Compare all specializations

Hydroponic Farmer

Advanced Start

Sponsored Link
Sponsored Link

About this specialization

A specialization that grows crops in the Hydroponic System and sells them. At first, sell Fillerweed and Nutrifruit, which grow in one or two nights, as Food for daily cash. Once you unlock Retired Winemaker, make wine from BloomBerry and sell it, mainly to Upper Levels customers, for your big income. The number of units of Wine Bottle caps your wine, so use your other Hydroponic System for Coffee Beans (Household Goods) or Kotton Fiber (Material), make Pure Water in a Water Purifier, and sell them to buyers of other categories.

Put a seed, a charged Energy Cell and enough water for the night into the Hydroponic System and the crop grows each night. To keep harvests and fruit size up, hold the water's minerals in each crop's range (add a Hydroponic Nutrient Tablet, check with the AquaScan). Each crop sells to a different kind of buyer: Nutrifruit and Fillerweed as Food, Coffee Beans as a Household Good, wine as a Substance and Kotton Fiber as Material. At first the Display Case brings one buyer a day, for the category with the highest total; once Showcase Expansion I and the like add categories, crops of different categories let you sell to more customers on the same day.

Ratings

Beginner friendliness3 / 5
You handle water, minerals, power and seeds together, but you start with two Hydroponic System units, seeds and the Hydroponic Nutrient Tablet.
Early income3 / 5
You get by on Fillerweed and Nutrifruit from the starting seeds, and brew your first wine with the BloomBerry that Retired Winemaker gives you; after that, wine waits on the berries growing and fermenting.
Growth before the buyout5 / 5
Wine, Coffee Beans and Pure Water run side by side, and later Plant Genetics lets you improve your seeds.
Low daily effort3 / 5
Growing and fermenting happen overnight, but you need to measure and top up minerals, sort harvested berries and recharge the Energy Cell as needed.
Safety from Security and factions5 / 5
Wine, Coffee Beans and Pure Water are not contraband.
Starting cash margin4 / 5
You start with 450 and already own the growing equipment, so early spending is low; rent of 240 and power and water costs still apply.

Starting conditions

During your training with The Mentor, you refined your knowledge of hydroponic farming, an efficient way to grow crops in the limited space available on the station. With your expertise, you can help feed the lower levels while making a handy profit.

Cash and rent

Starting cash
450
Rent
240

Both before perk changes.

Starting items

  • Hydroponic Farming Manual
  • Additional equipment (Hydroponic Systems)
  • Start with a stock of Farming Supplies and Seeds

Regular visitor

  • Retired FarmerVisits on days 5, 12, 19, …

Income routes

Quick summary

Compare ways to earn

Daily cash from Nutrifruit and Fillerweed

From the start

Start with Fillerweed and Nutrifruit and sell them as Food. With original traits, full health and no module performance modifier, Fillerweed gives 5 in 1 night and Nutrifruit gives 7 in 2 nights. Because Nutrifruit very rarely returns seeds, buy a Packet of Nutrifruit Seeds from the Retired Farmer on Fridays and the Supplier (Supply Runner) on Sundays.

  1. On day 1, plant the starting Fillerweed Seed and Nutrifruit Seed in the Hydroponic System. With their original traits and no module performance modifier, Fillerweed takes 1 night and Nutrifruit takes 2 nights; the starting machines' modules can change this.

  2. Measure the minerals with the AquaScan and adjust them with the Hydroponic Nutrient Tablet: 0–2% for Fillerweed and 0.5–2.5% for Nutrifruit.

    • Keep the minerals in range and use clean water for Nutrifruit. Above 90 health its fruit is worth 18–32 each; above 99 every fruit is worth 32.
  3. Display the harvested crops as Food. When it is before day 14 or the Food total is not high, a medium or high total, or store attractiveness of at least 400, brings the Expedition Supplier if Food is selected for a Display Case buyer.

  4. Buy more Nutrifruit seeds: the Retired Farmer on Fridays and the Supplier (Supply Runner) on Sundays each always sell one Packet of Nutrifruit Seeds of nine.

  5. If you follow Eleanor's story and advise publishing the drive at the end, new units of Nutrifruit Seed lose the Infertile trait from the next day and return seeds when harvested.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

  • Fillerweed grows in one night, so it also fills a Hydroponic System that is free for just one night.
  • Nutrifruit keeps selling to Food buyers after wine is running; when Display Case expansions add categories, use one of them for Food.

