Farming/it: Difference between revisions
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{{GameVersion|1.16.4}} | {{GameVersion|1.16.4}} | ||
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'''Farming''' is a game mechanic that allows players to grow food crops for use in [[cooking]]. | '''Farming''' is a game mechanic that allows players to grow food crops for use in [[cooking]]. | ||
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== Required | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
To begin farming, a player needs good [[soil]] and seeds to plant crops. A specialized tool, the [[hoe]] is required to convert soil into farmland. | == Required materials == | ||
To begin farming, a player needs good [[soil]] and seeds to plant crops. A specialized tool, the [[hoe]] is required to convert soil into farmland. The player will also need to provide moisture for the growing crops, either via irrigation or through the use of a [[watering can]]. | |||
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== Finding | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
== Finding seeds == | |||
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[[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 back 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. | [[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 back 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. | ||
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Seeds can also be found in seed and farming [[Loot Vessels|loot vessels]] located in [[ruins]] - some crops can '''only''' be acquired this way. | Seeds can also be found in seed and farming [[Loot Vessels|loot vessels]] located in [[ruins]] - some crops can '''only''' be acquired this way. | ||
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| [[Cabbage]] || [[File:Grid cabbage.png|25px]] || Ruins Only | | [[Cabbage]] || [[File:Grid cabbage.png|25px]] || Ruins Only | ||
|} | |} | ||
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*Bell peppers are not implemented as of 1.16.4. The wild crops will grow and will drop seeds, but never any produce. | *Bell peppers are not implemented as of 1.16.4. The wild crops will grow and will drop seeds, but never any produce. | ||
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== Soil and | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
== Soil and farmland == | |||
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=== Naturally | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
=== Naturally generated soil === | |||
Four types of naturally occurring [[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 [[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. | ||
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=== Player | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
'''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 [[rot]] in a [[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. | === 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 [[rot]] in a [[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. | |||
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[[File:Moist-dry-farmland.png|thumb]] | [[File:Moist-dry-farmland.png|thumb]] | ||
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=== Creating | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
=== Creating farmland === | |||
Using a [[hoe]] + right mouse button on a soil block creates dry farmland. If the farmland is within 3 blocks of a water source block, it will be converted from dry to moist farmland. Other solutions for creating moist farmland include daily watering using a watering can, or relying on rain in a rainy area. Moisture levels above 50% gives a bonus to growth speed. More specifically, reducing the total hours needed for a crop to grow to the next stage by up to two hours of in-game time, if at 100% moisture. | Using a [[hoe]] + right mouse button on a soil block creates dry farmland. If the farmland is within 3 blocks of a water source block, it will be converted from dry to moist farmland. Other solutions for creating moist farmland include daily watering using a watering can, or relying on rain in a rainy area. Moisture levels above 50% gives a bonus to growth speed. More specifically, reducing the total hours needed for a crop to grow to the next stage by up to two hours of in-game time, if at 100% moisture. | ||
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Nearby water provides moisture to horizontally adjacent farmland within 3 blocks, including along the diagonal. The moisture bonus provided by nearby water is reduced by 25% for each 1 block that the farmland is distant from the water. Thus, farmland immediately next to a water block will be granted 75% moisture, two blocks away will be granted 50% moisture, and 3 blocks away will be granted 25% moisture. Farmland does not absorb moisture from water in a vertical direction (i.e. farmland created directly above the surface of a lake will not stay moist from the water below it). | Nearby water provides moisture to horizontally adjacent farmland within 3 blocks, including along the diagonal. The moisture bonus provided by nearby water is reduced by 25% for each 1 block that the farmland is distant from the water. Thus, farmland immediately next to a water block will be granted 75% moisture, two blocks away will be granted 50% moisture, and 3 blocks away will be granted 25% moisture. Farmland does not absorb moisture from water in a vertical direction (i.e. farmland created directly above the surface of a lake will not stay moist from the water below it). | ||
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'''Farmland blocks ''cannot be picked up and replaced'' once converted. Breaking farmland destroys the block.''' | '''Farmland blocks ''cannot be picked up and replaced'' once converted. Breaking farmland destroys the block.''' | ||
