizer [[File:PlantFerterlizer.JPG || 30px]] and Nutrified Water [[File:NutrifiedWater.JPG || 30px]] to raise Dirt and Water Qualities | ||
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]]. | #** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]]. | ||
# First Growth Check | # First Growth Check | ||
| Line 151: | Line 162: | ||
** Hard: 35-60% | ** Hard: 35-60% | ||
** VeryHard: 30-55% | ** VeryHard: 30-55% | ||
* '''Skill Bonus''': 0-35% (based on | * '''Skill Bonus''': 0-35% (based on [[TasteID]] skill) | ||
** Scales from minimum to maximum skill requirement | ** Scales from minimum to maximum skill requirement | ||
** Full bonus at maximum skill for that difficulty | ** Full bonus at maximum skill for that difficulty | ||
| Line 201: | Line 212: | ||
|} | |} | ||
''Note'': Higher | ''Note'': Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds. | ||
== Quality Enhancement Items == | == Quality Enhancement Items == | ||
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day's quality check. | Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day's quality check. Both are crafted with [[Alchemy]]. | ||
=== Plant Fertilizer === | === Plant Fertilizer === | ||
| Line 212: | Line 223: | ||
; Usage | ; Usage | ||
* Must perform daily quality check first | * Must perform daily quality check first | ||
* Can only raise quality up to | * Can only raise quality up to Max Dirt Quality (the ceiling set by today's test) | ||
* Requires dirt to be present in planter | * Requires dirt to be present in planter | ||
* Has 5 charges | * Has 5 charges | ||
| Line 246: | Line 257: | ||
* They can only be used after performing the daily quality check | * They can only be used after performing the daily quality check | ||
* Quality cannot exceed the daily maximum set by your quality check | * Quality cannot exceed the daily maximum set by your quality check | ||
* Larger planters require more uses to achieve the same percentage increase | * Larger planters require more uses to achieve the same percentage increase | ||
| Line 577: | Line 587: | ||
=== Small Flowers === | === Small Flowers === | ||
[[File:SmallFlowerSeed.png|300px]]<br> | |||
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers. | Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers. | ||
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies | * Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies | ||
* Uncommon: Foxglove flowers, White flowers, Red poppies | * Uncommon: Foxglove flowers, White flowers, Red poppies | ||
| Line 586: | Line 595: | ||
=== Large Flowers === | === Large Flowers === | ||
[[File:LargeFlowerSeed.png|300px]]<br> | |||
Larger decorative bushes and flowering plants. Over 20 different varieties. | Larger decorative bushes and flowering plants. Over 20 different varieties. | ||
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal | * Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal | ||
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket | * Uncommon: Rosethorn veil, Azalea bush, Rose thicket | ||
| Line 602: | Line 610: | ||
; Maximize Quality | ; Maximize Quality | ||
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%) | * Use high-tier Planter Tester tools (Zentonium Exceptional = +23%) | ||
* Train | * Train [[TasteID]] to 120.0 for maximum skill bonus | ||
* Perform quality checks daily | * Perform quality checks daily | ||
* Use Water Purification Filter and Soil Nutrient Booster upgrades | * Use Water Purification Filter and Soil Nutrient Booster upgrades | ||
| Line 627: | Line 635: | ||
* Fill planters completely before planting | * Fill planters completely before planting | ||
* Check resource levels daily | * Check resource levels daily | ||
* | * Very Hard seeds consume 70-80% quality per day - requires daily checks | ||
* Use Dirt/Water Retainer upgrades to reduce quality loss | * Use Dirt/Water Retainer upgrades to reduce quality loss | ||
| Line 640: | Line 648: | ||
== See Also == | == See Also == | ||
* [[Carpentry]] | * [[Carpentry]] | ||
* [[Alchemy]] | |||
* [[Blacksmithing]] | * [[Blacksmithing]] | ||
* [[ | * [[Tinkering]] | ||
* [[TasteID]] | |||
* [[Resource Gathering]] | * [[Resource Gathering]] | ||
* [[Crafting Zones]] | * [[Crafting Zones]] | ||
* [[Getting Started]] | * [[Getting Started]] | ||
* [[Main Menu]] | * [[Main Menu]] | ||
Latest revision as of 20:28, 9 January 2026
PU Plant System
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.
