304 North Cardinal St.
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304 North Cardinal St.
Dorchester Center, MA 02124
Do you love Cookie Clicker? Do you also love gardening? If so, then Cookie Clicker Gardens is the game for you! In this game, you are tasked with running a garden and harvesting cookies. Sounds easy enough, right? Well, it can be a bit tricky to figure out everything that the game has to offer. That’s why we’ve put together this guide! In it, we will discuss all of the basics of Cookie Clicker Gardens, as well as some tips and tricks to help you succeed. So what are you waiting for? Start reading!
To get access to the garden minigame, you will need to spend one sugar lump on an improvement that brings all of your farms to level one:
When you have cooked one billion cookies in total, you will unlock the Sugar Lump achievement. Your garden will continue to expand as you level up your farms, up to level 9, at which point it will reach its maximum size of 6 squares by 6 squares. At the beginning of the game, you will only have access to the Baker’s Wheat seed. However, the remaining 33 of the game’s total seeds may be obtained by crossbreeding, which is explained in more detail in the following sections.
The generation of Thumbcorn requires a plot that is either completely vacant or has at least two mature baker’s wheat plants in each of the eight plots that surround it. The list of recipes that follow provide other combinations for various plants that may be used.
The following is a list of all of the conceivable combinations of crops grown nearby that, when planted in a plot that is now vacant, may result in the production of the new crop that was just described. Each plot has eight surrounding plots that contain neighbouring crops. The probability for each mutation are represented as decimals and may be found in the table (more info below). Unless otherwise mentioned (like when it states ‘any,’ for example), all values are to be understood to correspond to that specific number of mature harvests. You may also check out the great chart that @Johanson69 created, which can be seen here. With version 2.0106, each and every mutation that is described below, as well as the probability, have been brought up to date.
NOTE: It is often recommended to make use of Keenmoss in order to acquire Wardlichen rather than White Mildew due to the increased likelihood of Brown Mold being produced by White Mildew.
According to the list that was just shown, you may have noticed that Meddleweed is the only organism capable of producing itself, while Brown Mold and White Mildew are the only organisms capable of producing each other. This is due to the fact that they are really formed in the beginning by a different method:
Every time a tick passes, there is a 0.2 percent chance that meddleweed will spawn in a feasible weed-spawning plot. One of the requirements for a valid weed-spawning plot is that none of the eight nearby plots include any other types of plants. It is important to keep in mind that this indicates that weeds may still proliferate on the perimeter of the garden as long as all of the plots that are located around them continue to be vacant. It is possible for it to spread after it has already been created, according to the list of mutations that was previously presented. If you fertilise the soil, you will see a significant increase in the number of times that weeds reproduce.
When Meddleweed is harvested, it may generate Brown Mold or Crumbspore. Both of these spores are toxic. The more mature the Meddleweed plant was at the time it was collected, the higher the probability that it would have produced one of them. To the best of my knowledge, harvesting a plant and having it expire are two entirely different things, and if the Meddleweed plant expires, it will not generate Brown Mold or Crumbspore. The following is the precise formula for calculating the likelihood of producing one of these:
If (random value between 0 and 1) < (0.2*(age/100))
then spawn either Brown Mold or Crumbspore (50% chance for each)
The Japanese Cookie Clicker wiki has some very helpful images showing efficient way to arrange plants for breeding. For mutations which require two plants of the same type, the following arrangements are useful:
Orange squares are plants and white squares are spawning areas. The farm level above each figure is optimum for that arrangement. For mutations requiring two parent plants, try these arrangements:
The red Xs in the image above indicate possible mutations. Unwanted mutations occur from two parents. In the level 9 illustration, all four red X’s are plots with two orange neighbour plots, thus if a plant is generated from two orange parents (which plant is orange in your circumstance depends on which plants you use and which you put in the green and orange plots), it will be orange.
The different soil types are unlocked by owning a certain number of farms:
You are only allowed to change the kind of soil you are growing in once every ten minutes; however, you may pay a sugar lump to reset this limit and change types instantaneously. Investing a sugar lump in this endeavour causes plants to proliferate and mutate three times faster during the next tick.
The table that was located in this location before has become out of current, and the chart that was provided by @Johanson69 is more attractive anyhow. Look at the chart on this page.
The following equation is used to determine how much a plant will cost:
Cost = MAX(costM, CpS*cost*60)
This indicates that once CpS reaches a specific level (which varies depending on the crop), costM no longer has any bearing on the situation.
The ages of all of the crops in the field are brought up to date at the beginning of each tick. The following equation determines an increase in it:
Because integer operations always make use of the floor function implicitly, newAge is always an integer, which means that it always returns a round value. This has the effect of preventing specific plants from ageing at all during a particular tick if the age increment for those plants is less than 1.
If the age of a plant is larger than or equal to the age at which the plant reaches maturity, the plant is said to be in stage4 of its maturity (mature). If its age is larger than or equal to the maturity age * 0.666, then it has reached stage 3 (bloom). If its age is higher than or equal to the maturity age * 0.333, then it has reached stage 2 (sprout) (bud).
Meddleweed, Doughshroom, and Crumbspore are the only plants in the game that are presently affected by the mechanism known as contamination (‘contam’ in the chart of plant data above). It gives these plants the ability to take over nearby plots, despite the fact that such plots may already contain other plants. Only in these four cardinal directions may contamination take place (up, down, left, right).
It should be noted that doughshroom and crumbspore are capable of contaminating other plants but cannot themselves get contaminated by other plants.
The specific chain of events that leads to contamination is a pretty complicated one, however the general flow of events goes as follows:
Since, to tell you the truth, I do not have a complete understanding of this mechanism, I do not have many more details than this that I can readily describe. Be aware, however, that if you have a plant that has reached maturity and is capable of contaminating other plants, then other plants that are adjacent it in any of the four cardinal directions might be overrun by it. If anybody is interested in taking a look, the code that pertains to version 2.006 can be found right here.