农业

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Revision as of 04:42, 30 May 2024 by ZMWL (talk | contribs) (Created page with "请注意,轮作时间取决于成熟的最慢的作物,在举例中是胡萝卜(游戏内4天)。由于养分在未种植作物的田地中补充的最快,因此在每次轮作期间都会有一个区域未种植。如果玩家还没有获得足够的肥料,这个方法特别有用。你可以根据自己拥有的作物种子来对这一策略进行更改。")

This page was last verified for Vintage Story version 1.16.4.


农业 是一种游戏机制,允许玩家种植粮食作物用于 烹饪 和喂养 饥饿的动物

所需道具

在开始种植前, 玩家需要好的 土壤 和用于种植的种子。 还需要使用 锄头 来将土壤转变为农田。 玩家还需要通过水体, 或使用 浇水壶 来为生长的植物提供水分。

寻找种子

野生作物 在世界生成时被创造,可以在世界各地不同的气候区域中找到。破坏这些植物是收集种子的关键。未成熟的野生作物在被破坏时不一定会掉落种子。野生作物会生长,即便区块还未被加载,它们的生长也不会受温度影响。但是,如果野生作物在完全生长后没有被收获,它们将继续生长并变回第一阶段。

种子同样能在位于 废墟 的种子和农业 破裂黏土罐 中找到 - 一些种子 只能 通过这种方式获取。

种子类型 产物 气候
胡萝卜 Grid Carrot.png 温带
亚麻 Grid flax.png 温带
洋葱 Grid onion.png 温带
斯佩尔特小麦 Grid spelt.png 温带
大头菜 Grid turnip.png 温带
欧防风 Grid parsnip.png 温带
黑麦 Grid rye.png 温带
稻米 Grid rice.png 热带
大豆 Soybean.png 热带
苋米 Grid amaranth.png 热带
甜椒* Bellpepper.png 热带
木薯 Raw cassava.png 热带
花生 Legume-peanut.png 热带
菠萝 Pineapple.png 热带
葵花 Grid sunflower.png 热带
南瓜 Grid pumpkin.png 只能从废墟获得
卷心菜 Grid cabbage.png 只能从废墟获得

*在1.16.4版本之前,甜椒会生成野生作物并掉落种子,但不会产出果实。

土壤和农田

自然生成的土壤

在世界中有四种拥有不同肥力的天然 土壤  : 贫瘠 5%, 低 25%, 中 50%, 和 高 65%。 当土壤被破坏并放置在其他地方时,该土壤的肥力不会改变,因此最好的办法是寻找高肥力的土壤并将其带回家用于耕种。

玩家制作的土壤

黑土 是一种由玩家制作的土壤,拥有80%的肥力。每块黑土的制作需要: 将64 腐烂物 密封在 木桶 中20天, 然后使用产生的堆肥在合成栏中与4个骨粉和4个木炭组合。


Ingredients Crafting Recipe
8x 堆肥
4x 骨灰
4x 木炭

Compost

Bonemeal

Compost

Bonemeal

Charcoal

Bonemeal

Compost

Bonemeal

Compost

Soil-high-none

Soil-high-none

Soil-high-none

Compost

Compost

Compost

Compost

Charcoal

Charcoal

Compost

Compost

Compost

Compost



湿润的农田

创造农田

在土壤方块上 使用 锄头 + Right mouse button 来创造干燥的田地。如果农田附近三格范围内有淡水方块,它将从干燥转变为湿润。 也可以通过雨水或者使用浇水壶来将农田湿润。 高于50%的含水量可以提高作物的盛装速度,具体来讲,如果含水量保持在100%,则可减少作物每个阶段最多两小时游戏时间的生长时间。

水体能为其三格范围内的水平相邻农田提供水分,包括对角线上的。农田每远离水体一格,其获得的含水量加成便会降低25%。也就是说,紧挨着水方块的农田将获得75%的含水量,两格外的农田将获得50%的含水量,三格外的农田将获得25%的含水量。农田无法从垂直方向上的水体中吸收水分(也就是说直接搭建在水面上方的农田无法从其下方的水中获得水分)。

盐水无法用于提供水分,它会立刻杀死作物。

农田方块一但放下便无法被拾起或替换 。 破坏农田方块不会产生掉落物。

土壤养分

所有的土壤,泥土,无论潮湿还是干燥,拥有三种养分:N,P和K。每种作物都会消耗其中一种养分。一些作物要比其他作物消耗的更多,如下表所示。不同作物的生长速度也不同,这由生长天数表示。

作物从一个生长阶段进入下一个生长阶段的过程中,它们会消耗农田中的养分,降低农田的养分含量。所需养分K,P或N是该作物消耗的养分。每个生长阶段所需的养分量可通过总消耗养分量除以该作物的生长阶段数量来计算。

养分补充

农田中的养分会随着时间缓慢补充至该土壤种类的最大养分水平,例如中等肥力的土壤会缓慢补充至50%的养分。如果有作物在其上生长,养分补充速度较慢,没有种植作物时则更快。当前作物消耗的养分的补充速度将比其他两种未使用的养分的补充速度更慢,并且实际上并不会进行增长,因为作物会随着生长不断消耗该养分。如果农田上的作物成熟,任何养分都不会再自动补充。

游戏内每3到4小时补充一次养分。

轮作

2021-05-13 CropRotation.png

作物轮作是指随着时间推移在同一耕地种植不同作物的做法,自古以来就被用来最大限度地提高作物产量。依赖氮(N),磷(P),钾(K)的作物可以在同一片农田中轮作。例如,在收获胡萝卜等依赖氮(N)的作物后,农田中的氮(N)含量较低,但其他两种养分的含量较高。因此,依赖磷(P)或钾(K)的作物可以随后种植在这片田中。