Overview
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).
Getting Started
Required Items
- Craftable via Carpentry (wood) or Blacksmithing (metal)
- Available in multiple materials (Iron, Wood, Colored Ingots/Logs)
- Higher-tier materials provide increased durability
- Must be locked down in a player house to function
- Craftable tool used for daily quality checks
- Made from various metal types (Iron through Zentonium)
- Better materials grant quality bonus to test results
- Has limited charges based on material and quality
- Current seed types: Small Flowers, Large Flowers
- Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard
- Harder difficulties require more skill and resources but yield better rewards
- Seeds can be found anywhere normal loot is found, with chance to be in the regional hue if the region has one.
- Seeds can also be rewarded from the Alchemist’s Crucible (Alchemy) Foundation with chance to be in Foundation Hue.
- Hued seeds grow Hued Plants
- Mined from farm terrain tiles using a pickaxe or shovel
- Required to fill planters (max varies by planter size)
- Consumed daily during growth
- Collected via water containers (Water Bucket and Water Barrels)
- Fill containers by double-clicking near water tiles
- Required to keep planters hydrated (max varies by planter size)
- Consumed daily during growth
Planter Types
Wooden Planters
Wooden planters excel at disease and fungal resistance with balanced growth rates.
| Planter | Max Dur | Capacity | Disease | Pest | Fungal | Rarity | Growth | Upgrades |
|---|---|---|---|---|---|---|---|---|
| Small Wooden | 100 | 100/100 | 10% | 5% | 12% | +5% | +5% | 1 |
| Medium Wooden | 150 | 200/200 | 15% | 10% | 18% | +10% | +10% | 2 |
| Large Wooden | 300 | 500/500 | 35% | 30% | 37% | +15% | +25% | 4 |
Metal Planters
Metal planters prioritize pest resistance and durability with strong growth bonuses.
| Planter | Max Dur | Capacity | Disease | Pest | Fungal | Rarity | Growth | Upgrades |
|---|---|---|---|---|---|---|---|---|
| Small Metal | 150 | 100/100 | 8% | 10% | 4% | +4% | +4% | 1 |
| Medium Metal | 250 | 300/300 | 23% | 25% | 19% | +8% | +14% | 2 |
| Large Metal | 350 | 500/500 | 38% | 40% | 34% | +12% | +24% | 4 |
Note: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).
Material Durability Bonuses
| Material | Durability Bonus |
|---|---|
| Regular Wood/Iron | +5 |
| Dullwood/Dull Copper | +25 |
| Umbrawood/Umbra Iron | +50 |
| Copperwood/Copper | +75 |
| Bronzewood/Bronze | +100 |
| Goldenwood/Gold | +125 |
| Lunawood/Lunanite | +150 |
| Durawood/Duranium | +175 |
| Verawood/Veranium | +200 |
| Zentowood/Zentonium | +225 |
Planting Process
- Craft a Planter
- Wood planters: higher disease/fungal resistance
- Metal planters: higher durability and pest resistance
- Place in House
- Place planter in your house
- Lock Down
- Lock down the planter (must be owner or co-owner)
- Collect Dirt
- Add Dirt
- Collect Water
- Collected with a Water Barrel or Water Bucket
(Crafted by Carpentry)
- Collected from lakes, rivers, ocean
- Collected with a Water Barrel or Water Bucket
- Add Water
- Plant Seed
- Use a seed on the planter
- Requires minimum dirt and water (varies by seed)
- Seed is consumed on successful planting
- Plant status changes to "Seeded"
- Use a Planter Tester
to preform a daily quality check
- Use Fertilizer
and Nutrified Water
to raise Dirt and Water Qualities
- Both Fertilizer and Nutrified Water can be crafted with Alchemy.
- Use Fertilizer
- First Growth Check
- Occurs 24 hours after planting
- Daily Maintenance
- Perform quality checks, add resources, monitor plant health
Important: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.
Daily Quality Checks
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.