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=== Soil | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
All soil, dirt, dry or moist farmland, has 3 nutrient levels, N, P, and K. Each crop consumes one of these nutrients. Some crops require higher values of nutrients than others, as shown in the table below. Crop growth rates also differ. Each crop has different total growth speed, which is shown by the number of growth days. | === Soil nutrients === | ||
All soil, dirt, dry or moist farmland, has 3 nutrient levels, N, P, and K. Each crop consumes one of these nutrients. Some crops require higher values of nutrients than others, as shown in the table below. Crop growth rates also differ. Each crop has different total growth speed, which is shown by the number of growth days. | |||
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When crops advance from one growth stage to the next, they consume nutrients from the farmland on which they are planted. The required nutrient, K, P, or N, is the nutrient that will be consumed, reducing the concentration of that nutrient in the farmland. The amount of the nutrient required per growth stage is determined by dividing the Nutrient Consumption by the number of growth stages. | When crops advance from one growth stage to the next, they consume nutrients from the farmland on which they are planted. The required nutrient, K, P, or N, is the nutrient that will be consumed, reducing the concentration of that nutrient in the farmland. The amount of the nutrient required per growth stage is determined by dividing the Nutrient Consumption by the number of growth stages. | ||
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==== Nutrient replenishment ==== | ==== Nutrient replenishment ==== | ||
Nutrients in farmland slowly replenish over time and return to the maximum level per soil type, for instance medium fertility will only regain nutrients to original levels. The rate of nutrient replenishment is slower if a crop is growing on it and faster when left fallow - meaning no crop growing. The nutrition type used by the currently growing crop will regenerate even slower then the two not actively used, and effectively wont replenish at all, as the currently growing crop reduces it with every growth tick. If the crop on the farmland is ripe, none of the nutrients will replenish.< | Nutrients in farmland slowly replenish over time and return to the maximum level per soil type, for instance medium fertility will only regain nutrients to original levels. The rate of nutrient replenishment is slower if a crop is growing on it and faster when left fallow - meaning no crop growing. The nutrition type used by the currently growing crop will regenerate even slower then the two not actively used, and effectively wont replenish at all, as the currently growing crop reduces it with every growth tick. If the crop on the farmland is ripe, none of the nutrients will replenish. | ||
Nutrition replenishment ticks every 3 to 4 ingame hours. | </div> | ||
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Nutrition replenishment ticks every 3 to 4 ingame hours. | |||
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==== Crop rotation ==== | ==== Crop rotation ==== | ||
[[File:2021-05-13 CropRotation.png |right|320px|thumb]] | [[File:2021-05-13 CropRotation.png |right|320px|thumb]] | ||
Crop rotation is the practice of growing a series of different types of crops in the same area over time and has been used since ancient times to maximize crop production. Nitrogen (N), phosphate (P) and potassium (K) dependent crops can be rotated on the same growing area. For example, after harvesting a nitrogen dependent crop such as turnips, the soil will have a lower level of nitrogen but high levels of the two other nutrients. Therefore a phosphate or potassium dependent crop can be planted in the same soil. | Crop rotation is the practice of growing a series of different types of crops in the same area over time and has been used since ancient times to maximize crop production. Nitrogen (N), phosphate (P) and potassium (K) dependent crops can be rotated on the same growing area. For example, after harvesting a nitrogen dependent crop such as turnips, the soil will have a lower level of nitrogen but high levels of the two other nutrients. Therefore a phosphate or potassium dependent crop can be planted in the same soil. | ||
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A common crop rotation strategy is to divide the fertile area into four sections, one each for N, P or K dependent crops and one left fallow (without any crops growing). In the screenshot on the right, turnips (N-dependent) are planted in the top left, onions (P-dependent) in the top right, carrots (K-dependent) in the bottom right and the bottom left area is left without any crops. After harvest the planting will be rotated clockwise so that turnips will now be planted in the top right, onions in the bottom right, carrots in the bottom left and the top left will not have any crops. Rotate clockwise again after each harvest. | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
A common crop rotation strategy is to divide the fertile area into four sections, one each for N, P or K dependent crops and one left fallow (without any crops growing). In the screenshot on the right, turnips (N-dependent) are planted in the top left, onions (P-dependent) in the top right, carrots (K-dependent) in the bottom right and the bottom left area is left without any crops. After harvest the planting will be rotated clockwise so that turnips will now be planted in the top right, onions in the bottom right, carrots in the bottom left and the top left will not have any crops. Rotate clockwise again after each harvest. | |||
