Barotrauma

Barotrauma

Hydroponics Reworked
 This topic has been pinned, so it's probably important
AgenericUser  [developer] 13 Mar, 2023 @ 11:04am
Hydroponics Reworked Guide
Notice
This guide has been written across numerous versions from 0.9.5X-0.9.7X. Many aspects of this guide are still applicable and accurate, but it may contain errors and/or not contain new content.

Welcome to Hydroponics Reworked. A complete rewrite of Dahitman's Hydroponics mod. I am making this guide for the few of you who have decided to subscribe to the mod. And to whoever gave me the steam points Thank You:crtamazed: !

Much like Barotrauma, this will be fine-tuned and further developed until it releases as V1.0, so consider this a warning that the mod is in beta.[edit: Barotrauma is now 1.0, this did not age well]

If you are alarmed by the amount of errors in the F3 console caused by this mod I would suggest you simply ignore them. It is a product of trying to have this mod work independently and co-dependently with Neurotrauma. As far as I am aware, the error messages are harmless and should not affect the mod as a whole. You can cope with this by installing Client-Side LUA (as documented in their workshop page) and installing the "don't open debug console on errors" workshop mod.

Overview
Hydroponics reworked (as well as the original hydroponics mod) adds a new system in the form of farming plants on Europa. You can obtain plants in caves or purchase them from outposts. You grow your plants by cultivating them within hydroponic plant growing machines which you can fabricate with a basic fabricator. From here you can make various medical-related items with your newly grown plants, for recreational use or for actual medical use.

Gardening
Plant mechanics and the like.
Before I go any further, there is a key distinction between "cuttings" and "cultivated plants", Cuttings have one purpose: To grow in your hydroponic growing machine to become cultivated plants. Cultivated plants on the other hand can be processed into two of the corresponding plant cuttings or refined into raw materials for further processing.

How Do I Start Growing?
You need to find some cultivated plants! You can get them by going through caves or purchasing them. Wild plants have about the same spawn rate as diamonds and are generally not found in the lower depths of Europa. There are two types of "Cultivated" plants, ones you can find/buy in the wild and the ones you grow from your cuttings. They are functionally the same, so don't worry about the distinction between the two.

Multiplyng Your Plants
You can yield two cuttings from (nearly) any given cultivated plant. To obtain cuttings, put your cultivated plant into a coalition processor (you can fabricate these in the fabricator) and then deconstruct the resulting plant material to obtain your cuttings. Cuttings will die if left unattended, but they are generally resilient enough to last a few minutes at 0% unless they are on the ground. Place your cuttings in a hydroponic grower and they will eventually become fully cultivated plants. Rinse Repeat.

Notes For Using Machines
They need to be powered and will lose resiliency over time, especially if submerged in water. This means you will need to repair them. If you have any issues placing the machines with left-click, try pressing "E" to place them instead.

What Plants Produce What?
  • Marijuana Plant -> Cannabis Bud (weed bud) 3x
  • Tobacco Plant -> Tobacco Leaves 3x
  • Coffee Plant -> Coffee Beans 3x
  • Coca Plant -> Coca Leaves 3x
  • Psilocybin Mushroom -> Mushrooms 3x
  • Fiber Plant -> Fiber 2x (Likely will remove this in the future)
  • Aquatic Poppy -> Opium 2x
  • Sea Yeast Shroom -> Ethanol 2x
  • Slime Bacteria -> ABX/Broadspectrum Antibiotics 2x

Medical And Consumable Items
I am still overhauling medical so I won't go too far in-depth for the medical Items. The development of this mod was done alongside Neurotrauma so it is compatible, but keep this in mind if you see any afflictions which are not a part of the vanilla base game.

