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<languages />  
<languages />
 
{{GameVersion|1.16.4}}


<translate>
<translate>
<!--T:1-->
'''Farming''' is a game mechanic that allows players to grow food crops for use in {{ll|cooking|cooking}} and feeding {{ll|animal husbandry|domesticated animals}}.


<!--T:1-->
== Required materials == <!--T:19-->
'''Farming''' is a game mechanic that allows players to grow food crops for use in [[cooking]].
__TOC__


== Required Materials == <!--T:19-->
<!--T:60-->
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.
To begin farming, a player needs good {{ll|soil|soil}} and seeds to plant crops. A specialized tool, the {{ll|hoe|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 {{ll|watering can|watering can}}.


== Finding Seeds == <!--T:2-->
== Finding seeds == <!--T:2-->


<!--T:3-->
<!--T:3-->
[[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.<br>
{{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 [[Loot Vessels|loot vessels]] located in [[ruins]] - some crops can '''only''' be acquired this way.


<!--T:49-->
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.
</translate>
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Seed Type !! Product !! Location
! <translate><!--T:61--> Seed Type</translate> !! <translate><!--T:62--> Product</translate> !! <translate><!--T:63--> Climate</translate>
|-
| {{ll|Carrot|<translate><!--T:64--> Carrot</translate>}} || [[File:Grid Carrot.png|25px]] || <translate><!--T:65--> Temperate</translate>
|-
| {{ll|Flax|<translate><!--T:66--> Flax</translate>}} || [[File:Grid flax.png|25px]] || <translate><!--T:67--> Temperate</translate>
|-
| {{ll|Onion|<translate><!--T:68--> Onion</translate>}} || [[File:Grid onion.png|25px]] || <translate><!--T:69--> Temperate</translate>
|-
| {{ll|Spelt|<translate><!--T:70--> Spelt</translate>}} || [[File:Grid spelt.png|25px]] || <translate><!--T:71--> Temperate</translate>
|-
| {{ll|Turnip|<translate><!--T:72--> Turnip</translate>}} || [[File:Grid turnip.png|25px]] || <translate><!--T:73--> Temperate</translate>
|-
| {{ll|Parsnip|<translate><!--T:74--> Parsnip</translate>}} || [[File:Grid parsnip.png|25px]] || <translate><!--T:75--> Temperate</translate>
|-
|-
| [[Carrot]] || [[File:Grid Carrot.png|25px]] || Temperate
| {{ll|Rye|<translate><!--T:78--> Rye</translate>}} || [[File:Grid rye.png|25px]] || <translate><!--T:79--> Temperate</translate>
|-
|-
| [[Flax]] || [[File:Grid flax.png|25px]] || Temperate
| {{ll|Rice|<translate><!--T:76--> Rice</translate>}} || [[File:Grid rice.png|25px]] || <translate><!--T:77--> Warm</translate>
|-
|-
| [[Onion]] || [[File:Grid onion.png|25px]] || Temperate
| {{ll|Soybean|<translate><!--T:80--> Soybean</translate>}} || [[File:Soybean.png|25px]] || <translate><!--T:81--> Warm</translate>
|-
|-
| [[Spelt]] || [[File:Grid spelt.png|25px]] || Temperate
| {{ll|Amaranth|<translate><!--T:82--> Amaranth</translate>}} || [[File:Grid_amaranth.png|25px]] || <translate><!--T:83--> Warm</translate>
|-
|-
| [[Turnip]] || [[File:Grid turnip.png|25px]] || Temperate
| {{ll|Bell Pepper|<translate><!--T:84--> Bell Pepper</translate>*}} || [[File:Bellpepper.png|25px]] || <translate><!--T:85--> Warm</translate>
|-
|-
| [[Parsnip]] || [[File:Grid parsnip.png|25px]] || Temperate
| {{ll|Cassava|<translate><!--T:86--> Cassava</translate>}} || [[File:Raw_cassava.png|25px]] || <translate><!--T:87--> Warm</translate>
|-
|-
| [[Rice]] || [[File:Grid rice.png|25px]] || Temperate
| {{ll|Peanut|<translate><!--T:227--> Peanut</translate>}} || [[File:Legume-peanut.png|25px]] || <translate><!--T:88--> Warm</translate>
|-
|-
| [[Rye]] || [[File:Grid rye.png|25px]] || Temperate
| {{ll|Pineapple|<translate><!--T:89--> Pineapple</translate>}} || [[File:Pineapple.png|25px]] || <translate><!--T:90--> Warm</translate>
|-
|-
| [[Soybean]] || [[File:Soybean.png|25px]] || Warm
| {{ll|Sunflower|<translate><!--T:91--> Sunflower</translate>}} || [[File:Grid_sunflower.png|25px]] || <translate><!--T:92--> Warm</translate>
|-
|-
| [[Pumpkin]] || [[File:Grid pumpkin.png|25px]] || Ruins Only
| {{ll|Pumpkin|<translate><!--T:93--> Pumpkin</translate>}} || [[File:Grid pumpkin.png|25px]] || <translate><!--T:94--> Ruins Only</translate>
|-  
|-  
| [[Cabbage]] || [[File:Grid cabbage.png|25px]] || Ruins Only
| {{ll|Cabbage|<translate><!--T:95--> Cabbage</translate>}} || [[File:Grid cabbage.png|25px]] || <translate><!--T:96--> Ruins Only</translate>
|}
|}