Quality Check Formula
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus
- Components
- Base Quality: 30-75% (varies by seed difficulty)
- VeryEasy: 50-75%
- Easy: 45-70%
- Moderate: 40-65%
- Hard: 35-60%
- VeryHard: 30-55%
- Skill Bonus: 0-35% (based on TasteID skill)
- Scales from minimum to maximum skill requirement
- Full bonus at maximum skill for that difficulty
- Success Bonus: 5-10% (granted on successful skill check)
- Awarded when the skill check succeeds
- Adds variability to quality results
- Tool Bonus: 0-23% (based on Planter Tester material and quality)
Planter Tester Tool Bonuses
| Material | Regular Bonus | Exceptional Bonus |
|---|---|---|
| Iron | 0% | +5% |
| Dull Copper | +2% | +7% |
| Umbra Iron | +4% | +9% |
| Copper | +6% | +11% |
| Bronze | +8% | +13% |
| Gold | +10% | +15% |
| Lunanite | +12% | +17% |
| Duranium | +14% | +19% |
| Veranium | +16% | +21% |
| Zentonium | +18% | +23% |
Example: A Zentonium Exceptional Planter Tester grants +23% to quality checks.
TasteID Skill Requirements by Difficulty
| Difficulty | Min Skill | Max Skill |
|---|---|---|
| VeryEasy | 50.0 | 80.0 |
| Easy | 60.0 | 90.0 |
| Moderate | 70.0 | 100.0 |
| Hard | 90.0 | 110.0 |
| VeryHard | 100.0 | 120.0 |
Note: Higher TasteID skill grants better quality results. TasteID to 120.0 for maximum effectiveness on Very Hard seeds.
Quality Enhancement Items
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day's quality check. Both are crafted with Alchemy.
Plant Fertilizer
Increases **current dirt quality** by a random amount per use (varies by planter size).
- Usage
- Must perform daily quality check first
- Can only raise quality up to Max Dirt Quality (the ceiling set by today's test)
- Requires dirt to be present in planter
- Has 5 charges
- Cannot stack
- Scaling by Planter Size
- Small planters (100 capacity): 20-40% increase per charge
- Medium planters (300 capacity): 15-30% increase per charge
- Large planters (500 capacity): 10-20% increase per charge
Example: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.
Nutrified Plant Water
Increases **current water quality** by a random amount per use (varies by planter size).
- Usage
- Must perform daily quality check first
- Can only raise quality up to Max Water Quality (the ceiling set by today's test)
- Requires water to be present in planter
- Has 5 charges
- Cannot stack
- Scaling by Planter Size
- Small planters (100 capacity): 20-40% increase per charge
- Medium planters (300 capacity): 15-30% increase per charge
- Large planters (500 capacity): 10-20% increase per charge
Example: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.
Important Notes:
- Both Fertilizer and Nutrified Water are crafted with Alchemy
- These items raise **current quality**, not **maximum quality**
- They can only be used after performing the daily quality check
- Quality cannot exceed the daily maximum set by your quality check
- Larger planters require more uses to achieve the same percentage increase
Daily Quality Degradation
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.
Base Quality Reduction
| Difficulty | Quality Loss per Day |
|---|---|
| VeryEasy | 30-40% |
| Easy | 40-50% |
| Moderate | 50-60% |
| Hard | 60-70% |
| VeryHard | 70-80% |
Strategy: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.
Growth System
Growth Stages
Plants progress through five stages based on accumulated Growth Score:
| Stage | Progress | Visual | Notes |
|---|---|---|---|
| Seeded | 0-25% | No visual spawn | Initial planting |
| Seedling | 25-50% | No visual spawn | Early growth |
| Sprout | 50-75% | Small sprout appears | First visible stage |
| Growing | 75-100% | Medium plant | Almost mature |
| Complete | 100% | Full plant | Ready to harvest |
Daily Growth Calculation
Each day at reset, the planter calculates growth increase:
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier
- Factors
- Base Growth: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)
- Resource Penalty: 50% penalty if water OR dirt falls below minimum needed
- Quality Bonus: Up to +50% from combined water and dirt quality
- Water Quality contributes 5% of its value
- Dirt Quality contributes 5% of its value
- Example: 100% water + 100% dirt = +10% growth bonus
- Growth Rate Bonuses: From planter base stats, upgrades, and status effects
- Health Multiplier: Based on current plant health
Resource Consumption
Each day, the plant consumes:
- Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)
- Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)
Warning: If resources drop to zero, growth is severely penalized!
