Botany tweaks vol. 2 (#18888)
* Even more consumption * Revert "Even more consumption" This reverts commit 94ae0eca0ba1b4a55913f92519e1354b77e70734. Oops forgot a file * Believe it or not, more nutrient consumption * Buff ez nutrient and l4z * Add left 4 zed to emagged nutrimax just because * Change some thresholds
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@@ -125,7 +125,7 @@ public class SeedData
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#region Tolerances
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#region Tolerances
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[DataField("nutrientConsumption")] public float NutrientConsumption = 0.50f;
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[DataField("nutrientConsumption")] public float NutrientConsumption = 0.70f;
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[DataField("waterConsumption")] public float WaterConsumption = 0.5f;
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[DataField("waterConsumption")] public float WaterConsumption = 0.5f;
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[DataField("idealHeat")] public float IdealHeat = 293f;
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[DataField("idealHeat")] public float IdealHeat = 293f;
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@@ -119,6 +119,7 @@ public sealed class MutationSystem : EntitySystem
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{
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{
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// Probability that a bit flip happens for this value.
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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float p = mult*bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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if (!Random(p))
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{
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{
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return;
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return;
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@@ -150,6 +151,7 @@ public sealed class MutationSystem : EntitySystem
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{
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{
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// Probability that a bit flip happens for this value.
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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float p = mult*bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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if (!Random(p))
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{
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{
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return;
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return;
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@@ -175,6 +177,7 @@ public sealed class MutationSystem : EntitySystem
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{
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{
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// Probability that a bit flip happens for this value.
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// Probability that a bit flip happens for this value.
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float p = mult * bits / totalbits;
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float p = mult * bits / totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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if (!Random(p))
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{
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{
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return;
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return;
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@@ -186,6 +189,7 @@ public sealed class MutationSystem : EntitySystem
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private void MutateHarvestType(ref HarvestType val, int bits, int totalbits, float mult)
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private void MutateHarvestType(ref HarvestType val, int bits, int totalbits, float mult)
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{
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{
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float p = mult * bits/totalbits;
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float p = mult * bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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if (!Random(p))
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return;
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return;
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@@ -344,7 +344,7 @@ namespace Content.Server.Botany.Systems
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}
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}
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// Weeds like water and nutrients! They may appear even if there's not a seed planted.
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// Weeds like water and nutrients! They may appear even if there's not a seed planted.
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if (component.WaterLevel > 10 && component.NutritionLevel > 2)
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if (component.WaterLevel > 10 && component.NutritionLevel > 5)
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{
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{
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var chance = 0f;
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var chance = 0f;
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if (component.Seed == null)
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if (component.Seed == null)
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@@ -435,7 +435,7 @@ namespace Content.Server.Botany.Systems
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// Make sure the plant is not starving.
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// Make sure the plant is not starving.
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if (_random.Prob(0.35f))
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if (_random.Prob(0.35f))
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{
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{
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if (component.NutritionLevel > 2)
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if (component.NutritionLevel > 5)
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{
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{
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component.Health += healthMod;
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component.Health += healthMod;
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}
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}
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@@ -904,8 +904,8 @@ namespace Content.Server.Botany.Systems
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if (!component.DrawWarnings)
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if (!component.DrawWarnings)
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return;
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return;
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_appearance.SetData(uid, PlantHolderVisuals.WaterLight, component.WaterLevel <= 10, app);
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_appearance.SetData(uid, PlantHolderVisuals.WaterLight, component.WaterLevel <= 15, app);
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_appearance.SetData(uid, PlantHolderVisuals.NutritionLight, component.NutritionLevel <= 2, app);
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_appearance.SetData(uid, PlantHolderVisuals.NutritionLight, component.NutritionLevel <= 8, app);
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_appearance.SetData(uid, PlantHolderVisuals.AlertLight,
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_appearance.SetData(uid, PlantHolderVisuals.AlertLight,
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component.WeedLevel >= 5 || component.PestLevel >= 5 || component.Toxins >= 40 || component.ImproperHeat ||
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component.WeedLevel >= 5 || component.PestLevel >= 5 || component.Toxins >= 40 || component.ImproperHeat ||
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component.ImproperLight || component.ImproperPressure || component.MissingGas > 0, app);
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component.ImproperLight || component.ImproperPressure || component.MissingGas > 0, app);
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@@ -17,4 +17,5 @@
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DiseaseSwab: 20
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DiseaseSwab: 20
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#TO DO:
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#TO DO:
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#plant analyzer
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#plant analyzer
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emaggedInventory:
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Left4ZedChemistryBottle: 1
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@@ -190,6 +190,23 @@
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tags:
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tags:
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- Bottle
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- Bottle
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- type: entity
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id: Left4ZedChemistryBottle
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name: left-4-zed bottle
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description: This will increase the effectiveness of mutagen.
