# Fertilizers overhaul ## Problem * Current fertilizer logic is unintuitive * Current fertilizer logic can be easily abused when you know how the code works * Current fertilizer logic doesn't make sense when compared to real-life logic ## Solution * Make hydrotrays have a single container for both water and fertilizer * Make water into a fertilizer that sustains plant, but doesn't modify any stats * Make plants digest different amount of reagents per tick depending on species * Make mushrooms consume half the amount of reagents * Make all fertilizers give stats depending on the % of that fertilizer in the water-fertilizer mix * When the mix is 100% e-z nutrient, it gives maximum amout of stats to the plant * When the mix is 50% e-z nutrient and 50% water, it gives half of maximum amout of e-z nutrient stats to the plant * When the mix is pure water, it doesn't change stats * All plants except mushrooms receive damage when the mix contains less than certain % of water, specific to species * Adjust all fertilizer stats for the new logic, preserving the general idea (Saltpetre is best for potency, Diethylamine for yield, etc.) * Add maximum yield for plants. Some may yield up to 10, some up to 5, etc * Make yield into 0-100% instead of 0-10 items yield * Make all plant stats into float numbers so that even tiny % of fertilizer in the mix matters