Make wine from BloomBerry

From the start

Unlock Retired Winemaker, grow BloomBerry, ferment it into wine and sell it through the Display Case to Upper Levels customers. Each bottle sells for a lot and this is the main income, but once you have enough berries, the number of units of Wine Bottle caps how much you make, so more growing equipment does not raise that cap.

  1. In Wild's Network, unlock Retired Winemaker and Water Trading. You get the wine starter kit at once (3× Wine Bottle, 3× Yeast, 2× BloomBerry and a Magnifying Glass, among others) and water tools such as HydraTech Micro Water Purifier and Water Testing Strip. After the unlock, the Retired Winemaker comes on Fridays.

    • You start with Retired Farmer, so the Retired Farmer comes every Friday.
    • If you play the intro, Joe Wild opens the network on day 7 and gives Wild Favor, which is spent before cash on upgrades (200 on Mark Up). If you skip the intro, the network is open from day 1 but you get no favor.
  2. The items you receive on unlocking are enough to start the first bottle right away, using the fermentation steps below. To keep making wine, buy a Bloomberry Seed from the Retired Farmer on Friday, and the Water Purifier and the Water Tank from the Retired Water Merchant on Wednesday.

  3. Put the Bloomberry Seed, a charged Energy Cell and water of Basewater or better into the Hydroponic System. It grows each night while all three are in place.

  4. Measure the minerals with the AquaScan and add a Hydroponic Nutrient Tablet until they are between 1.25 and 2.75%. With the original seed traits and no module performance modifier, the first berries come after 3 nights, then every 2 nights; modules and genetic changes can change this.

    • Minerals are used up as the plant grows. Below the range the plant's health drops, and above it drops half as much, so aim for the upper part of the range and check and top up now and then.
    • Contaminants in the water also hurt the plant's health; Pure Water with the Hydroponic Nutrient Tablet added is best.
    • BloomBerry stays planted after each harvest and fruits again, so you never need to replant it.
  5. When the berries are ripe, check each BloomBerry with the Magnifying Glass. Small berries are best for wine, and normal ones are next.

    • Overripe and underripe berries add nothing to the wine's score, and moldy ones lower it.
    • While the plant's health is above 85, every berry is small or normal, and small ones are more common.
  6. Put 2× BloomBerry, 1× Yeast and 750 ml of water into a Wine Bottle and press “Start Fermenting”. The wine is ready after 2 nights.

    • Basewater is fine. Water of 99% purity or more (High-Quality Water or better) raises the wine's score; Pure Water adds nothing beyond that.
    • Don't put the Hydroponic Nutrient Tablet in the fermenting water: minerals lower the purity and can cost the wine points.
    • Two small berries make Master Vintage even with Basewater; a small and a normal berry need High-Quality Water or better for Master Vintage.
    • The Yeast Bioreactor works as Yeast that never runs out. Always buy it when you see it: sometimes in Dr. Jackson's normal stock after Retired Winemaker, occasionally from the Retired Winemaker.
  7. Put the finished wine in the Display Case. Wine counts as a Substance: when Substance is the category selected for a Display Case buyer, the Upper Levels Hedonist comes from day 14 if the Substance total in the Display Case is high.

    • Before day 14, or when the total is not high, a medium or high total (or store attractiveness of 400 or more) brings the Worn-Out Spacer, and anything less brings the Desperate Addict.
    • Wine of Reserve or better is also a Luxury Item. As long as your Upper Levels reputation is 0 or more, the Upper Level Visitor may come while it is on display (from day 14 if you play the intro; no day-14 restriction if you skip it). On days when the shopper is eligible, the chance is 21% at reputation 100; after a visit there is a cooldown.
    • With the store not vandalized, the Display Case initially draws one category buyer a day, for the category with the highest total value. Showcase Expansion I, Showcase Expansion II and Buyer Referral Service (while in use) each add one category, for the next-highest categories (Coffee Beans as a Household Good, Pure Water as Water). Each category still gets at most one of these buyers a day.
    • Wine gains value as it ages, but early on sell it right away to build up cash.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

Grow and sell Coffee Beans

From the start

Grow the Coffee Beans you buy from the Retired Farmer and sell them as Household Goods through the Display Case. The beans are their own seeds, so there is no seed cost, and they need no Wine Bottle, so they run alongside wine. The Display Case brings only one Household Good buyer a day, so also sell to others such as Hydroponic Farmer, who buys beans as seeds.