== Soil and Farmland == <!--T:4-->
<!--T:45-->
<nowiki>*</nowiki>''<translate><!--T:97--> Bell peppers are not implemented as of 1.16.4. The wild crops will grow and will drop seeds, but never any produce.</translate>''
<translate>
 
== Soil and farmland == <!--T:4-->
 
=== Naturally generated soil === <!--T:5-->
 
<!--T:98-->
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.


=== Naturally Generated Soil === <!--T:5-->
=== Player-created soil === <!--T:20-->
Four types of naturally occurring [[soil]] exist in the world at different fertility rates: barren 5%, low 25%, medium 50%, and 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 === <!--T:20-->
<!--T:99-->
'''Compost''' 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 compost is created by sealing 64 [[rot]] in a [[barrel]] for 20 days.  
'''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.
 
</translate>
{{Crafting
|Ingredients= 8x {{ll|Compost|<translate><!--T:100--> Compost</translate>}}<br>4x {{ll|Bonemeal|<translate> <!--T:229--> Bonemeal</translate>}}<br>4x {{ll|Charcoal|<translate> <!--T:230--> Charcoal</translate>}}
|Grid/CraftingCode={{Grid/Crafting
|A1=Compost|A1N=2|A1-link=Special:MyLanguage/Compost|A1_name=<translate><!--T:102--> Compost</translate>
|B1=Bonemeal|B1-link=Special:MyLanguage/Bonemeal|B1_name=<translate><!--T:231--> Bonemeal</translate>
|C1=Compost|C1N=2|C1-link=Special:MyLanguage/Compost|C1_name=<translate><!--T:104--> Compost</translate>
|A2=Bonemeal|A2-link=Special:MyLanguage/Bonemeal|A2_name=<translate><!--T:232--> Bonemeal</translate>
|B2=Charcoal|B2N=4|B2-link=Special:MyLanguage/Charcoal|B2_name=<translate><!--T:233--> Charcoal</translate>
|C2=Bonemeal|C2-link=Special:MyLanguage/Bonemeal|C2_name=<translate><!--T:234--> Bonemeal</translate>
|A3=Compost|A3N=2|A3-link=Special:MyLanguage/Compost|A3_name=<translate><!--T:108--> Compost</translate>
|B3=Bonemeal|B3-link=Special:MyLanguage/Bonemeal|B3_name=<translate> <!--T:235--> Bonemeal</translate>
|C3=Compost|C3N=2|C3-link=Special:MyLanguage/Compost|C3_name=<translate><!--T:110--> Compost</translate>
|Output=Soil-high-none|OA=1|Output_name=<translate><!--T:111--> Terra Preta</translate>
}}}}
<translate>


<!--T:6-->
<!--T:6-->
[[File:Moist-dry-farmland.png|thumb]]
[[File:Moist-dry-farmland.png|thumb|Moist farmland.]]
 