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Note that the rotation will depend on the slowest crop to mature which in this case are the carrots (4 in-game days). Because nutrients replenish best in fallow soil, one area is kept unplanted during each rotation. This strategy is particularly useful if the player does not have access to fertilizer yet. You can make variations on this strategy to suit your crop mix. | Note that the rotation will depend on the slowest crop to mature which in this case are the carrots (4 in-game days). Because nutrients replenish best in fallow soil, one area is kept unplanted during each rotation. This strategy is particularly useful if the player does not have access to fertilizer yet. You can make variations on this strategy to suit your crop mix. | ||
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==== Fertilizer ==== | ==== Fertilizer ==== | ||
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Fertilizer such as [[saltpeter]], [[potash]] and [[bonemeal]] can be applied to the soil to replenish nutriments depleted by the growth of crops without waiting for the slow natural replenishment in fallow soil (no crops planted) or the need for crop rotation. | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
Fertilizer such as [[saltpeter]], [[potash]] and [[bonemeal]] can be applied to the soil to replenish nutriments depleted by the growth of crops without waiting for the slow natural replenishment in fallow soil (no crops planted) or the need for crop rotation. | |||
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For example, the important crop flax removes potassium from the soil as it grows. Adding potash or saltpeter to the depleted soil after harvest will replenish potassium levels and allow replanting of flax on the same soil without waiting for natural replenishment and without the need for crop rotation. The type and amount of nutrient required for each crop is shown in the table of available crops in the next section. Having sufficient nutrients for each crop allows for the optimal growth rate if temperature and light requirements are also met. | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
For example, the important crop flax removes potassium from the soil as it grows. Adding potash or saltpeter to the depleted soil after harvest will replenish potassium levels and allow replanting of flax on the same soil without waiting for natural replenishment and without the need for crop rotation. The type and amount of nutrient required for each crop is shown in the table of available crops in the next section. Having sufficient nutrients for each crop allows for the optimal growth rate if temperature and light requirements are also met. | |||
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Using fertilizer is the only time a soil type can exceed the maximum nutrient level of the soil type. | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
Using fertilizer is the only time a soil type can exceed the maximum nutrient level of the soil type. | |||
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Note that saltpeter can't be detected by a [[prospecting pick]] (propick) and must be found while exploring caves. | Note that saltpeter can't be detected by a [[prospecting pick]] (propick) and must be found while exploring caves. | ||
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| [[File:compost.png|30px]] [[Compost]] ||style="text-align: center;"| 40 || style="text-align: center;"|8 || style="text-align: center;"|8|| sealing 64 rot in a barrel for 20 days | | [[File:compost.png|30px]] [[Compost]] ||style="text-align: center;"| 40 || style="text-align: center;"|8 || style="text-align: center;"|8|| sealing 64 rot in a barrel for 20 days | ||
|} | |} | ||
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<div id="crops"> | <div id="crops"> | ||
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== Irrigation == | |||
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All crops require moisture to grow. Moisture affects a specific farmland block rather than the crop growing on it, and is one of the factors in determining the fertility of that block. Crops generally require at least 75% moisture to grow at maximum effectiveness. <!--What happens if moisture drops to 0%?--> | |||
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Farmland blocks must only be irrigated with fresh water, since salt water will instantly kill any growing crops near it. Farmland blocks can be irrigated passively via rain, or nearby full water blocks ("flowing" water blocks do not count). Rain-irrigated blocks will have variable moisture levels depending on the degree and frequency of rainfall, while farm blocks in a two-block radius of a water source will reach 75% moisture. | |||
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Players can also manually water farmland by filling, equipping and using a [[watering can]]. | |||
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== Crops == | == Crops == | ||
To harvest, left click on the crop with an empty hand or harvesting tool, [[knife]] or [[scythe]]. Fully mature crops will return seeds, food, and in the case of flax, fiber. All fully mature crops have about a 5% chance to drop an extra seed when harvested. | To harvest, left click on the crop with an empty hand or harvesting tool, [[knife]] or [[scythe]]. Fully mature crops will return seeds, food, and in the case of flax, fiber. All fully mature crops have about a 5% chance to drop an extra seed when harvested. | ||
Each crop is characterized by a set of Crop Properties. Crop properties consist of the following individual properties: | Each crop is characterized by a set of Crop Properties. Crop properties consist of the following individual properties: | ||
