Farming/en: Difference between revisions

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== Finding seeds ==
== Finding seeds ==


{{ll|Wild Foods|Wild crops}} are created during world generation and can be found all over the world in different climatic regions. Breaking these crops is essential for gathering seeds to plant crops. Wild crops that are not mature do not always drop seeds when broken. Wild crops will grow, even when the chunks are not loaded, and their growth is not influenced by temperatures. However, they will also revert to growth stage 1 after fully grown, if they are not harvested before the next growth tick. It is recommended to harvest all wild crops, regardless of growth stage, when out on a long journey, if the player foresees that they will not come the same way again.
{{ll|Wild Foods|Wild crops}} are created during world generation and can be found all over the world in different climatic regions. Breaking these crops is essential for gathering seeds to plant crops. Wild crops that are not mature do not always drop seeds when broken. Wild crops will grow, even when the chunks are not loaded, and their growth is not influenced by temperatures. However, they will also revert to growth stage 1 after fully grown, if they are not harvested before the next growth tick.  


Seeds can also be found in seed and farming {{ll|Loot Vessels|loot vessels}} located in {{ll|ruin|ruins}} - some crops can '''only''' be acquired this way.
Seeds can also be found in seed and farming {{ll|Loot Vessels|loot vessels}} located in {{ll|ruin|ruins}} - some crops can '''only''' be acquired this way.
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=== Naturally generated soil ===
=== Naturally generated soil ===


Four types of naturally occurring {{ll|soil|soil}} exist in the world at different fertility rates: barren 5%, low 25%, medium 50%, and ultra-high called '''terra preta''' 80%. Soil retains its fertility levels when blocks are gathered and placed elsewhere, so a good farming strategy is to hunt soil with high nutrient levels and bring it home.
Four types of naturally occurring {{ll|soil|soil}} exist in the world at different fertility rates: barren 5%, low 25%, medium 50%, and high 65%. Soil retains its fertility levels when blocks are gathered and placed elsewhere, so a good farming strategy is to hunt soil with high nutrient levels and bring it home.


=== Player-created soil ===
=== Player-created soil ===


'''High-fertility soil''' is a player-generated soil type with nutrient levels of 65%. This dirt is an alternative farming option if terra preta cannot be located. Each block of high-fertility soil is created by sealing 64 {{ll|rot|rot}} in a {{ll|barrel|barrel}} for 20 days, then combining 8 of the resulting compost in the crafting grid around a block of medium-fertility soil to create one block of high-fertility soil.
'''Terra Preta''' is a player-generated soil type with nutrient levels of 80%. Each block of Terra Preta is created by sealing 64 {{ll|rot|rot}} in a {{ll|barrel|barrel}} for 20 days, then combining 8 of the resulting compost in the crafting grid with 4 bonemeal around 4 charcoal to create one block of Terra Preta.


{{Crafting
{{Crafting
|Ingredients= 8x {{ll|Compost|Compost}}<br>1x {{ll|Soil|Medium fertility soil}}
|Ingredients= 8x {{ll|Compost|Compost}}<br>4x {{ll|Bonemeal| Bonemeal}}<br>4x {{ll|Charcoal| Charcoal}}
|Grid/CraftingCode={{Grid/Crafting
|Grid/CraftingCode={{Grid/Crafting
|A1=Compost|A1-link=Special:MyLanguage/Compost|A1_name=Compost
|A1=Compost|A1N=2|A1-link=Special:MyLanguage/Compost|A1_name=Compost
|B1=Compost|B1-link=Special:MyLanguage/Compost|B1_name=Compost
|B1=Bonemeal|B1-link=Special:MyLanguage/Bonemeal|B1_name=Bonemeal
|C1=Compost|C1-link=Special:MyLanguage/Compost|C1_name=Compost
|C1=Compost|C1N=2|C1-link=Special:MyLanguage/Compost|C1_name=Compost
|A2=Compost|A2-link=Special:MyLanguage/Compost|A2_name=Compost
|A2=Bonemeal|A2-link=Special:MyLanguage/Bonemeal|A2_name=Bonemeal
|B2=Soil-medium-none|B2-link=Special:MyLanguage/Soil|B2_name=Medium fertility soil
|B2=Charcoal|B2N=4|B2-link=Special:MyLanguage/Charcoal|B2_name=Charcoal
|C2=Compost|C2-link=Special:MyLanguage/Compost|C2_name=Compost
|C2=Bonemeal|C2-link=Special:MyLanguage/Bonemeal|C2_name=Bonemeal
|A3=Compost|A3-link=Special:MyLanguage/Compost|A3_name=Compost
|A3=Compost|A3N=2|A3-link=Special:MyLanguage/Compost|A3_name=Compost
|B3=Compost|B3-link=Special:MyLanguage/Compost|B3_name=Compost
|B3=Bonemeal|B3-link=Special:MyLanguage/Bonemeal|B3_name= Bonemeal
|C3=Compost|C3-link=Special:MyLanguage/Compost|C3_name=Compost
|C3=Compost|C3N=2|C3-link=Special:MyLanguage/Compost|C3_name=Compost
|Output=Soil-high-none|Output_name=High fertility soil
|Output=Soil-high-none|OA=1|Output_name=Terra Preta
}}}}
}}}}