  1. On Friday, buy 2× Coffee Beans from the Retired Farmer and plant them in a Hydroponic System; the Coffee Beans themselves are the seeds.

  2. Keep the minerals between 1.75 and 3.25%, and use clean water.

    • Between 1.75 and 2.75% the same water also suits BloomBerry.
  3. With no module modifier and the original seed traits, harvest after 3 nights (8 beans if the plant's health is above 70). Keep one and replant it.

  4. Display Coffee Beans as a Household Good. If that category is selected for a Display Case buyer, a high total from day 14 brings the Upper Level Servant; otherwise, a moderately high total or store attractiveness of at least 400 brings the Citizen.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

Make Pure Water in the Water Purifier and sell it

From mid game

Purify water collected in the Water Tank up to Pure Water (99.9% purity) in a Water Purifier whose cap you have raised with modules, then sell it as Water through the Display Case. It needs no Wine Bottle, so it runs alongside wine; the limit is how much a Water Purifier purifies each night.

  1. On Wednesday, buy the Water Purifier and the Water Tank from the Retired Water Merchant.

    • The Water Tank starts at 20 L. Each unit of Scrap Metal adds 2 L; each Metal Ingot adds 4 to 14 L depending on its purity (6 L when no purity level applies), up to 50 L.
  2. Unlock Gutterflow On Tap, then Rustwater On Tap, and fill the Water Tank with free water.

    • The tap's Gutterflow is 80.00 to 89.99% pure, and its Rustwater is 90.00 to 91.50%; they change daily. Rustwater On Tap requires Gutterflow On Tap first.
    • Start with Working Pipes and you begin with both upgrades unlocked, so the tap gives free Rustwater from day 1.
  3. Put 4× Refinement Module with quality 25 each into the Water Purifier. When the total module quality is at least 100, the purity cap rises from 99% to at least 99.9%; check the total because module effects and nodes can change it.

  4. Insert the Water Tank itself into the Water Purifier with an Energy Cell and let it purify night after night; check with the AquaScan whether it has reached 99.9%.

    • Below 98% purity, dirtier water gives a larger removal budget per cycle; at 98% and above that part no longer decreases. A charged Advanced Turbo Booster runs a night's purification at once; the booster is not used up and can be used again later.
  5. Divide the Pure Water into the Jug of Water or the Bottle of Water (Large). If a label differs from the measured purity, press “Match Label”, then display the water in the Display Case.

    • When Water is the category selected for a Display Case buyer, the Water Stockpiler comes from day 14 if Pure Water has the highest total among the displayed water labels or the Water total is high enough. Before day 14 the Spacer comes instead, but it does not buy Pure Water.
    • Water is a separate category from wine, so Showcase Expansion I lets you sell it next to wine, and Showcase Expansion II next to Coffee Beans as well.
  6. Use spare Pure Water for fermenting wine (without the Hydroponic Nutrient Tablet) and for growing (with the Hydroponic Nutrient Tablet added).

Related Wild's Network upgrades

Related items

Related customers and events

Tips

Recommended starting perks

Point limit: 3

Build 1

Total: 3 Points

For the Pure Water route alongside wine. Working Pipes gives you Gutterflow On Tap and Rustwater On Tap from day 1, Wild's Favorite makes network upgrades 10% cheaper, and Short Sleeper keeps the next day's customers when you go out after closing. Unlucky returns a point; unless you have luck from elsewhere, the lower luck only affects scavenging, crates and the lottery, not growing or wine.

Build 2

Total: 3 Points

For selling wine to Upper Levels customers. Sycophant starts your Upper Levels reputation at 15, so you reach the 20 for the Pourboire perk quickly, and gives those customers 10% more budget. Vigilant stops night thefts of wine and other stealable goods.

Recommended Wild's Network upgrades

Early game

  1. Your main income; unlocks wine and the weekly seller of the Wine Bottle.

  2. The HydraTech Micro Water Purifier turns the starting water into Basewater at once, and it brings the seller of the Water Purifier.

  3. A second Display Case customer, so wine and a second product sell on the same day.

Mid game

  1. The nightly power fee becomes free once several machines are running.

  2. Rent GraceRatingA

    On Price Gouge and Mark Up you start with protection for one missed rent payment while cash is tied up in crops and fermenting wine; on Thin Margins and Red Ink, buy it before then. Once used, it can be bought again after its cooldown; each purchase doubles the next price, and the missed rent is carried forward.