Medical Items
The following items have been modified and are available in a medical fabricator near you.
  • THC/Tetrahydrocannabinol -> Treats addictions and withdrawal. Slight burn reduction. made with cannabis buds.
  • Caffeine -> Wakes the target up. Treats drunkenness, paralysis, stun etc... Overuse may result in a quick death due to caffeine overdose. Made with coffee beans.
  • Psilocybin -> Makes you high on DMT which can help withdrawal, but is mainly used to get oxygen back into the body. Helps with O2 deprivation and the like but also increases heart rate. Made with mushrooms.
  • Activated Carbon -> Overdose treatment related to overuse of drugs. Made with 8x carbon.
  • Coke Injectable -> Treats bleeding and blood related issues (Not tested with Neurotrauma).

Recreational Consumables
Can also be created in a medical fabricator. These are mainly for recreational use. The following items have been specifically modified.
  • Rolled Blunt -> Self explanatory. Gets you high. Made in Med-Fab. Smoke up after getting an addiction to caffeine, DMT, cocaine, or nicotine. Blunts help with addiction/withdrawal.
  • MEGABLUNT -> Super Blunt. Hard to get. Not craftable. Can purchase in research stations for a hefty price. Not safe for security to use.
  • Grand Cigar -> Rarer MEGABLUNT. Can be fabricated with the US constitution. Deconstructable into megablunts. Not craftable. Cannot purchase.
  • Tobacco -> Self explanatory. Made in Med-Fab. Used to counteract the effects which DMT causes (reduces nausea and psychosis). Chain smoking will give you a nicotine addiction, which causes the lowest amount of drawbacks but is the slowest to naturally rid of.
  • Fine Zuban Cigar -> Self explanatory. Not craftable.
  • Coffee -> Makes you faster. Can develop addictions and OD although unlikely. Made in Med-Fab.
  • Crack Pipe -> Enables smoking of Crack and other elements such as magnesium, sodium, and phosphorus. Craftable by converting a regular captain's pipe.
  • Cocaine Base -> Crack High. Super speedy if you use it enough. Must be used in a crack pipe, do NOT stack these in a crack pipe, or you will lose your coke. Reduces incoming damage and heals a bit of damage too. Instant addiction - recommended to smoke rolled blunts after coke consumption to counteract this. Do note that this will vaporize when heated, so keep it away from fire and water. Same goes for the Cocaine-Hydrochloride counterpart.
  • Coca Tea -> Lesser Crack High with less risk of OD. 10% chance to give coke addiction.
  • Prescribed Magic Mushrooms -> Gives you DMT high, causes psychosis and nausea. If you have an empty helmet slot this will give you a "third eye" which is temporarily capable of seeing heat signatures.

I know there are more items (the majority of which have been patched), but I have not gotten to modifying them.

V0.9.5X - The Walter Update
Within this version I have made my own "Mod" in a sense and merged it with this implementation of Hydroponics. This update adds Amphetamines and other chemistry aspects which I plan to expand upon in a later update. This section explains the mechanics of the 0.9.5X update.

In this section I am going to say the word "Death" a lot. When I say "death", you can replace this word with something that rhymes with it, understand? Here is a hint. It starts with an "M" and ends with an "eth". Without further due, let us continue.

Amphetamines, the good, the bad and the ugly
The main star of the 0.9.5X update is the addition of Crystal-Death. It has some interesting mechanics which are as follows:

  • Consuming a pack of Crystal-Death will inflict "Heisenberg's Finest". This affliction reduces damage received by a large margin, enough so that you can feasibly win in a fight against a Mudraptor with the right melee weapons. This will also give the user a 2x speed boost.
  • If you consume too much Crystal-Death, as in the status effect bar on the health HUD reaches about 3/5ths, you will obtain the affliction Death-Amphetamine.
  • The affliction Death-Amphetamine is lethal and is non-curable. It will progress for about 50 seconds or so until it immediately kills the user. Death-Amphetmine can however be prolonged by consuming copious amounts of Crystal-Death. Maxing out the status bar on the health hud (or simply constantly consuming it) will reset the timer on the Death-Amphetamine affliction.
  • The last affliction Crystal-Death will slowly accumulate is "Playing Dangerously". This affliction will cause organ damage over time and will start impacting the user once "Heisenberg's Finest" wears off. This affliction alone wears off over time, its purpose is to ensure a Death'd up assistant does not just time their use of Crystal-Death to infinitely cause havoc. Upon reason 90% strength or so, "Playing Dangerously" will inflict "Death-Amphetamine".