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parent: BaseChemistryEmptyBottle
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components:
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- type: SolutionContainerManager
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solutions:
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drink:
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maxVol: 30
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reagents:
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- ReagentId: Left4Zed
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Quantity: 30
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- type: Tag
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tags:
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- Bottle
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- type: entity
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- type: entity
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id: UnstableMutagenChemistryBottle
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id: UnstableMutagenChemistryBottle
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name: unstable mutagen bottle
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name: unstable mutagen bottle
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@@ -13,7 +13,7 @@
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yield: 3
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yield: 3
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potency: 5
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potency: 5
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idealLight: 8
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idealLight: 8
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nutrientConsumption: 0.30
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nutrientConsumption: 0.40
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chemicals:
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chemicals:
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Nutriment:
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Nutriment:
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Min: 1
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Min: 1
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@@ -39,7 +39,7 @@
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yield: 3
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yield: 3
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potency: 5
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potency: 5
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idealLight: 8
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idealLight: 8
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nutrientConsumption: 0.30
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nutrientConsumption: 0.40
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chemicals:
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chemicals:
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Nutriment:
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Nutriment:
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Min: 1
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Min: 1
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@@ -298,7 +298,7 @@
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yield: 2
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yield: 2
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potency: 10
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potency: 10
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waterConsumption: 0.60
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waterConsumption: 0.60
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nutrientConsumption: 0.30
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nutrientConsumption: 0.40
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idealLight: 8
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idealLight: 8
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idealHeat: 298
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idealHeat: 298
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juicy: true
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juicy: true
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@@ -873,7 +873,7 @@
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potency: 5
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potency: 5
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growthStages: 4
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growthStages: 4
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idealLight: 5
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idealLight: 5
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nutrientConsumption: 0.30
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nutrientConsumption: 0.40
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waterConsumption: 0.60
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waterConsumption: 0.60
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chemicals:
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chemicals:
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Nutriment:
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Nutriment:
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@@ -901,7 +901,7 @@
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yield: 3
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yield: 3
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potency: 5
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potency: 5
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idealLight: 7
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idealLight: 7
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nutrientConsumption: 0.30
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nutrientConsumption: 0.40
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chemicals:
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chemicals:
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Nutriment:
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Nutriment:
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Min: 1
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Min: 1
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@@ -8,7 +8,7 @@
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physicalDesc: reagent-physical-desc-thick
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physicalDesc: reagent-physical-desc-thick
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plantMetabolism:
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plantMetabolism:
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- !type:PlantAdjustNutrition
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- !type:PlantAdjustNutrition
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amount: 1
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amount: 2
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metabolisms:
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metabolisms:
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Food:
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Food:
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effects:
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effects:
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@@ -32,7 +32,7 @@
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amount: -0.5
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amount: -0.5
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- !type:PlantAdjustMutationMod
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- !type:PlantAdjustMutationMod
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prob: 0.3
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prob: 0.3
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amount: 0.2
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amount: 0.4
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metabolisms:
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metabolisms:
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Medicine:
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Medicine:
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effects:
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effects:
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