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* Nutrient - The type of nutrient (N, P, K) consumed from the farmland when a crop grows to the next stage.
* Nutrient - The type of nutrient (N, P, K) consumed from the farmland when a crop grows to the next stage.
* Nutrient Consumption - The total amount of the required nutrient that will be consumed over the lifetime of a crop.
* Nutrient Consumption - The total amount of the required nutrient that will be consumed over the lifetime of a crop.
* Cold/ Heat Resistance - {{ll|Temperature|Temperature}} range the crop can endure before it takes damage and then will yield less harvest on breaking. Generally, all crops can keep growing only above 0°C. They might be able to endure lower temperatures without damage, but will not be able to grow under such circumstances. The only way to artificially regulate temperature for crop growth at the moment is through the use of a {{ll|greenhouse|greenhouse}} structure, which will raise the temperature by 5°C. Keep in mind that getting too cold or too hot can halve the harvest of a crop or even kill a crop entirely, but the seeds will always be dropped.
* Cold/ Heat Resistance - {{ll|Temperature|Temperature}} range the crop can endure before it takes damage and then will yield less harvest on breaking. Generally, all crops can keep growing only above 0°C. They might be able to endure lower temperatures without damage, but will not be able to grow under such circumstances. The only way to artificially regulate temperature for crop growth at the moment is through the use of a {{ll|Room#Greenhouse|greenhouse}} structure, which will raise the temperature by 5°C. Keep in mind that getting too cold or too hot can halve the harvest of a crop or even kill a crop entirely, but the seeds will always be dropped.
* Yield - The amount of edible produce items that are dropped when a fully-grown crop is harvested.
* Yield - The amount of edible produce items that are dropped when a fully-grown crop is harvested.


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:''See {{ll|cooking|cooking}} or {{ll|satiety|satiety}} for more information on player nutrition and preparing foods to eat.''
:''See {{ll|cooking|cooking}} or {{ll|satiety|satiety}} for more information on player nutrition and preparing foods to eat.''


The efficiency values below in the "Satiety/Growth time (days)" column are based on the total yield of a crop from one tile of farmland, multiplied by the food's satiety, divided by the number of growth days until maturity. Note that pumpkins, while they only require a single block of farmland, are spread out to cover a wider area of dirt. This space efficiency was not taken into account.
The efficiency values below in the "Satiety/Growth time (days)" column are based on the average yield of a crop from one tile of farmland, multiplied by the food's satiety, divided by the number of growth days until maturity. Note that pumpkins, while they only require a single block of farmland, are spread out to cover a wider area of dirt. This space efficiency was not taken into account.


