Plant Growing System: Difference between revisions

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Revision as of 15:06, 8 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

Planter
  • 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
Planter Tester
  • 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
Seeds
  • 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
Dirt Pile
  • Mined from farm terrain tiles using a pickaxe or shovel
  • Required to fill planters (max varies by planter size)
  • Consumed daily during growth
Water
  • 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% 1
Large Metal 350 500/500 38% 40% 34% +12% +24% 1

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

  1. Craft a Planter
    • Wood planters: higher disease/fungal resistance
    • Metal planters: higher durability and pest resistance
  2. Place in House
    • Place planter in your house
  3. Lock Down
    • Lock down the planter (must be owner or co-owner)
  4. Add Dirt
    • Add from Planter Gump (up to max capacity)
  5. Add Water
    • Add from Planter Gump (up to max capacity)
  6. 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"
  7. Use a Planter Tester to rain your daily quality check
    • Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities
      • Both Fertilizer and Nutrified Water can be crafted with Alchemy.
  8. First Growth Check
    • Occurs 24 hours after planting
  9. 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 Item Identification 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 Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard 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.

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 MaxDailyDirtQuality (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 MaxDailyWaterQuality (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:

  • 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
  • These items are very powerful - typically only 2-3 uses needed to reach daily maximum
  • 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.

Examples
  • 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.

Examples
  • 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 Item Identification to 120.0 for maximum skill bonus
  • Perform quality checks daily immediately after reset
  • 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
  • VeryHard 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

See Also