=== Creating farmland === <!--T:21-->
 
<!--T:112-->
{{Using|Using}} a {{ll|hoe|hoe}} + {{RMB}} on a soil block creates dry farmland. If the farmland is within 3 blocks of a freshwater 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% give 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.
 
<!--T:28-->
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).


=== Creating Farmland === <!--T:21-->
<!--T:59-->
Using a [[hoe]] + right mouse button on a soil block creates dry farmland. The farmland must be within 3 blocks of a water source block to convert from dry to moist farmland. The other solution to create moist farmland is daily watering using a watering can. Keep in mind that moisture levels above 50% give a bonus for growth speed, as long as the chunks the farm blocks are in is loaded. However, moisture below 50% does not give a penalty, and depending on play style, a bonus that only applies while one is near the farm might not matter at all. <br>
Saltwater cannot be used to provide moisture, and will instantly kill crops.
Farmland blocks ''cannot be picked up and replaced'' once converted. Breaking farmland destroys the block.


=== Soil Nutrients === <!--T:7-->
<!--T:29-->
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.  
'''Farmland blocks ''cannot be picked up and replaced'' once converted. Breaking farmland destroys the block.'''
 
=== Soil nutrients === <!--T:7-->
 
<!--T:113-->
All soil, dirt, and 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 a different total growth speed, which is shown by the number of growth days.  


<!--T:8-->
<!--T:8-->
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.


<!--T:9-->
==== Nutrient replenishment ==== <!--T:9-->
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.<br>
 
<!--T:114-->
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 their 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 than the two not actively used, and effectively won't 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.
 
<!--T:51-->
Nutrition replenishment ticks every 3 to 4 ingame hours.  
Nutrition replenishment ticks every 3 to 4 ingame hours.  
==== Crop rotation ==== <!--T:30-->
<!--T:115-->
[[File:2021-05-13 CropRotation.png |right|320px|thumb]]
<!--T:116-->
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 higher levels of the two other nutrients. Therefore a phosphate or potassium-dependent crop can be planted in the same soil.
<!--T:31-->
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 are 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.
<!--T:32-->
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 ==== <!--T:22-->
==== Fertilizer ==== <!--T:22-->


<!--T:23-->
<!--T:23-->
'''Fertilizer''' such as [[saltpeter]], [[potash]] and [[bonemeal]] can be applied to the soil to replenish nutriments. Using a fertilizer is the only time a soil type can exceed the maximum nutrient level of the soil type.
Fertilizers such as {{ll|saltpeter|saltpeter}}, {{ll|potash|potash}} and {{ll|bonemeal|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.
 
<!--T:33-->
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.
 
<!--T:34-->
Using fertilizer is the only time a soil type can exceed the maximum nutrient level of the soil type.  
 
<!--T:35-->
Note that saltpeter cannot be detected by a {{ll|prospecting pick|prospecting pick}} and must be found while exploring caves.
 
</translate>
{| class="wikitable"
|-
! <translate><!--T:117--> Fertilizer</translate> !! <translate><!--T:118--> Nitrogen (N) %</translate> !! <translate><!--T:119--> Phosphorus (P) %</translate> !! <translate><!--T:120--> Potassium (K) %</translate> !! <translate><!--T:121--> Obtention</translate>
|-
| [[File:potash.png|30px]] {{ll|Potash|<translate><!--T:122--> Potash</translate>}} ||style="text-align: center;"| 0 ||style="text-align: center;"| 0  ||style="text-align: center;"| 60 || <translate><!--T:123--> grinding sylvite</translate>
|-
| [[File:saltpeter.png|30px]] {{ll|Saltpeter|<translate><!--T:124--> Saltpeter</translate>}} ||style="text-align: center;"| 13 ||style="text-align: center;"| 0  ||style="text-align: center;"| 44|| <translate><!--T:125--> mined from caves</translate>
|-
| [[File:bonemeal.png|30px]] {{ll|Bonemeal|<translate><!--T:126--> Bonemeal</translate>}} ||style="text-align: center;"| 3 || style="text-align: center;"|30  || style="text-align: center;"|0|| <translate><!--T:127--> grinding bones</translate>
|-
| [[File:compost.png|30px]] {{ll|Compost|<translate><!--T:128--> Compost</translate>}} ||style="text-align: center;"| 40 || style="text-align: center;"|8  || style="text-align: center;"|8|| <translate><!--T:129--> sealing 64 rot in a barrel for 20 days</translate>
|}