{| class="wikitable sortable align-left-1 align-left-2" style="text-align:right;"
{| class="wikitable sortable align-left-1 align-left-2" style="text-align:right;"
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| {{Item List|item=Flax|icon=Grid flax|page=Flax}} || Grain
| {{Item List|item=Flax|icon=Grid flax|page=Flax}} || Grain
| 30 || 120 || 160  
| 30 || 120 || 160  
| 10.58 || 42.35 || 56.47
| 10.58 || 42.35 || 53.33
|-
|-
| {{Item List|item=Onion|icon=Grid onion|page=Onion}} || Vegetable
| {{Item List|item=Onion|icon=Grid onion|page=Onion}} || Vegetable
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| {{Item List|item=Rice|icon=Grid rice|page=Rice}} || Grain
| {{Item List|item=Rice|icon=Grid rice|page=Rice}} || Grain
| 60 || 280 || 330  
| 60 || 280 || 330  
| 40.00 || 186.67 || 78.57
| 40.00 || 186.67 || 211.85
|-
|-
| {{Item List|item=Rye|icon=Grid rye|page=Rye}} || Grain
| {{Item List|item=Rye|icon=Grid rye|page=Rye}} || Grain
| 60 || 240 || 300  
| 60 || 240 || 300  
| 36.00 || 144.00 || 180.00
| 36.00 || 144.00 || 183.33
|-
|-
| {{Item List|item=Soybean|icon=Soybean|page=Soybean}} || Protein
| {{Item List|item=Soybean|icon=Soybean|page=Soybean}} || Protein
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| {{Item List|item=Cassava (dried)|icon=Dried_cassava|page=Cassava}} || Grain
| {{Item List|item=Cassava (dried)|icon=Dried_cassava|page=Cassava}} || Grain
| {{NA}} || {{NA}} || 300
| {{NA}} || {{NA}} || 300
| {{NA}} || {{NA}} || 107.14
| {{NA}} || {{NA}} || 106.67
|-
|-
| {{Item List|item=Peanut|icon=Legume-peanut|page=Peanut}} || Protein
| {{Item List|item=Peanut|icon=Legume-peanut|page=Peanut}} || Protein
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| {{Item List|item=Sunflower|icon=Grid_sunflower|page=Sunflower}} || Grain
| {{Item List|item=Sunflower|icon=Grid_sunflower|page=Sunflower}} || Grain
| 60 || 240 || 300
| 60 || 240 || 300
| 48.00 || 192.00 || 240.00
| 48.00 || 192.00 || 234.23
|-
|-
| {{Item List|item=Pumpkin|icon=Grid pumpkin|page=Pumpkin}} || Vegetable
| {{Item List|item=Pumpkin|icon=Grid pumpkin|page=Pumpkin}} || Vegetable
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* Pineapples and pumpkins cannot be eaten nor cooked whole. They must first be sliced with a knife, producing 4 pieces each with exactly 25% of the entire produce's satiety.
* Pineapples and pumpkins cannot be eaten nor cooked whole. They must first be sliced with a knife, producing 4 pieces each with exactly 25% of the entire produce's satiety.
* Pumpkins' growth varies wildly, but community experimentation appears to have resulted in approximately 1.5 pumpkins' profit per vine, on average (assuming 2.5 are grown and 1 is used to produce the next pumpkin seed). The numbers above reflect this.
* Pumpkins' growth varies wildly, but community experimentation appears to have resulted in approximately 1.5 pumpkins' profit per vine, on average (assuming 2.5 are grown and 1 is used to produce the next pumpkin seed). The numbers above reflect this.
== History ==
* In version 1.19.0-rc.1, High Fertility Soil was changed to occur naturally in the world, and Terra Preta can only be crafted.<ref>"Tweak: Terra Preta is no longer generated during worldgen.  High fertility soil will be generated instead.  Terra Preta is now made in the crafting grid, as high fertility soil was previously.  However crafting Terra Preta requires charcoal and bone meal, in addition to compost.  High fertility soil can be included in the recipe, to increase the yield of Terra Preta." [https://www.vintagestory.at/blog.html/news/v1190-rc1-dejank-redux-r369/ Official Devlog]</ref>  The recipe for Terra Preta in 1.19 is more expensive than the recipe for High Fertility Soil was in 1.18.
== Notes ==
* It is recommended to harvest all wild crops, regardless of growth stage, when out on a long journey, if the player foresees that they will not come the same way again.
== Gallery ==
== See also ==


== Video Tutorials ==
== Video Tutorials ==
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| <youtube width="400" height="240">e-hsLRWiCX8</youtube> || <youtube width="400" height="240">CGzr2aZA25w</youtube>
| <youtube width="400" height="240">e-hsLRWiCX8</youtube> || <youtube width="400" height="240">CGzr2aZA25w</youtube>
|}
|}
== References ==
<references />


{{Farming navbox}}
{{Farming navbox}}
{{Game navbox}}
{{Game navbox}}
[[Category:Guides{{#translation:}}]]
[[Category:Guides{{#translation:}}]]
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