農業
This page was last verified for Vintage Story version 1.16.4.
所需道具
在開始種植前, 玩家需要好的 土壤 和用於種植的種子。 還需要使用 鋤頭 來將土壤轉變為農田。 玩家還需要通過水體, 或使用 澆水壺 來為生長的植物提供水分。
尋找種子
野生作物 在世界生成時被創造,可以在世界各地不同的氣候區域中找到。破壞這些植物是收集種子的關鍵。未成熟的野生作物在被破壞時不一定會掉落種子。野生作物會生長,即便區塊還未被加載,它們的生長也不會受溫度影響。但是,如果野生作物在完全生長後沒有被收穫,它們將繼續生長並變回第一階段。
種子同樣能在位於 廢墟 的種子和農業 破裂黏土罐 中找到 - 一些種子 只能 通過這種方式獲取。
種子類型 | 產物 | 氣候 |
---|---|---|
胡蘿蔔 | 溫帶 | |
亞麻 | 溫帶 | |
洋蔥 | 溫帶 | |
斯佩爾特小麥 | 溫帶 | |
大頭菜 | 溫帶 | |
歐防風 | 溫帶 | |
黑麥 | 溫帶 | |
稻米 | 熱帶 | |
大豆 | 熱帶 | |
莧米 | 熱帶 | |
甜椒* | 熱帶 | |
木薯 | 熱帶 | |
花生 | 熱帶 | |
菠蘿 | 熱帶 | |
葵花 | 熱帶 | |
南瓜 | 只能從廢墟獲得 | |
捲心菜 | 只能從廢墟獲得 |
*從1.16.4版本開始,甜椒會生成野生作物並掉落種子,但不會產出果實。
土壤和農田
自然生成的土壤
在世界中有四種擁有不同肥力的天然 土壤 : 貧瘠 5%, 低 25%, 中 50%, 和 高 65%。 當土壤被破壞並放置在其他地方時,該土壤的肥力不會改變,因此最好的辦法是尋找高肥力的土壤並將其帶回家用於耕種。
玩家製作的土壤
黑土 是一種由玩家製作的土壤,擁有80%的肥力。每塊黑土的製作需要: 將64 腐爛物 密封在 木桶 中20天, 然後使用產生的堆肥在合成欄中與4個骨粉和4個木炭組合。
Ingredients | Crafting Recipe |
---|---|
8x 堆肥 4x 骨灰 4x 木炭 |
創造農田
在土壤方塊上 使用 鋤頭 + 來創造乾燥的田地。如果農田附近三格範圍內有淡水方塊,它將從乾燥轉變為濕潤。 也可以通過雨水或者使用澆水壺來將農田濕潤。 高於50%的含水量可以提高作物的盛裝速度,具體來講,如果含水量保持在100%,則可減少作物每個階段最多兩小時遊戲時間的生長時間。
水體能為其三格範圍內的水平相鄰農田提供水分,包括對角線上的。農田每遠離水體一格,其獲得的含水量加成便會降低25%。也就是說,緊挨著水方塊的農田將獲得75%的含水量,兩格外的農田將獲得50%的含水量,三格外的農田將獲得25%的含水量。農田無法從垂直方向上的水體中吸收水分(也就是說直接搭建在水面上方的農田無法從其下方的水中獲得水分)。
鹽水無法用於提供水分,它會立刻殺死作物。
農田方塊一但放下便無法被拾起或替換 。 破壞農田方塊不會產生掉落物。
土壤養分
所有的土壤,泥土,無論潮濕還是乾燥,擁有三種養分:N,P和K。每種作物都會消耗其中一種養分。一些作物要比其他作物消耗的更多,如下表所示。不同作物的生長速度也不同,這由生長天數表示。
作物從一個生長階段進入下一個生長階段的過程中,它們會消耗農田中的養分,降低農田的養分含量。所需養分K,P或N是該作物消耗的養分。每個生長階段所需的養分量可通過總消耗養分量除以該作物的生長階段數量來計算。
養分補充
農田中的養分會隨著時間緩慢補充至該土壤種類的最大養分水平,例如中等肥力的土壤會緩慢補充至50%的養分。如果有作物在其上生長,養分補充速度較慢,沒有種植作物時則更快。當前作物消耗的養分的補充速度將比其他兩種未使用的養分的補充速度更慢,並且實際上並不會進行增長,因為作物會隨著生長不斷消耗該養分。如果農田上的作物成熟,任何養分都不會再自動補充。
遊戲內每3到4小時補充一次養分。
輪作
作物輪作是指隨著時間推移在同一耕地種植不同作物的做法,自古以來就被用來最大限度地提高作物產量。依賴氮(N),磷(P),鉀(K)的作物可以在同一片農田中輪作。例如,在收穫胡蘿蔔等依賴氮(N)的作物後,農田中的氮(N)含量較低,但其他兩種養分的含量較高。因此,依賴磷(P)或鉀(K)的作物可以隨後種植在這片田中。
一種常見的作物輪作方法是將肥沃的土地分為四份,每個部分分別種植依賴氮(N),磷(P),鉀(K)的作物,另外一個休耕(不種植任何作物)。在右邊的截圖中,大頭菜(依賴N)種植在左上角,洋蔥(依賴P)種植在右上角,胡蘿蔔(依賴K)種植在右下角,左下角則沒有任何作物。在收穫後,將種植順序順時針旋轉,也就是右上角種植大頭菜,右下角種植洋蔥,左下角種植胡蘿蔔,左上角沒有任何作物。當收穫後再次順時針旋轉。
請注意,輪作時間取決於成熟的最慢的作物,在舉例中是胡蘿蔔(遊戲內4天)。由於養分在未種植作物的田地中補充的最快,因此在每次輪作期間都會有一個區域未種植。如果玩家還沒有獲得足夠的肥料,這個方法特別有用。你可以根據自己擁有的作物種子來對這一策略進行更改。
肥料