  3. While in use, lets the Display Case draw from one more category when the store is not vandalized. Display enough different categories; it cannot add a second copy of the same buyer.

  4. Bigger budgets for expensive wine.

  5. Free water for the Water Purifier; skip it if you started with Working Pipes.

  6. Doubles the charging from the PowerBloc and the Recharger.

  7. Purer free water than Gutterflow.

  8. Modules always in Dr. Jackson's stock; needed before Jackson Investment II.

  9. More attractiveness once you make Master Vintage.

Late game

  1. Display Case buyers can now come for three categories, so wine, Coffee Beans and water each get one.

  2. Dr. Jackson's regular stock always has at least one Refinement Module to buy.

  3. Once wine and water are running, improve your seeds with the DNA tools.

  4. The last renovation, toward 900 attractiveness, which adds as much again to base budgets.

Recommended faction reputation

Priority
SAim for it first
AA big gain once you have it
BNice to have
APriority: A big gain once you have itUpper Levels

Rave Reviews

Required reputation+100 or more
In-game effect
All customers from the Upper Levels have 25% more credits to spend.
Why
At Upper Levels reputation 100, customers with a budget, including Upper Levels customers, gain 25% of their base budget, making expensive wine easier to afford.
APriority: A big gain once you have itSecurity

Requisition Order

Required reputation0 or more
In-game effect
A Security Requisition Officer will occasionally visit your Store to purchase Food and Medical Supplies. Trading with them will increase your Reputation.
Why
While your Security reputation is 0 or more, the Security Requisition Officer comes every Thursday from day 11 to buy food: an outlet for the early Fillerweed and Nutrifruit. Don't let the reputation drop below 0.
BPriority: Nice to haveSecurity

Security Protection

Required reputation+40 or more
In-game effect
Due to your good Reputation with Security, Thieves are more reluctant to target your Store.
Why
At Security 40, wine and other goods are less likely to be stolen on nights without insurance, which helps if you did not take Vigilant.
BPriority: Nice to haveLower Levels

Referral

Required reputation+20 or more
In-game effect
100% chance that 1 additional random customer will visit the Store per day.
Why
At Lower Levels 20, you get one more normal customer slot (on days normal customers come, up to 6). Most of the sellers you buy from belong to the Lower Levels, so it tends to come early.
BPriority: Nice to haveUpper Levels

Household Name

Required reputation+80 or more
In-game effect
You have 20% chance of receiving 1 additional daily customer from the Upper Levels.
Why
At Upper Levels 80, a 20% daily chance of one extra Upper Levels customer, who may be a wine buyer.
BPriority: Nice to haveSecurity

Reliable Vendor

Required reputation+80 or more
In-game effect
The Security Surplus Merchant will have improved wares, and Security customers will have 50% more credits to spend.
Why
At Security reputation 80, customers with a budget gain 50% of their base budget, including the Security Requisition Officer, who can then afford more food.
BPriority: Nice to haveSecurity

VIP

Required reputation+100 or more
In-game effect
Due to your excellent Reputation with Security, Thieves will no longer target your Store. You will no longer be subject to inspection.
Why
At Security 100, thefts almost never happen even on nights without insurance.
BPriority: Nice to haveLower Levels

Pillar of the Lower Levels

Required reputation+100 or more
In-game effect
You will now receive 15% discount from Joe Wild and Dr. Jackson.
Why
At Lower Levels 100, Joe Wild and Dr. Jackson give you 15% off, on upgrades and on modules, the Energy Cell and the PowerBloc.

Penalties of low reputation

Upper Levels

Tourist Trap

Required reputation−40 or less
In-game effect
Customers from the Upper Levels are less likely to visit your Store.
What to watch
At Upper Levels reputation -40 or lower, random Upper Levels normal customers become less likely. Display Case category buyers are still selected by the displayed goods, so this does not remove those wine buyers.

How to raise reputation

Values are before adjustments. Gains are multiplied by 1.5 on Price Gouge, 1 on Mark Up, 0.75 on Thin Margins and 0.5 on Red Ink; losses by 0.5, 1, 1.25 and 2.