So, TL;DR don't overdose on Crystal-Death and use it wisely.

Chemistry?
Before you ask, no this mod is not accurate as to making real life Crystal-Death. I am already on a watchlist because of this mod and I don't want any more trouble.

All the chemistry is done with the newly added Chemical Catalyzer station. You need to hook it up to power like the Plant Processor and it operates pretty much the same way too. You can fabricate this via your local Fabricator.

Now for the explanation of Nitrogen.
  • Nitrogen does not like to be transported outside of N2 Canisters and will gradually decrease in vitality unless stored in such a canister.
  • You cannot put nitrogen in your inventory. You can try if you want though.
  • You can put nitrogen in a canister and then into your inventory.
  • Some chemicals within the Chemical Catalyzer can only be synthesized by stacking nitrogen into multiple canisters and then placing those canisters in one of the canister slots within the Catalyzer.
  • Nitrogen when dropped outside will flood the room causing suffocation. This tends to happen if the nitrogen is not stored within a canister, and you can expect it to happen after or while using the Chemical Catalyzer, although using a canister will usually prevent this from happening.
  • Nitrogen canisters like oxygen tanks and welding fuel tanks will explode when heated, but instead of causing fire it will flood the room, voiding it of oxygen.
  • Nitrogen canisters are made at your local Fabricator with the use of oxygen tanks.

TL;DR use Nitrogen Canisters to avoid the headache involved with managing nitrogen gas.

As for the other items, here is a brief explanation.
  • Saltwater/water can be obtained by using a plastic bottle underwater. You can make plastic bottles at your local Fabricator.
  • Saltwater/water will disintegrate if not contained (like nitrogen gas).
  • Aneurine treats organ damage extremely well, but is expensive to make.
  • You can perform electrolysis by combining water and cathode+anode in the Catalyzer. Deconstructing the resulting salt will yield you sodium and chlorine.
  • Anodes and Cathodes come in bundles, you will need to deconstruct the bundles to obtain the individual Anodes and Cathodes for electrolysis.
  • Everything else is really self explanatory. You can synthesize the chemicals by looking up their recipes in the Chemical Catalyzer.

Another thing to note is that you MUST have the proper skill levels to fabricate items in the Chemical Catalyzer. This is because if you are not of the proper skill level, the item will take longer to produce - making the nitrogen gas expire mid production! As such you will find your items failing to fabricate, so make sure you don't have a "skill issue".

V0.9.770 - Biochem
This update added some distilling to Hydroponics - mainly by merging and rewriting some of the DRG Beers (by Mamnatu) code. As well as this, it added a new method of manufacturing Stabilozine and Incindium fuel. Distilling is mainly done in the new Bioreactor which you can make at a fabricator near you. OG Barotrauma players might recognize the sprite of the new Bioreactor ;). Beers are distilled in the Bioreactor via a combination of one or more of the four new plants introduced from DRG Beers. They can be be grown traditionally or grown in a Hydroponic fashion. Bellow is a list of beers and what they do.

  • Red Rock Blaster - Increases strength/vigor.
  • Skull Crusher Ale - Increases melee damage.
  • Leaf Lover's Special - Buzzkiller. Just Don't.
  • Oily Oaf - The classic basic beer. A single swig won't get you drunk but chaining them in succession most definitely will.
  • Blackout Stout - Guaranteed to make you pass out on the spot. Do ensure a medic is nearby with some CHNO to keep you alive...
  • Burning Love - Sets you "Ablaze", causes very minor burns if you are not in water. Has a small small chance to start a fire on the spot.
  • Blackreach Blonde - A portable dance party. Affects everyone in the same room as you. My personal favorite.
  • Flinlocke's Delight - An explosive surprise. HIGHLY recommend against consuming this with Neurotrauma.
  • Smart Stout - Egg-Head's best friend. Gives you 6 in every skill.