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* Growth Stages - The number of growth stages for a crop. | * Growth Stages - The number of growth stages for a crop. | ||
* Total Growth Days - The number of in game days it takes for a crop to be fully grown (harvestable). | * Total Growth Days - The number of in game days it takes for a crop to be fully grown (harvestable). | ||
* 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 - [[Temperature]] range the crop can endure before it takes damage and then will yield less harvest on breaking. Generally all crops are able to 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 [[greenhouse]] structure, which will raise the temperature by | * Cold/ Heat Resistance - [[Temperature]] range the crop can endure before it takes damage and then will yield less harvest on breaking. Generally all crops are able to 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 [[greenhouse]] structure, which will raise the temperature by 5°C. Keep in mind that getting to 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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=== Table of | === Table of available crops === | ||
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| {{Item List|item=Cabbage|icon=Grid cabbage|page=Cabbage}} || 12 || 1.5 || 13.5 || '''N''' (Nitrogen) || 40 || -5°C || 35°C || 2 | | {{Item List|item=Cabbage|icon=Grid cabbage|page=Cabbage}} || 12 || 1.5 || 13.5 || '''N''' (Nitrogen) || 40 || -5°C || 35°C || 2 | ||
|} | |} | ||
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*Pumpkins are cultivated differently than all other crops. Please see the [[pumpkin]] page for detailed instructions about establishing a pumpkin patch. | *Pumpkins are cultivated differently than all other crops. Please see the [[pumpkin]] page for detailed instructions about establishing a pumpkin patch. | ||
*Growth times are calculated based on number of days in a month. Changing the length of a month will change the total growth time in days proportionally. | *Growth times are calculated based on number of days in a month. Changing the length of a month will change the total growth time in days proportionally. | ||
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== [[Fruit trees]] == | |||
Fruit trees were introduced in the Homesteading Update (v.1.16). There are a total of nine different types of fruit bearing trees: red apple, pink apple, yellow apple, peach, pear, cherry, orange, olive and mango. Some of the trees, like mango and orange, are specifically adapted to the warmer climates, whereas apples, pears and peaches thrive in temperate climate. | |||
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They can be found in the wild, and through breaking their branches with an [[axe]], a tree cutting can be acquired. Each cutting has a 40% chance to grow into a full tree when planted in the ground - if the temperature requirements are met. Some trees must go through "vernalization", when the temperature drops down below a certain point", for them to set fruit. | |||
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== Protecting crops == | |||
[[Hare|Rabbits]] will go after planted crops and eat them. They will leave behind a dead plant that drops one seed, but no crops. There are some crops that are ''not'' eaten by rabbits, namely onions, pineapples, and pumpkins. These can be planted without protection if grown alone. | |||
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== [[ | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
Since rabbits spawn on grass blocks, rabbit-proofing farms with walls, [[fence]]s or a two-block deep dry moat around farm blocks is recommended. Players must take care to leave no grass blocks within the enclosed area. The moat the added bonus of catching hungry rabbits when they try to reach the player's crops. Keep in mind that adult rabbits can jump over a single fence block if it is bordered by water. Rabbit spawns can also be blocked inside an enclosed area by placing stones on the ground or removing all grass. Grass that grows on fallow farm blocks does not grow tall enough to be a valid rabbit spawn. | |||
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== | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
Wild crops are ignored by rabbits. | |||
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== Underground | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
== Underground farming == | |||
Version 1.14 introduced significant limitations on underground farming. There is a soft limit for plant growth in relation to depth below sea level. Each level below sea level requires one extra light level for the crop to grow, and below light level 19, each farther level incurs a 10% growth penalty, which means growth will stop entirely at or below light level 9. | |||
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Given that the | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
Given that the sun's light level is 22, this means that with direct sunlight shafts alone, farms can be placed at a maximum 3 levels below sea level without incurring growth penalties, and a maximum 12 levels below sea level before growth stops completely. | |||
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With a fully set chandelier | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
With a fully set chandelier (providing light level 24), a slightly lower depth might be reached. However, light levels do not accumulate, meaning combining a light shaft with light level 22 and a lantern with light level 18 will still result in a maximum light level of 22. | |||