<!--T:24-->
<div id="crops"><translate>
<div id="crops">


== Crops == <!--T:10-->
== Crops == <!--T:10-->
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.  
 
<!--T:130-->
To harvest, left-click on the crop with an empty hand or harvesting tool, {{ll|knife|knife}} or {{ll|scythe|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:
Each crop is characterized by a set of Crop Properties. Crop properties consist of the following individual properties:


<!--T:11-->
<!--T:11-->
* 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).
* Required 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 Resistant Until - [[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 regulate temperature for crop growth at the moment is through the use of a [[greenhouse]] structure, which will raise the temperature. Keep in mind that getting to cold or too hot can halve the harvest of a crop, 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.


=== Table of available crops === <!--T:12-->


=== Table of Available Crops === <!--T:12-->
</translate>
{| class="wikitable sortable"
{| class="wikitable sortable align-left-1 align-left-5 align-left-9" style="text-align: right;"
|-
! rowspan="2"|<translate><!--T:131--> Crop</translate>
! rowspan="2"|<translate><!--T:132--> Growth<br/>Stages</translate>
! colspan="2"|<translate><!--T:133--> Total Growth</translate>
! rowspan="2"|<translate><!--T:134--> Nutrient</translate>
! rowspan="2"|<translate><!--T:135--> Nutrient<br/>Consumption</translate>
! colspan="2"|<translate><!--T:228--> Temperature Resistance</translate>
! rowspan="2"|<translate><!--T:138--> Yield</translate>
|-
! <translate><!--T:139--> Months</translate>
! <translate><!--T:140--> Days</translate>*
! <translate><!--T:136--> Cold</translate>
! <translate><!--T:137--> Heat</translate>
|-
| {{Item List|item=<translate><!--T:141--> Carrot</translate>|icon=Grid Carrot|page=Carrot}} || 7 || 1.20 || 10.80 || <translate><!--T:142--> '''K''' (Potassium)</translate> || 40 || -10°C || 32°C || {{Range|11|2}}
|-
| {{Item List|item=<translate><!--T:143--> Flax</translate>|icon=Grid flax|page=Flax}} || 9 || 2.00 || 18.00 || <translate><!--T:144--> '''K''' (Potassium)</translate> || 50 || -5°C || 40°C || {{Range|8|1}}
|-
| {{Item List|item=<translate><!--T:145--> Onion</translate>|icon=Grid onion|page=Onion}} || 7 || 1.85 || 16.65 || <translate><!--T:146--> '''P''' (Phosphorus)</translate> || 35 || -1°C || 40°C || {{Range|12|2}}
|-
| {{Item List|item=<translate><!--T:147--> Spelt</translate>|icon=Grid spelt|page=Spelt}} || 9 || 2.00 || 18.00 || <translate><!--T:148--> '''N''' (Nitrogen)</translate> || 40 || -5°C || 40°C || {{Range|12|2}}
|-
| {{Item List|item=<translate><!--T:149--> Turnip</translate>|icon=Grid turnip|page=Turnip}} || 5 || 1.00 || 9.00 || <translate><!--T:150--> '''N''' (Nitrogen)</translate> || 30 || -5°C || 27°C || {{Range|7|1}}
|-
|-
! Crop !! Growth Stages !! Total Growth !! Required Nutrient !! Nutrient Consumption !! Cold Resistant Until !! Heat Resistant Until
| {{Item List|item=<translate><!--T:151--> Parsnip</translate>|icon=Grid parsnip|page=Parsnip}} || 8 || 2.00 || 18.00 || <translate><!--T:152--> '''P''' (Phosphorus)</translate> || 20 || -10°C || 32°C || {{Range|12|2}}
|-
|-
| {{Item List|item=Carrot|icon=Grid Carrot|page=Carrot}} || 7 || 4 days || '''K''' (Potassium) || 40 || -10°C || 32°C
| {{Item List|item=<translate><!--T:153--> Rice</translate>|icon=Grid rice|page=Rice}} || 10 || 2.25 || 20.25 || <translate><!--T:154--> '''K''' (Potassium)</translate> || 50 || 8°C || 46°C || {{Range|13|2}}
|-
|-
| {{Item List|item=Flax|icon=Grid flax|page=Flax}} || 9 || 4.2 days || '''K''' (Potassium) || 50 || -5°C || 40°C
