Immersive Gardening: Difference between revisions

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== Append section '''Horticultural Encyclopaedia''' under '''Herbalism''' with the following: ==
== Append section '''Horticultural Encyclopaedia''' under '''Herbalism''' with the following: ==
The following table details the possible herbs/plants and their attributes:
The following table details the possible herbs/plants and their attributes (where all instances of N refers to the number of Experience that player has):
{| class="wikitable"
{| class="wikitable"
|+
|+
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|-
|-
|Feather Fluff
|Feather Fluff
|1 🌿
|1 - ⌊N/12⌋ 🌿
|5
|5
|0 🌿
|⌊N/4⌋ 🌿
|3 🌿
|3 🌿
|-
|-
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|9
|9
|Nothing
|Nothing
|3d8 🌿
|2N + 3d8 🌿
|-
|-
|Yaqqip
|Yaqqip
|5 🌿
|5 - ⌊N/2⌋ 🌿
|2
|2
|1 🌿
|⌊N/6⌋ + 1 🌿
|2d3 🌿
|⌊N/4⌋ + 1d3 🌿
|-
|-
|Porcupine Tree
|Porcupine Tree
|13 🌿
|13 - N 🌿
|4
|4
|1d6 + 2 🌿
|N + 1d6 🌿
| - 1d5 🌿
| N - 1d5 🌿
|-
|-
|Trungleweed
|Trungleweed
|1d3 💎
|1d3 - ⌊N/3⌋ 💎
|1
|1
|3d3 🌿
|3d3 🌿
|1d4 + 1 🌿
|N + 1d4 🌿
|-
|-
|Beetwood
|Beetwood
|9 🌿 or 5 🌿 and 2 💎
|9 🌿 or 5 🌿 and 2 💎
|6
|6
|1d3 🌿
|1d(N + 3) 🌿
|1d6 🌿 and 1d4 - 1 💎
|N + 1d6 🌿 and 1dN 💎
|-
|-
|Ponzi Plant
|Ponzi Plant
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|3
|3
|Nothing
|Nothing
|Roll a d8; if 1, 2 or 3, reward is nothing; otherwise, 12 🌿 or 12 💎 (player's choice)
|Roll a d(N+2); if the result is 1 or a composite number (not prime), reward is nothing; otherwise, 12 🌿 or 12 💎 (player's choice)
|-
|-
|Obsidian Fruit
|Obsidian Fruit
|2 🌿 and 3 💎
|2 🌿 and 2N 💎
|5
|5
| - 1 💎
| - 1 💎
|3 ⚡
|N⚡
|-
|-
|Baneberries
|Baneberries
|4 🌿 and 1 🩸
|4 🌿 and 1 🩸
|4
|4
|2 🌿
|2dN 🌿
|1 ⚗️
|1 ⚗️
|-
|-
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|1d6 🌿
|1d6 🌿
|1 ❤️‍🔥
|1 ❤️‍🔥
|}
|}If a resource cost would be negative due to Experience, it is instead 0.
* Feather Fluff (Resource Cost: 1 - ⌊Effectiveness/50⌋ 🌿, Stages of Growth: 5, Rewards: 0 + ⌊(Effectiveness)/15⌋ 🌿 at each growth stage and 3 + ⌊Effectiveness/10⌋ 🌿 upon harvesting)
* Yaqqip (Resource Cost: 5 - ⌊Effectiveness/18⌋ 🌿, Stages of Growth: 2, Rewards: 1 + ⌊(Effectiveness/15)²⌋ 🌿 at each growth stage and 2d3 + ⌊Effectiveness/16⌋ 🌿 upon harvesting)
* Baneberries (Resource Cost: 1 🩸 and 3 -  ⌊Effectiveness/12⌋ 🌿, Stages of Growth: 4, Rewards: ⌊Effectiveness/6⌋ - 1 🌿 at each growth stage and 1 + ⌊Effectiveness/10⌋ ⚗️ upon harvesting)
* Trungleweed (Resource Cost: 1d3 - ⌊∛(Effectiveness)/2⌋ 💎, Stages of Growth: 1, Rewards: 2d3 - ⌊16/(Effectiveness)⌋ 🌿 at each growth stage and 1d4 + ⌊Effectiveness/3⌋ 🌿 upon harvesting)
* Beetwood (Resource Cost: 9 🌿, Stages of Growth: 6, Rewards: 1d3 - 1 🌿 at each growth stage and 1d2 - 1 💎, ⌊Effectiveness/2⌋ + 1d4 🌿 upon harvesting)
* Porcupine Tree (Resource Cost: 13 - ⌊Effectiveness/20⌋ 🌿, Stages of Growth: 4, Rewards: 2 + 1d6 🌿 at each growth stage and ⌊Effectiveness/6⌋ - 1d5 🌿 upon harvesting) > - Darkvine (Resource Cost: 99 🌿, Stages of Growth: 20, Rewards: 1d6 + ⌊Effectiveness/16⌋ 🌿 at each growth stage and 1 ❤️‍🔥 upon harvesting)


