# Genetics Every seed can carry **genetics** — five traits that tune how a crop performs. Genetics travel with the seed and the planted crop through planting, harvest, breaking, the Planter/Harvester, storage, and reloads. ## Traits and caps | Trait | Effect | | --- | --- | | Yield | Extra output per harvest | | Speed | Faster growth (larger age steps) | | Hardiness | Tolerate an otherwise hostile open-air world, up to a configured limit | | Oxygen output | Offsets a greenhouse's nutrient upkeep | | Food potency | Raises a food's signature effect, never above the species' own cap | Each trait ranges **0–5**, and the **sum of all traits is capped at 15**. These caps are enforced the instant genetics are decoded, networked, spliced, mutated, or read from a component — a hand-edited or forged value is always clamped back into range, so no trait can exceed 5 and no seed can exceed a total of 15. Hardiness relaxes only open-air hostility; it can never skip the engineered greenhouse requirement that high-tier crops have. ## Genetics Station The NF-powered **Genetics Station** works on seeds: - **Analyse** — right-click the station with a seed in hand to print its traits and total. - **Splice** — two seeds in the input slots produce one output seed whose every trait is the higher of the two parents, then clamped to the total cap. - **Upgrade** — a seed plus Material Essence raises the seed's lowest trait by one. All of these use the same deterministic, capped maths, so an operation can never push a seed past its caps. See also: [Breeding](Breeding.md), [Pollination](Pollination.md).