| {{Item List|item=<translate><!--T:155--> Rye</translate>|icon=Grid rye|page=Rye}} || 9 || 2.00 || 18.00 || <translate><!--T:156--> '''N''' (Nitrogen)</translate> || 40 || -12°C || 27°C || {{Range|11|2}}
|-
|-
| {{Item List|item=Onion|icon=Grid onion|page=Onion}} || 7 || 3.6 days || '''P''' (Phosphorus) || 35 || -1°C || 40°C
| {{Item List|item=<translate><!--T:157--> Soybean</translate>|icon=Soybean|page=Soybean}} || 11 || 1.25 || 11.25 || <translate><!--T:158--> '''K''' (Potassium)</translate> || 35 || -5°C || 40°C || {{Range|6|1}}
|-
|-
| {{Item List|item=Spelt|icon=Grid spelt|page=Spelt}} || 9 || 4.4 days || '''N''' (Nitrogen) || 40 || -5°C || 40°C
| {{Item List|item=<translate><!--T:159--> Amaranth</translate>|icon=Grid_amaranth|page=Amaranth}} || 9 || 2.00 || 18.00 || <translate><!--T:160--> '''N''' (Nitrogen)</translate> || 15 || 6°C || 42°C || {{Range|6|1}}
|-
|-
| {{Item List|item=Turnip|icon=Grid turnip|page=Turnip}} || 5 || 3 days || '''N''' (Nitrogen) || 30 || -5°C || 27°C
| {{Item List|item=<translate><!--T:161--> Bell Pepper</translate>|icon=Bellpepper|page=Bell Pepper}} || 19 || 2.20 || 19.80 || <translate><!--T:162--> '''N''' (Nitrogen)</translate> || 35 || 8°C || 34°C || <translate><!--T:163--> {{NA|Not implemented}}</translate>
|-
|-
| {{Item List|item=Parsnip|icon=Grid parsnip|page=Parsnip}} || 8 || 6 days || '''P''' (Phosphorus) || 20 || -10°C || 32°C
| {{Item List|item=<translate><!--T:164--> Cassava</translate>|icon=Cassava|page=Cassava}} || 9 || 5.00 || 45.00 || <translate><!--T:165--> '''K''' (Potassium)</translate> || 25 || 4°C || 44°C || {{Range|16|2}}
|-
|-
| {{Item List|item=Rice|icon=Grid rice|page=Rice}} || 10 || 4.2 days || '''K''' (Potassium) || 50 || 8°C || 40°C
| {{Item List|item=<translate><!--T:166--> Peanut</translate>|icon=Legume-peanut|page=Peanut}} || 9 || 2.50 || 22.50 || <translate><!--T:167--> '''P''' (Phosphorus)</translate> || 45 || 10°C || 42°C || {{Range|10|2}}
|-
|-
| {{Item List|item=Rye|icon=Grid rye|page=Rye}} || 9 || 5 days || '''N''' (Nitrogen) || 40 || -5°C || 40°C
| {{Item List|item=<translate><!--T:168--> Pineapple</translate>|icon=Pineapple|page=Pineapple}} || 16 || 6.00 || 54.00 || <translate><!--T:169--> '''N''' (Nitrogen)</translate> || 15 || 6°C || 48°C || 1
|-
|-
| {{Item List|item=Soybean|icon=Soybean|page=Soybean}} || 11 || 5.4 days || '''K''' (Potassium) || 35 || -5°C || 40°C
| {{Item List|item=<translate><!--T:170--> Sunflower</translate>|icon=Grid_sunflower|page=Sunflower}} || 12 || 1.85 || 16.65 || <translate><!--T:171--> '''N''' (Nitrogen)</translate> || 40 || -5°C || 40°C || {{Range|13|2}}
|-
|-
| {{Item List|item=Pumpkin|icon=Grid pumpkin|page=Pumpkin}} || 8 || 3.5 days || '''P''' (Phosphorus) || 30 || -5°C || 40°C
| {{Item List|item=<translate><!--T:172--> Pumpkin</translate>|icon=Grid pumpkin|page=Pumpkin}} || 8 || 1.70 || 15.30 || <translate><!--T:173--> '''P''' (Phosphorus)</translate> || 30 || -5°C || 40°C || <translate><!--T:174--> Variable</translate>**
|-  
|-  
| {{Item List|item=Cabbage|icon=Grid cabbage|page=Cabbage}} || 12 || 6.5 days || '''N''' (Nitrogen) || 40 || -5°C || 35°C
| {{Item List|item=<translate><!--T:175--> Cabbage</translate>|icon=Grid cabbage|page=Cabbage}} || 12 || 1.50 || 13.50 || <translate><!--T:176--> '''N''' (Nitrogen)</translate> || 40 || -5°C || 35°C || 2
|}
|}
</div>
</div>
Pumpkins are cultivated differently than all other crops. Please see the [[pumpkin]] page for detailed instructions about establishing a pumpkin patch.
<translate>
<!--T:46-->
<nowiki>*</nowiki>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.
<br>
<nowiki>**</nowiki>Pumpkins are cultivated differently than all other crops. Please see the {{ll|pumpkin|pumpkin}} page for detailed instructions about establishing a pumpkin patch.
 