V0.9.786 - Event Sets
I am not going to describe the events here in detail because that would spoil everything. The only real mechanic that one should be aware of is that the cartel at any given moment is in one of two states: Happy or Unhappy. Your actions in the different events can change the state from one to the other. Events will generally start out differently depending on this Happy/Unhappy state. Whether you want a good or bad relationship with the cartel is up to you.


That's all for now sailors, thanks for playing Hydroponics Reworked.

If you have any suggestions do leave a comment, and thank you for checking out my rework.
Last edited by AgenericUser; 18 Nov, 2023 @ 9:27pm
< >
Showing 1-13 of 13 comments
JohnnyBon 30 Jun, 2023 @ 9:46am 
mmmm Crystal death
AgenericUser  [developer] 19 Jul, 2023 @ 5:24pm 
;)
Enaxity 12 Aug, 2024 @ 2:03pm 
how the hell do you cure low dopamine with neurotrauma, patient keeps throwing up and dying to alkalosis.
AgenericUser  [developer] 22 Aug, 2024 @ 10:54am 
Originally posted by Enaxity:
how the hell do you cure low dopamine with neurotrauma, patient keeps throwing up and dying to alkalosis.

Low Dopamine results from consuming ANY amount of cocaine. It works like husk, meaning once you get it, the effect will gradually increase until it is completely cured or the patient dies of withdrawal. Smoking more cocaine will reset the low dopamine timer, but it does not cure it. For a complete cure, the patient needs to smoke an entire Rolled-Blunt or be injected with a healthy amount of Tetrahydrocannabinol. If smoking or injecting weed doesn't cure it, then you are not using enough of it.
KABOOM 15 Sep, 2024 @ 4:45pm 
Lisdexamfetamine? What are it's effects?
Last edited by KABOOM; 15 Sep, 2024 @ 4:46pm
AgenericUser  [developer] 16 Sep, 2024 @ 3:56pm 
Originally posted by KABOOM:
Lisdexamfetamine? What are it's effects?

Lisdex doubles your skill-gains for a while. Good for recovering after a sudden death.
KABOOM 18 Sep, 2024 @ 2:30pm 
Very useful, thank you
sowhatimsilly 22 Sep, 2024 @ 8:57am 
Hello i noticed the reversex isn't in this guide i injected a dead person with it and nothing happen they didnt revive or anything perhaps i did something wrong?
Shokan Atsumaru 4 Oct, 2024 @ 4:31pm 
Hi! Is there any means to make nicotine syringes or do I have to buy those from dedicated merchants?
AgenericUser  [developer] 25 Oct, 2024 @ 9:18am 
@@Shokan Atsumaru.
Nicotine syringes where kind of an afterthought because they didn't serve too much functionality iirc. I think they should have been patched out but might have been forgotten.

@@sowhatimsilly
I believe Revex has been broken since the whole NT drama went down. Its on the list of fixes to do in the future planned December patch.
seal_ddoser 30 Oct, 2024 @ 12:27pm 
Hey, can you tell me how to use revex?
AgenericUser  [developer] 12 Nov, 2024 @ 9:52am 
Originally posted by seal_ddoser:
Hey, can you tell me how to use revex?
Revex seems to be broken right now. I will get to fixing it some time in late December.
AgenericUser  [developer] 2 Feb @ 3:18pm 
Originally posted by seal_ddoser:
Hey, can you tell me how to use revex?

Revex only works with Neurotrauma. It sets the Neurotrauma affliction to 0 without side effects.
< >
Showing 1-13 of 13 comments
Per page: 1530 50