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"Underground" farms in a mountain range above sea level would however still be possible, as long as the required light level for growth is achieved with sun or artificial light. | "Underground" farms in a mountain range above sea level would however still be possible, as long as the required light level for growth is achieved with sun or artificial light. | ||
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In a default height world, sea level is at 110. | In a default height world, sea level is at 110. | ||
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== Food and | <div lang="en" dir="ltr" class="mw-content-ltr"> | ||
== Food and cooking == | |||
:''See [[cooking]] or [[satiety]] for more information on player nutrition and preparing foods to eat.'' | :''See [[cooking]] or [[satiety]] for more information on player nutrition and preparing foods to eat.'' | ||
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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, 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 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, spread out to cover a wider area of dirt. This space efficiency was not taken into account. | ||
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{| 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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| 46.15 || 69.23 || {{NA}} | | 46.15 || 69.23 || {{NA}} | ||
|} | |} | ||
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* Soybeans cannot be eaten raw, but they can be pickled and then eaten in this state. | * Soybeans cannot be eaten raw, but they can be pickled and then eaten in this state. | ||
* Cassava cannot be eaten raw off the vine. It must first be soaked in a sealed barrel and skinned with a knife, but it can then be eaten in this state. | * Cassava cannot be eaten raw off the vine. It must first be soaked in a sealed barrel and skinned with a knife, but it can then be eaten in this state. | ||
* Pinapples and pumpkins cannot be eaten nor cooked with whole. They must first be sliced with a knife, producing 4 pieces each with exactly 25% of the entire produce's satiety. | * Pinapples and pumpkins cannot be eaten nor cooked with 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. | ||
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== Video Tutorials == | == Video Tutorials == | ||
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Revision as of 14:24, 6 May 2023
This page was last verified for Vintage Story version 1.16.4.
Farming is a game mechanic that allows players to grow food crops for use in cooking.
Required materials
To begin farming, a player needs good soil and seeds to plant crops. A specialized tool, the hoe is required to convert soil into farmland. The player will also need to provide moisture for the growing crops, either via irrigation or through the use of a watering can.
Finding seeds
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 back 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.
Seeds can also be found in seed and farming loot vessels located in ruins - some crops can only be acquired this way.
Seed Type | Product | Location |
---|---|---|
Carrot | Temperate | |
Flax | Temperate | |
Onion | Temperate | |
Spelt | Temperate | |
Turnip | Temperate | |
Parsnip | Temperate | |
Rice | Temperate | |
Rye | Temperate | |
Soybean | Warm | |
Amaranth | Warm | |
Bell Pepper* | Warm | |
Cassava | Warm | |
Peanut | Warm | |
Pineapple | Warm | |
Sunflower | Warm | |
Pumpkin | Ruins Only | |
Cabbage | Ruins Only |
- Bell peppers are not implemented as of 1.16.4. The wild crops will grow and will drop seeds, but never any produce.
Soil and farmland
Naturally generated soil
Four types of naturally occurring 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.
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 rot in a 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.
Creating farmland
Using a hoe + right mouse button on a soil block creates dry farmland. If the farmland is within 3 blocks of a water source block, it will be converted from dry to moist farmland. Other solutions for creating moist farmland include daily watering using a watering can, or relying on rain in a rainy area. Moisture levels above 50% gives a bonus to growth speed. More specifically, reducing the total hours needed for a crop to grow to the next stage by up to two hours of in-game time, if at 100% moisture.
Nearby water provides moisture to horizontally adjacent farmland within 3 blocks, including along the diagonal. The moisture bonus provided by nearby water is reduced by 25% for each 1 block that the farmland is distant from the water. Thus, farmland immediately next to a water block will be granted 75% moisture, two blocks away will be granted 50% moisture, and 3 blocks away will be granted 25% moisture. Farmland does not absorb moisture from water in a vertical direction (i.e. farmland created directly above the surface of a lake will not stay moist from the water below it).
Farmland blocks cannot be picked up and replaced once converted. Breaking farmland destroys the block.
Soil nutrients
All soil, dirt, dry or moist farmland, has 3 nutrient levels, N, P, and K. Each crop consumes one of these nutrients. Some crops require higher values of nutrients than others, as shown in the table below. Crop growth rates also differ. Each crop has different total growth speed, which is shown by the number of growth days.
When crops advance from one growth stage to the next, they consume nutrients from the farmland on which they are planted. The required nutrient, K, P, or N, is the nutrient that will be consumed, reducing the concentration of that nutrient in the farmland. The amount of the nutrient required per growth stage is determined by dividing the Nutrient Consumption by the number of growth stages.