一种常见的作物轮作方法是将肥沃的土地分为四份,每个部分分别种植依赖氮(N),磷(P),钾(K)的作物,另外一个休耕(不种植任何作物)。在右边的截图中,大头菜(依赖N)种植在左上角,洋葱(依赖P)种植在右上角,胡萝卜(依赖K)种植在右下角,左下角则没有任何作物。在收获后,将种植顺序顺时针旋转,也就是右上角种植大头菜,右下角种植洋葱,左下角种植胡萝卜,左上角没有任何作物。当收获后再次顺时针旋转。

请注意,轮作时间取决于成熟的最慢的作物,在举例中是胡萝卜(游戏内4天)。由于养分在未种植作物的田地中补充的最快,因此在每次轮作期间都会有一个区域未种植。如果玩家还没有获得足够的肥料,这个方法特别有用。你可以根据自己拥有的作物种子来对这一策略进行更改。

Fertilizer

Fertilizers such as saltpeter , potash and bonemeal can be applied to the soil to replenish nutrients 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 cannot be detected by a prospecting pick and must be found while exploring caves.

Fertilizer Nitrogen (N) % Phosphorus (P) % Potassium (K) % Obtention
Potash.png Potash 0 0 60 grinding sylvite
Saltpeter.png Saltpeter 13 0 44 mined from caves
Bonemeal.png Bonemeal 3 30 0 grinding bones
Compost.png Compost 40 8 8 sealing 64 rot in a barrel for 20 days

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 of dropping 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 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 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.

Table of available crops

Crop Growth
Stages
Total Growth Nutrient Nutrient
Consumption
Temperature Resistance Yield
Months Days* Cold Heat
Grid Carrot.png Carrot 7 1.20 10.80 K (Potassium) 40 -10°C 32°C 9 - 13*
Grid flax.png Flax 9 2.00 18.00 K (Potassium) 50 -5°C 40°C 7 - 9*
Grid onion.png Onion 7 1.85 16.65 P (Phosphorus) 35 -1°C 40°C 10 - 14*
Grid spelt.png Spelt 9 2.00 18.00 N (Nitrogen) 40 -5°C 40°C 10 - 14*
Grid turnip.png Turnip 5 1.00 9.00 N (Nitrogen) 30 -5°C 27°C 6 - 8*
Grid parsnip.png Parsnip 8 2.00 18.00 P (Phosphorus) 20 -10°C 32°C 10 - 14*
Grid rice.png Rice 10 2.25 20.25 K (Potassium) 50 8°C 46°C 11 - 15*
Grid rye.png Rye 9 2.00 18.00 N (Nitrogen) 40 -12°C 27°C 9 - 13*
Soybean.png Soybean 11 1.25 11.25 K (Potassium) 35 -5°C 40°C 5 - 7*
Grid amaranth.png Amaranth 9 2.00 18.00 N (Nitrogen) 15 6°C 42°C 5 - 7*
Bellpepper.png Bell Pepper 19 2.20 19.80 N (Nitrogen) 35 8°C 34°C Not implemented
Cassava.png Cassava 9 5.00 45.00 K (Potassium) 25 4°C 44°C 14 - 18*
Legume-peanut.png Peanut 9 2.50 22.50 P (Phosphorus) 45 10°C 42°C 8 - 12*
Pineapple.png Pineapple 16 6.00 54.00 N (Nitrogen) 15 6°C 48°C 1
Grid sunflower.png Sunflower 12 1.85 16.65 N (Nitrogen) 40 -5°C 40°C 11 - 15*
Grid pumpkin.png Pumpkin 8 1.70 15.30 P (Phosphorus) 30 -5°C 40°C Variable**
Grid cabbage.png Cabbage 12 1.50 13.50 N (Nitrogen) 40 -5°C 35°C 2

*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.
**Pumpkins are cultivated differently than all other crops. Please see the pumpkin page for detailed instructions about establishing a pumpkin patch.

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 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

See cooking or 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 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 烹饪 烹饪 Raw 烹饪 烹饪
Grid Carrot.png Carrot Vegetable 100 150 N/A 75.00 112.50 N/A
Grid flax.png Flax Grain 30 120 160 10.58 42.35 53.33
Grid onion.png Onion Vegetable 100 150 N/A 75.00 112.50 N/A
Grid spelt.png Spelt Grain 60 240 300 40.00 160.00 200.00
Grid turnip.png Turnip Vegetable 100 150 N/A 100.00 150.00 N/A
Grid parsnip.png Parsnip Vegetable 100 150 N/A 50.00 75.00 N/A
Grid rice.png Rice Grain 60 280 330 40.00 186.67 211.85
Grid rye.png Rye Grain 60 240 300 36.00 144.00 183.33
Soybean.png Soybean Protein 150* 240 N/A 81.82 130.91 N/A
Grid amaranth.png Amaranth Grain 60 240 300 20.00 80.00 100.00
Cassava.png Cassava (soaked)* Vegetable 100 120 N/A 35.71 42.86 N/A
Dried cassava.png Cassava (dried) Grain N/A N/A 300 N/A N/A 106.67
Legume-peanut.png Peanut Protein 160 N/A N/A 73.85 N/A N/A
Pineapple.png Pineapple Fruit 320* 480* N/A 6.67 10.00 N/A
Grid sunflower.png Sunflower Grain 60 240 300 48.00 192.00 234.23
Grid pumpkin.png Pumpkin Vegetable 480* 720* N/A 102.86 154.28 N/A
Grid cabbage.png 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

  1. "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




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