If a resource cost would be negative due to Experience, it is instead 0.
If the season is Winter, N is decreased by 3 to a minimum of 0.

Revision as of 23:24, 12 July 2023

Amend Herbalism to read:

As a Task, a player can cultivate herbs/plants from the Greenhouse Botania.

Append section Greenhouse Botania under Herbalism with the following:

The greenhouse Botania initially holds 4 pots. When a player performs the herbalism task, they may do one of the following:

  • Propagation: Any unoccupied pot in the Greenhouse Botania can have herbs placed in it, where this player selects up to 1 herb per pot from the Horticultural Encyclopaedia, removing the appropriate resources from their inventory to do so.
  • Hydration: Any pot with a herb in it can be selected (once per pot) by this player, incrementing its growth stage by 1 (initially 0) and receiving the rewards as listed in the Horticultural Encyclopaedia. If a herb's growth stage would be incremented beyond its 'Stages of Growth', this instead does not occur.
  • Harvesting: Any herb can be selected to be removed. If it is on its final growth stage ('Stages of Growth'), you receive rewards (refer to Horticultural Encyclopaedia).

If a player attempts to interact with a pot and this would cause them to lose more of a component than they own, the interaction instead does not occur.

Append section Horticultural Encyclopaedia under Herbalism with the following:

The following table details the possible herbs/plants and their attributes (where all instances of N refers to the number of Experience that player has):

Name Resource Cost Stages of Growth Reward at each growth stage Reward upon harvesting
Feather Fluff 1 - ⌊N/12⌋ 🌿 5 ⌊N/4⌋ 🌿 3 🌿
Kraken Root 3 🌿 9 Nothing 2N + 3d8 🌿
Yaqqip 5 - ⌊N/2⌋ 🌿 2 ⌊N/6⌋ + 1 🌿 ⌊N/4⌋ + 1d3 🌿
Porcupine Tree 13 - N 🌿 4 N + 1d6 🌿 N - 1d5 🌿
Trungleweed 1d3 - ⌊N/3⌋ 💎 1 3d3 🌿 N + 1d4 🌿
Beetwood 9 🌿 or 5 🌿 and 2 💎 6 1d(N + 3) 🌿 N + 1d6 🌿 and 1dN 💎
Ponzi Plant 6 🌿 or 6 💎 3 Nothing Roll a d(N+2); if the result is 1 or a composite number (not prime), reward is nothing; otherwise, 12 🌿 or 12 💎 (player's choice)
Obsidian Fruit 2 🌿 and 2N 💎 5 - 1 💎 N⚡
Baneberries 4 🌿 and 1 🩸 4 2dN 🌿 1 ⚗️
Darkvine 99 🌿 20 1d6 🌿 1 ❤️‍🔥

If a resource cost would be negative due to Experience, it is instead 0.

If the season is Winter, N is decreased by 3 to a minimum of 0.