Nutrient replenishment
Nutrients in farmland slowly replenish over time and return to the maximum level per soil type, for instance medium fertility will only regain nutrients to original levels. The rate of nutrient replenishment is slower if a crop is growing on it and faster when left fallow - meaning no crop growing. The nutrition type used by the currently growing crop will regenerate even slower then the two not actively used, and effectively wont replenish at all, as the currently growing crop reduces it with every growth tick. If the crop on the farmland is ripe, none of the nutrients will replenish.
Nutrition replenishment ticks every 3 to 4 ingame hours.
Crop rotation
Crop rotation is the practice of growing a series of different types of crops in the same area over time and has been used since ancient times to maximize crop production. Nitrogen (N), phosphate (P) and potassium (K) dependent crops can be rotated on the same growing area. For example, after harvesting a nitrogen dependent crop such as turnips, the soil will have a lower level of nitrogen but high levels of the two other nutrients. Therefore a phosphate or potassium dependent crop can be planted in the same soil.
A common crop rotation strategy is to divide the fertile area into four sections, one each for N, P or K dependent crops and one left fallow (without any crops growing). In the screenshot on the right, turnips (N-dependent) are planted in the top left, onions (P-dependent) in the top right, carrots (K-dependent) in the bottom right and the bottom left area is left without any crops. After harvest the planting will be rotated clockwise so that turnips will now be planted in the top right, onions in the bottom right, carrots in the bottom left and the top left will not have any crops. Rotate clockwise again after each harvest.
Note that the rotation will depend on the slowest crop to mature which in this case are the carrots (4 in-game days). Because nutrients replenish best in fallow soil, one area is kept unplanted during each rotation. This strategy is particularly useful if the player does not have access to fertilizer yet. You can make variations on this strategy to suit your crop mix.
Fertilizer
Fertilizer such as saltpeter, potash and bonemeal can be applied to the soil to replenish nutriments depleted by the growth of crops without waiting for the slow natural replenishment in fallow soil (no crops planted) or the need for crop rotation.
For example, the important crop flax removes potassium from the soil as it grows. Adding potash or saltpeter to the depleted soil after harvest will replenish potassium levels and allow replanting of flax on the same soil without waiting for natural replenishment and without the need for crop rotation. The type and amount of nutrient required for each crop is shown in the table of available crops in the next section. Having sufficient nutrients for each crop allows for the optimal growth rate if temperature and light requirements are also met.
Using fertilizer is the only time a soil type can exceed the maximum nutrient level of the soil type.
Note that saltpeter can't be detected by a prospecting pick (propick) and must be found while exploring caves.
Fertilizer | Nitrogen (N) % | Phosphorus (P) % | Potassium (K) % | Obtained by |
---|---|---|---|---|
Potash | 0 | 0 | 60 | grinding sylvite |
Saltpeter | 13 | 0 | 44 | mined from caves |
Bonemeal | 3 | 30 | 0 | grinding bones |
Compost | 40 | 8 | 8 | sealing 64 rot in a barrel for 20 days |
Irrigation
All crops require moisture to grow. Moisture affects a specific farmland block rather than the crop growing on it, and is one of the factors in determining the fertility of that block. Crops generally require at least 75% moisture to grow at maximum effectiveness.
Farmland blocks must only be irrigated with fresh water, since salt water will instantly kill any growing crops near it. Farmland blocks can be irrigated passively via rain, or nearby full water blocks ("flowing" water blocks do not count). Rain-irrigated blocks will have variable moisture levels depending on the degree and frequency of rainfall, while farm blocks in a two-block radius of a water source will reach 75% moisture.
Players can also manually water farmland by filling, equipping and using a watering can.
Crops
To harvest, left click on the crop with an empty hand or harvesting tool, knife or scythe. Fully mature crops will return seeds, food, and in the case of flax, fiber. All fully mature crops have about a 5% chance to drop an extra seed when harvested. Each crop is characterized by a set of Crop Properties. Crop properties consist of the following individual properties:
- Growth Stages - The number of growth stages for a crop.
- Total Growth Days - The number of in game days it takes for a crop to be fully grown (harvestable).
- 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.
- Cold/ Heat Resistance - Temperature range the crop can endure before it takes damage and then will yield less harvest on breaking. Generally all crops are able to 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 greenhouse structure, which will raise the temperature by 5°C. Keep in mind that getting to 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.