Upper Levels

  • Trading with Upper Levels customers adds about 3 for every 1000 credits.
  • An active Alarm System with a transmitter for the Upper Levels adds 1 on each night the Insurance Service is checked.
  • Completing an Upper Levels request from Marketplace Requests adds up to 5.
  • Sycophant starts you 15 higher and increases gains by 25%; Well Connected starts you 15 higher. These starting increases receive no difficulty adjustments.

Main causes of loss

Reporting this faction's customers usually costs 6 or more, and a failed haggle that makes the customer leave costs 3.

Security

  • Trading with Security customers adds about 2.5 for every 1000 credits sold or bought, and trades with the Security Requisition Officer count double.
  • A clean inspection adds 3.
  • Correctly reporting a wanted customer adds 5, or 1.5 times as much with Model Citizen.
  • Reporting a seller of stolen goods or serious contraband who is not wanted adds 0 to 4, depending on the contraband level, but lowers the seller's faction.
  • Correctly shooting an augmented person adds 8. A wrong shot costs 15.
  • An Alarm System with a transmitter for Security adds 1 on each night the Insurance Service is checked.
  • Completing a Security request from Marketplace Requests adds up to 10.
  • Model Citizen starts you 30 higher and Well Connected 15 higher, without difficulty adjustments.

Main causes of loss

It drops by up to 25 when an inspection finds contraband or stolen goods, and by 10 when you pay a fine.

Lower Levels

  • Trading with Lower Levels customers adds about 1.65 for every 1000 credits. Most normal customers belong to this faction, so everyday sales raise it.
  • Completing a Lower Levels request from Marketplace Requests adds up to 10, and the larger requests give 6 to 10.
  • Handing out free medicine you were given without charging adds 1 per item, and selling it costs 4.
  • Reporting The Butcher adds 6 instead of lowering it.
  • Well Connected starts you 15 higher.

Main causes of loss

Reporting its members costs 6 or more, and a failed haggle that makes the customer leave costs 3.

Important customers

Customers rated S or A for this specialization in the priority of the customer list, with the reason.

SPrepare for this customer

  • Joe Wild

    As Hydroponic Farmer, the network controls expansion beyond crops, coffee and wine, including more Display Case capacity and customer budget bonuses; reserve Favor and cash for the upgrades you actually need.

  • Dr. Jackson

    As Hydroponic Farmer, his equipment and discounted modules help expand production for crops, coffee and wine; the day-6 Furnace itself is an optional new branch.

  • The Landlord

    As Hydroponic Farmer, rent is a survival deadline for income from crops, coffee and wine; keep the bill covered before reinvesting, and plan the buyout separately from optional vending installation.

  • The Butcher

    As Hydroponic Farmer, a report brings 450 base bounty but later vandalism and stalking can interrupt night supply runs for crops, coffee and wine; decide before reporting whether you can carry a firearm or PulseGuard Stun Gun, or pay 500 to end it.

  • Eleanor

    As Hydroponic Farmer, her warning reward can supply the HydraTech Micro Water Purifier, and completing the investigation gives SYNC Self-Refilling Neuroactive Perfume; avoid the planted-crate arrest and fund only useful purchases.

  • Trade Board Official

    As Hydroponic Farmer, the permit or repeated bribes compete with the cash and stock needed for crops, coffee and wine; take the free first delay, then budget a legal response instead of adding avoidable crimes.

  • Lou

    As Hydroponic Farmer, her 1500 base bounty starts a chain with fatal box and payment checks; protect crops, coffee and wine and working cash by deciding whether you want the chain before reporting her.

  • Cadet Serpico

    As Hydroponic Farmer, his deadline needs 2000 kcal of actual food, then offers useful equipment and faction reputation for a business selling crops, coffee and wine; missing the food deadline ends the route.

  • Cartel Hitman

    Comes when your Sector 13 Cartel reputation is -100 or lower; the run ends when the conversation finishes.

  • Mob Leader

    Comes when your Lower Levels reputation is -100 or lower; the run ends when the conversation finishes.

  • Retired Farmer

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Hydroponic System, Coffee Beans, Hydroponic Nutrient Tablet +1 more).

  • Retired Water Merchant

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Water Tank).

  • Retired Winemaker

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Wine Bottle, Yeast).

  • Supplier (Supply Runner)

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Hydroponic Nutrient Tablet, Wine Bottle, Yeast).

AUseful in the right situation

See every customer's priority for this specialization