Plant Health System
Plant health is calculated daily and affects growth speed and rarity chance at harvest.
Health Levels
| Health | Growth Multiplier | Rarity Bonus |
|---|---|---|
| Excellent | +25% | +15% |
| Good | +10% | +8% |
| Fair | Normal | 0% |
| Poor | -15% | -5% |
| Withered | -40% | -15% |
| Dead | 0% (no growth) | -25% |
Health Calculation Formula
Health is recalculated daily based on four factors:
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)
- Components
- Resource Score (0-100):
- Both resources present = 100 points
- Partial resources = 50 points
- Empty resources = 0 points
- Quality Score (0-100):
- Average of water and dirt quality
- Below 30% quality applies 50% penalty
- Status Score (0-100):
- Baseline: 50
- Negative effects: -20 per effect
- Positive effects: +10 per effect
- Growth Penalty (0-40):
- Seeded: 0
- Seedling: 10
- Sprout: 20
- Growing: 30
- Complete: 40
Health Changes
| Health Score | Result |
|---|---|
| 85+ | Health improves by 1 level |
| 70-84 | Minor improvement (Poor → Fair only) |
| 50-69 | Health stable |
| 35-49 | Health decreases by 1 level |
| 20-34 | Health decreases by 1 level |
| <20 | Health decreases by 2 levels (rapid decline!) |
Key Point: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.
Status Effects (Random Events)
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.
Event Roll Frequency
| Difficulty | Event Rolls per Day |
|---|---|
| VeryEasy | 1 |
| Easy | 1 |
| Moderate | 2 |
| Hard | 2 |
| VeryHard | 3 |
Negative Effects - Pests
| Effect | Base Chance | Duration | Effects |
|---|---|---|---|
| Aphids | 15% | 1-3 days | -10% Growth Rate, -5% Rarity, -10% Water Max Quality |
| Caterpillars | 12% | 1-3 days | -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance |
| Spider Mites | 10% | 2-4 days | -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance |
Negative Effects - Diseases
| Effect | Base Chance | Duration | Effects |
|---|---|---|---|
| Blight | 12% | 1-3 days | -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance |
| Root Rot | 10% | 2-4 days | +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance |
| Leaf Spot | 8% | 1-3 days | +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance |
Negative Effects - Fungal
| Effect | Base Chance | Duration | Effects |
|---|---|---|---|
| Mold | 10% | 1-3 days | +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance |
| Rot Mushrooms | 8% | 2-4 days | +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance |
| Powdery Mildew | 7% | 1-3 days | -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss |
Negative Effects - Soil/Water Issues
| Effect | Base Chance | Duration | Effects |
|---|---|---|---|
| Percolated Soil | 8% | 1-2 days | -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance |
| Waterlogged Soil | 10% | 1-3 days | -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance |
| pH Imbalance | 8% | 1-2 days | -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance |
| Water Parasites | 10% | 2-4 days | -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance |
Positive Effects - Defensive
| Effect | Base Chance | Duration | Effects |
|---|---|---|---|
| Fungal Defence | 5% | 2-4 days | +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss |
| Pest Repellent | 5% | 2-4 days | +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss |
| Antibody Boost | 5% | 2-4 days | +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality |
Positive Effects - Quality
| Effect | Base Chance | Duration | Effects |
|---|---|---|---|
| Fertile Soil | 6% | 3-5 days | +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance |
| Balanced pH | 6% | 3-5 days | +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance |
Positive Effects - Luck
| Effect | Base Chance | Duration | Effects |
|---|---|---|---|
| Four-Leaf Clovers | 3% | 2-4 days | +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss |
Note: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality. Resistance: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.
Planter Upgrades
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).
Upgrades will be craftable with Tinkering and Alchemy.