肥料是指 硝石 , 鉀肥 和 骨灰 等可以用於土壤的物品,以補充作物生長消耗的養分而無需等待休耕 (不種植作物) 或進行輪作。
例如,重要的作物亞麻在生長過程中會消耗鉀(K)。在收穫後向土壤中添加鉀肥或硝石能補充鉀含量,並允許在該田地上繼續種植亞麻,無需等待自然補充,也不需要進行輪作。每種作物所需的養分類型和數量顯示在下面的可用作物表格中。如果滿足溫度和陽光需求,為每種作物提供足夠的養分,從而達到最快的生長速度。
使用肥料是讓養分含量超出該土壤類型能自動補充的最大養分的唯一途徑。
注意,硝石無法被 勘礦鎬 檢測到,只能在探索洞穴時發現。
肥料 | 氮 (N) % | 磷 (P) % | 鉀 (K) % | 獲取方法 |
---|---|---|---|---|
鉀肥 | 0 | 0 | 60 | 研磨鉀鹽 |
硝石 | 13 | 0 | 44 | 從洞穴中開採 |
骨灰 | 3 | 30 | 0 | 研磨骨頭 |
堆肥 | 40 | 8 | 8 | 將64份腐爛物在桶中密封20天 |
收穫
要收割作物,請使用空手或者收割工具左鍵單擊作物。例如 小刀 或 鐮刀 。完全成熟的作物將掉落種子,果實,亞麻會額外掉落纖維。所有完全成熟的作物在收穫時有5%的概率額外掉落種子。 每種作物都有一系列特性,由以下幾種屬性組成:
- 生長階段 - 作物的生長階段數量。
- 總生長時間 - 在遊戲內,作物完全生長(可收穫)所需的天數。
- 養分 - 作物生長至下一階段時,從農田中消耗的養分類型(N、P、K)。
- 養分消耗 - 在作物的整個生長過程中所需消耗的養分總量。
- 寒冷/炎熱抗性 - 作物可以不受損害生長的 溫度 範圍 ,受到損害的作物收成較少。一般來說,所有作物只能在0°C以上生長。它們也許能忍受較低溫度不受損害,但在這種情況下將不會生長。目前唯一能人工調節作物生長環境溫度的方法是使用 溫室 結構,這將使溫度升高5°C。記住,太冷或太熱都會使作物收成減半,甚至可能完全殺死作物,但仍舊能收穫到種子。
- 產量 - 收穫完全生長的作物時掉落的可食用農產品的數量。
可用作物表格
作物 | 生長 階段 |
總生長時間 | 所需養分 | 養分 消耗 |
溫度範圍 | 產量 | ||
---|---|---|---|---|---|---|---|---|
月 | 日* | 冷 | 熱 | |||||
胡蘿蔔 | 7 | 1.20 | 10.80 | K (鉀) | 40 | -10°C | 32°C | 9 - 13* |
亞麻 | 9 | 2.00 | 18.00 | K (鉀) | 50 | -5°C | 40°C | 7 - 9* |
洋蔥 | 7 | 1.85 | 16.65 | P (磷) | 35 | -1°C | 40°C | 10 - 14* |
斯佩爾特小麥 | 9 | 2.00 | 18.00 | N (氮) | 40 | -5°C | 40°C | 10 - 14* |
大頭菜 | 5 | 1.00 | 9.00 | N (氮) | 30 | -5°C | 27°C | 6 - 8* |
歐防風 | 8 | 2.00 | 18.00 | P (磷) | 20 | -10°C | 32°C | 10 - 14* |
稻米 | 10 | 2.25 | 20.25 | K (鉀) | 50 | 8°C | 46°C | 11 - 15* |
黑麥 | 9 | 2.00 | 18.00 | N (氮) | 40 | -12°C | 27°C | 9 - 13* |
大豆 | 11 | 1.25 | 11.25 | K (鉀) | 35 | -5°C | 40°C | 5 - 7* |
莧米 | 9 | 2.00 | 18.00 | N (氮) | 15 | 6°C | 42°C | 5 - 7* |
甜椒 | 19 | 2.20 | 19.80 | N (氮) | 35 | 8°C | 34°C | 未實裝 |
木薯 | 9 | 5.00 | 45.00 | K (鉀) | 25 | 4°C | 44°C | 14 - 18* |
花生 | 9 | 2.50 | 22.50 | P (磷) | 45 | 10°C | 42°C | 8 - 12* |
菠蘿 | 16 | 6.00 | 54.00 | N (氮) | 15 | 6°C | 48°C | 1 |
葵花 | 12 | 1.85 | 16.65 | N (氮) | 40 | -5°C | 40°C | 11 - 15* |
南瓜 | 8 | 1.70 | 15.30 | P (磷) | 30 | -5°C | 40°C | 變量** |
捲心菜 | 12 | 1.50 | 13.50 | N (氮) | 40 | -5°C | 35°C | 2 |
*生長時間是根據一個月中的天數來計算的,更改月份長度將按比例增長總生長時間(以天數為單位)
**南瓜的生長方式與其他作物有所不同。請參考 南瓜 頁面來了解南瓜的詳細說明。
果樹
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 warmer climates, whereas apples, pears, and peaches thrive in temperate climates.