Table of available crops
Crop | Growth Stages | Total Growth | Nutrient | Nutrient Consumption | Cold Resistance | Heat Resistance | Yield | |
---|---|---|---|---|---|---|---|---|
Months | Days* | |||||||
Carrot | 7 | 1.2 | 10.8 | K (Potassium) | 40 | -10°C | 32°C | 9 - 13* |
Flax | 9 | 2.0 | 18 | K (Potassium) | 50 | -5°C | 40°C | 7 - 9* |
Onion | 7 | 1.85 | 16.65 | P (Phosphorus) | 35 | -1°C | 40°C | 10 - 14* |
Spelt | 9 | 2.0 | 18 | N (Nitrogen) | 40 | -5°C | 40°C | 10 - 14* |
Turnip | 5 | 1.0 | 9 | N (Nitrogen) | 30 | -5°C | 27°C | 6 - 8* |
Parsnip | 8 | 2.0 | 18 | P (Phosphorus) | 20 | -10°C | 32°C | 10 - 14* |
Rice | 10 | 2.25 | 20.25 | K (Potassium) | 50 | 8°C | 46°C | 11 - 15* |
Rye | 9 | 2.0 | 18 | N (Nitrogen) | 40 | -12°C | 27°C | 9 - 13* |
Soybean | 11 | 1.25 | 11.25 | K (Potassium) | 35 | -5°C | 40°C | 5 - 7* |
Amaranth | 9 | 2.0 | 18 | N (Nitrogen) | 15 | 6°C | 42°C | 5 - 7* |
Bell Pepper | 19 | 2.2 | 19.8 | N (Nitrogen) | 35 | 8°C | 34°C | Not implemented |
Cassava | 9 | 5.0 | 45 | K (Potassium) | 25 | 4°C | 44°C | 14 - 18* |
Peanut | 9 | 2.5 | 22.5 | P (Phosphorus) | 45 | 10°C | 42°C | 8 - 12* |
Pineapple | 16 | 6.0 | 54 | N (Nitrogen) | 15 | 6°C | 48°C | 1 |
Sunflower | 12 | 1.85 | 16.65 | N (Nitrogen) | 40 | -5°C | 40°C | 11 - 15* |
Pumpkin | 8 | 1.7 | 15.3 | P (Phosphorus) | 30 | -5°C | 40°C | Variable* |
Cabbage | 12 | 1.5 | 13.5 | N (Nitrogen) | 40 | -5°C | 35°C | 2 |
- Pumpkins are cultivated differently than all other crops. Please see the pumpkin page for detailed instructions about establishing a pumpkin patch.
- Growth times are calculated based on number of days in a month. Changing the length of a month will change the total growth time in days proportionally.
Fruit trees
Fruit trees were introduced in the Homesteading Update (v.1.16). There are a total of nine different types of fruit bearing trees: red apple, pink apple, yellow apple, peach, pear, cherry, orange, olive and mango. Some of the trees, like mango and orange, are specifically adapted to the warmer climates, whereas apples, pears and peaches thrive in temperate climate.
They can be found in the wild, and through breaking their branches with an axe, a tree cutting can be acquired. Each cutting has a 40% chance to grow into a full tree when planted in the ground - if the temperature requirements are met. Some trees must go through "vernalization", when the temperature drops down below a certain point", for them to set fruit.
Protecting crops
Rabbits will go after planted crops and eat them. They will leave behind a dead plant that drops one seed, but no crops. There are some crops that are not eaten by rabbits, namely onions, pineapples, and pumpkins. These can be planted without protection if grown alone.
Since rabbits spawn on grass blocks, rabbit-proofing farms with walls, fences or a two-block deep dry moat around farm blocks is recommended. Players must take care to leave no grass blocks within the enclosed area. The moat the added bonus of catching hungry rabbits when they try to reach the player's crops. Keep in mind that adult rabbits can jump over a single fence block if it is bordered by water. Rabbit spawns can also be blocked inside an enclosed area by placing stones on the ground or removing all grass. Grass that grows on fallow farm blocks does not grow tall enough to be a valid rabbit spawn.
Wild crops are ignored by rabbits.
Underground farming
Version 1.14 introduced significant limitations on underground farming. There is a soft limit for plant growth in relation to depth below sea level. Each level below sea level requires one extra light level for the crop to grow, and below light level 19, each farther level incurs a 10% growth penalty, which means growth will stop entirely at or below light level 9.