Standard Upgrades (10 Charges)
| Upgrade | Bonus | Description |
|---|---|---|
| Water Purification Filter | +10% Water Max Quality | Purifies water, increasing maximum water quality |
| Water Retainer | -10% Daily Water Quality Loss | Retains water quality, reducing daily degradation |
| Dirt Retainer | -10% Daily Dirt Quality Loss | Retains soil nutrients, reducing daily degradation |
| Soil Nutrient Booster | +10% Dirt Max Quality | Enriches soil with nutrients, increasing maximum quality |
| Pest Repellent | +10% Pest Resistance | Repels pests, increasing plant resistance |
| Disease Shield | +10% Disease Resistance | Shields against diseases, boosting plant immunity |
| Fungal Inhibitor | +10% Fungal Resistance | Inhibits fungal growth, protecting plants |
| Growth Enhancer | +5% Growth Rate | Enhances growth rate moderately |
| Growth Accelerator | +10% Growth Rate | Significantly accelerates plant growth |
| Clover Replica | +5% Rarity Chance | A fortunate charm that increases rare plant chances |
Advanced Upgrades (20 Charges)
| Upgrade | Bonus | Description |
|---|---|---|
| Gold Clover Replica | +20% Rarity Chance | An extremely lucky charm that greatly increases rare plant chances |
| Fumigation System | +20% Disease Resistance | Advanced fumigation system providing superior disease protection |
| Anti-Microbial Liner | +20% Disease Resistance | Specialized liner that prevents microbial contamination |
| Anti-Fungal Coating | +20% Fungal Resistance | Advanced coating that provides exceptional fungal protection |
Note: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.
Harvesting
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.
Harvest Requirements
- Plant must be at Complete stage (100% Growth Score)
- Plant that are dead produce nothing at harvest.
- Player must be owner/co-owner of house where planter is locked down
Rarity System
Harvested plants have four rarity tiers:
| Rarity | Base Chance | Color |
|---|---|---|
| Common | 50% | White |
| Uncommon | 30% | Green |
| Rare | 15% | Blue |
| Legendary | 5% | Gold |
- Rarity Modifiers
- Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus
- Plant Health Bonuses:
- Excellent: +15%
- Good: +8%
- Fair: 0%
- Poor: -5%
- Withered: -15%
- Dead: -25%
Example: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.
Durability Loss
- Each harvest reduces planter durability by 10 (base, varies by seed)
- When durability reaches 0, the planter breaks and is deleted
- Higher-tier materials grant more total harvests
Calculation: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests
Seed Types and Plants
Small Flowers
![]()
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.
- Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies
- Uncommon: Foxglove flowers, White flowers, Red poppies
- Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel
- Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers
Large Flowers
![]()
Larger decorative bushes and flowering plants. Over 20 different varieties.
- Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal
- Uncommon: Rosethorn veil, Azalea bush, Rose thicket
- Rare: Mud willow, Morning lilac, Echo fern
- Legendary: Whisper thorn, Rose bush, Dusk willow
Note: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.
Tips & Strategies
- Maximize Quality
- Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)
- Train TasteID to 120.0 for maximum skill bonus
- Perform quality checks daily
- Use Water Purification Filter and Soil Nutrient Booster upgrades
- Maintain Plant Health
- Keep water and dirt levels above minimum requirements at all times
- Maintain quality above 30% to avoid severe penalties
- Monitor for negative status effects
- Use high-quality planters (Large Wooden = 35/30/37% resistances)
- Growth Optimization
- High water and dirt quality = up to +10% growth speed
- Healthy plants (Excellent/Good) grow 10-25% faster
- Use Growth Accelerator upgrade (+10%) for maximum speed
- Never let resources drop to zero (50% growth penalty!)
- Harvest Planning
- Legendary plants require high rarity bonuses (45%+)
- Maintain Excellent plant health at harvest (+15% rarity)
- Use Gold Clover Replica upgrade (+20%) for best results
- Four-Leaf Clovers status effect adds +20% rarity chance
- Resource Management
- Fill planters completely before planting
- Check resource levels daily
- Very Hard seeds consume 70-80% quality per day - requires daily checks
- Use Dirt/Water Retainer upgrades to reduce quality loss
- Planter Selection
- Wooden planters: Best for disease/fungal-prone seeds
- Metal planters: Best for pest-prone seeds and maximum durability
- Large planters: Highest bonuses and capacity for serious gardeners
- Small planters: Good for beginners and testing seeds