Botany

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Mutations

When fed unstable mutagen, plants will develop a random mutation, this could change its preferred heat, make it sentient, cause it to become slippery, or a host of other random effects. The two typically most sought after are: random chemical, and mutate species.

Plant mutation species
Species Original Species Produce Notes
Killer tomato Blood tomato
  • Spawns a killer tomato mob when harvested, and "imprints" on anyone near the harvest (3~ tile radius)
  • This mob attacks anyone it has not imprinted on, dealing 9 brute damage, and has 35 health
  • Small chance for killer tomatoes to be a ghost role familiar.
Blood tomato Tomato
Blue Tomato Tomato
  • Filled with space lube, creating a puddle of it when thrown.
Bluespace tomato Tomato
  • When thrown, swaps positions of you and the hit target

Antagonism/Anti-Antagonism

While playing as an antagonist, or a station-wide threat needs to be dealt with, there are many useful things botanists can do:

Vestine, obtainable from the uplink, will cause plants to mutate, gaining reagents from the evil table, which includes a bunch of toxins, a stimulant, and very rarely, more vestine! Keep in mind vestine is toxic to plants, use it sparingly or use other chemicals to restore their health.

Try to obtain a chem master or portable chem mixer to be able to separate out useful chemicals and use them, especially with the aforementioned vestine.

Slippery plants, or banana peels, can stall or disarm opponents. With a pair of noslips from the uplink, you can retain full speed on a ground filled with slippery plants, while everyone else will have to slow down or fall over. This is especially powerful with blue tomatoes, which make space lube when thrown.

Killer tomatoes can sometimes be made by mutating tomatoes into blood tomatoes, and then mutating those a second time. These hostile mobs are not too powerful on their own, but will imprint on you when you harvest them, letting you assemble a large number. Use them as shields or additional damage.