Given that the sun's light level is 22, this means that with direct sunlight shafts alone, farms can be placed at a maximum 3 levels below sea level without incurring growth penalties, and a maximum 12 levels below sea level before growth stops completely.
With a fully set chandelier (providing light level 24), a slightly lower depth might be reached. However, light levels do not accumulate, meaning combining a light shaft with light level 22 and a lantern with light level 18 will still result in a maximum light level of 22.
"Underground" farms in a mountain range above sea level would however still be possible, as long as the required light level for growth is achieved with sun or artificial light.
In a default height world, sea level is at 110.
Food and cooking
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, spread out to cover a wider area of dirt. This space efficiency was not taken into account.
Seed Type | Category | Satiety | Satiety/Growth time (days) | ||||
---|---|---|---|---|---|---|---|
Raw | Meals | Bread | Raw | Meals | Bread | ||
Carrot | Vegetable | 100 | 150 | N/A | 75.00 | 112.50 | N/A |
Flax | Grain | 30 | 120 | 160 | 10.58 | 42.35 | 56.47 |
Onion | Vegetable | 100 | 150 | N/A | 75.00 | 112.50 | N/A |
Spelt | Grain | 60 | 240 | 300 | 40.00 | 160.00 | 200.00 |
Turnip | Vegetable | 100 | 150 | N/A | 100.00 | 150.00 | N/A |
Parsnip | Vegetable | 100 | 150 | N/A | 50.00 | 75.00 | N/A |
Rice | Grain | 60 | 280 | 330 | 40.00 | 186.67 | 78.57 |
Rye | Grain | 60 | 240 | 300 | 36.00 | 144.00 | 180.00 |
Soybean | Protein | 150* | 240 | N/A | 81.82 | 130.91 | N/A |
Amaranth | Grain | 60 | 240 | 300 | 20.00 | 80.00 | 100.00 |
Cassava (skinned)* | Vegetable | 100 | 120 | N/A | 35.71 | 42.86 | N/A |
Cassava (dried) | Grain | N/A | N/A | 300 | N/A | N/A | 107.14 |
Peanut | Protein | 160 | N/A | N/A | 73.85 | N/A | N/A |
Pineapple | Fruit | 320* | 480* | N/A | 6.67 | 10.00 | N/A |
Sunflower | Grain | 60 | 240 | 300 | 48.00 | 192.00 | 240.00 |
Pumpkin | Vegetable | 480* | 720* | N/A | 102.86 | 154.28 | N/A |
Cabbage | Vegetable | 300 | 450 | N/A | 46.15 | 69.23 | N/A |
- Soybeans cannot be eaten raw, but they can be pickled and then eaten in this state.
- Cassava cannot be eaten raw off the vine. It must first be soaked in a sealed barrel and skinned with a knife, but it can then be eaten in this state.
- Pinapples and pumpkins cannot be eaten nor cooked with 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.
Video Tutorials
Detailed explanation including changes since version 1.13 | Detailled explanation of pumpkin plants |
---|---|
Farming | |
---|---|
Wild foods | Berries • Cactus (saguaro) fruit • Mushrooms • Cattail (and papyrus) |
Grains | Amaranth • Cassava • Flax • Rice • Rye • Spelt • Sunflower |
Vegetables | Cabbage • Carrot • Onion • Turnip • Parsnip • Peanut • Pumpkin • Soybean |
Fruits | Fruit trees • Pineapple |
Other | Fertilizer • Beekeeping • Room |
Tools | Hoe • Scythe • Fruit press |
See also | Animal husbandry • Cooking • Food preservation |
Wiki Navigation | |
---|---|
Vintage Story | Guides • Frequently Asked Questions • Soundtrack • Versions • Controls |
Game systems | Crafting • Knapping • Clay forming • Smithing • Cooking • Temperature • Hunger • Mining • Temporal stability • Mechanical power • Trading • Farming • Animal husbandry |
World | World generation • Biomes • Weather • Temporal storms |
Items | Tools • Weapons • Armor • Clothing • Bags • Materials • Food |
Blocks | Terrain • Plants • Decorative • Lighting • Functional • Ore |
Entities | Hostile entities • Animals • NPCs • Players |
Miscellaneous | List of client commands • List of server commands • Creative Starter Guide • Bot System • WorldEdit • Cinematic Camera • Adjustable FPS Video Recording • ServerBlockTicking |