After a fruit tree is found in the wild, a tree cutting can be acquired by breaking its branches with an axe . 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
Hares will go after planted crops and eat them. They will leave behind a dead plant that drops one seed, but no crops. Some crops are not eaten by hares, 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 has the 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.
Rabbits ignore wild crops.
Underground farming
Version 1.14 introduced significant limitations on underground farming. There is a soft limit for plant growth concerning 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 of 3 levels below sea level without incurring growth penalties, and a maximum of 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, the sea level is 110.
Food and cooking
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.
Seed Type | Category | Satiety | Satiety/Growth time (days) | ||||
---|---|---|---|---|---|---|---|
Raw | 烹飪 | 烹飪 | Raw | 烹飪 | 烹飪 | ||
Carrot | Vegetable | 100 | 150 | N/A | 75.00 | 112.50 | N/A |
Flax | Grain | 30 | 120 | 160 | 10.58 | 42.35 | 53.33 |
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 | 211.85 |
Rye | Grain | 60 | 240 | 300 | 36.00 | 144.00 | 183.33 |
Soybean | Protein | 150* | 240 | N/A | 81.82 | 130.91 | N/A |
Amaranth | Grain | 60 | 240 | 300 | 20.00 | 80.00 | 100.00 |
Cassava (soaked)* | Vegetable | 100 | 120 | N/A | 35.71 | 42.86 | N/A |
Cassava (dried) | Grain | N/A | N/A | 300 | N/A | N/A | 106.67 |
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 | 234.23 |
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.
- 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.
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.[1] 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
Detailed explanation including changes since version 1.13 | Detailed explanation of pumpkin plants |
---|---|
References
- ↑ "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." Official Devlog
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 |
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