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Golden Clovers will mutate at only a 0.01% chance per tick from any other clover, but this chance increases to 0.07% if the plot is surrounded by four or more regular clovers. The third picture shows a possible optimal mutation for Golden Clovers, which are a bit special compared to other plants. For example, growing Baker's Wheat and Gildmillet may spawn unwanted Thumbcorns in the R plots. The light red squares (labelled with an "R") indicate plots that could grow unwanted crops resulting from the mutation of 2 plants of the same type. The green and yellow squares (labeled with a "G" and "Y" respectively) indicate the 2 types of planted tiles. The second picture shows examples of optimal alignments for each Garden level for mutations from 2 different parents (example: Cronerice from Baker's Wheat and Thumbcorn). Empty squares indicate locations for potential mutations.
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Green squares (labeled with a "G") indicate planted crops. The first picture shows examples of optimal plant alignments for each Garden level when trying to mutate a new crop from 2 parents of the same species (example: Thumbcorn from 2 Baker's Wheats).
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See the species section below for a complete list of all mutation conditions. Additionally, certain mutations may also be prevented by having too many of a certain species adjacent to a slot (e.g. Most mutations require mature crops to trigger, but there are some exceptions. In general, the actual number is close, but not equal, to the base chance and can be approximately tripled. The exact probability can be calculated from random list mechanism. A plant from a mutation can only be added to your seed collection when it has at least reached maturity, as stated above. For example, if there are two adjacent Baker's Wheat, the empty plot may produce another Baker's Wheat or a random mutation: either a Thumbcorn or a Bakeberry. If there is an empty plot, it has a chance to start growing a plant based on the adjacent (orthogonal and diagonal) plots. However, using Ctrl+Shift+Click on it is fine, since it only harvests mature instances of plants, rather than the entire garden. When trying to unlock these 2 plants, DO NOT use the Harvest All tool, as it may harvest any of your possibly newly spawned Crumbspore & Brown Mold that have not reached maturity along with everything else without adding their seeds to your collection. Most new species appear as a result of mutations (created by having two or more parent crops adjacent to an empty plot), but the two basic species of fungi (Crumbspore and Brown Mold) can be found as a result of manually harvesting Meddleweed (older = higher chance). These two plants are the most fundamental species of the Garden: Baker's Wheat is the basis for regular plants, while Meddleweed is the basis of fungi. By leaving garden plots empty, Meddleweed may also appear. Initially, the Garden only has one seed available, that being Baker's Wheat. A crop will decay once its age reaches 100 unless it is immortal. For premature plants, any passive effects will only be at 10% for buds, 25% for sprouts, and 50% for blooms. A plant's passive effects will increase in potency with each growth stage, reaching full strength once the crop matures. The premature stages of growth increase as the crop reaches 1/3 and 2/3 of its mature age. As the age increases, the crops will grow as bud, sprout, bloom and finally mature after reaching their mature age. While growing, the crop ages every tick by its aging value, which in most cases is a randomized number. The length between each tick is determined by the type of soil which is currently in use, though a tick can be triggered instantly by spending a sugar lump. At each tick, the game will check three things in order for each tile: age, contamination, and mutation. A seed can be easily planted more than once by shift-clicking to plant. The plants and fungi can be planted in the garden by clicking on the seed you would like to plant on the left-hand side and then clicking on an empty tile in the Garden. The maximum size of 6×6 is unlocked at level 9.Īs you can see, cost efficiency starts to drop slightly at garden levels 5 and 6 before rising sharply at levels 7 & above. The Garden's size starts out as a 2×2 grid, and can be expanded by further upgrading Farms with sugar lumps.
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