== Fruit trees == <!--T:43-->
 
<!--T:177-->
{{ll|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.
 
<!--T:56-->
After a fruit tree is found in the wild, a tree cutting can be acquired by breaking its branches with an {{ll|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 == <!--T:37-->
 
<!--T:178-->
{{ll|Hare|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.
 
<!--T:57-->
Since rabbits spawn on grass blocks, rabbit-proofing farms with walls, {{ll|fence|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.
 
<!--T:58-->
Rabbits ignore wild crops.
 
== Underground farming == <!--T:38-->


==Animal attacks==
<!--T:179-->
When building a farm, one should keep in mind that [[Hare|rabbits]] will go after planted crops and eat them, leaving not even the seeds behind.<br>
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.
Rabbits spawn on grass blocks, so to rabbit-proof your farms, it is recommended to either use a wall, fence or a 2 blocks deep dry moat around the farm blocks, leaving no grass blocks in the enclosed area. The latter offers the added bonus of catching hungry rabbits when they try to reach the players crops.<br>
<br>
There are a few crops that will ''not'' be eaten by rabbits, namely rice, onions and [[pumpkin]]s. Those could be planted without protection, however rice and onions should be planted in crop rotation with other plants, which would again need rabbit protection.<br>
Wild crops will be ignored by rabbits.


== Underground Farming ==
<!--T:39-->
Starting with version 1.14, underground farming will no longer be an easily achievable solution. There is now 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 penality, which means growth will stop entirely at 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.


Given that the suns light level is 22, this means that with light shafts alone, which would be a direct connection between the sky and the farmland in form of a hole in the ground, 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.
<!--T:50-->
With a fully set chandelier, which would reach 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.
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.


<!--T:40-->
"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.


In a default height world, sea level is at 110.
<!--T:41-->
In a default height world, the sea level is 110.


== Food and Cooking == <!--T:13-->
== Food and cooking == <!--T:13-->
:''See [[cooking]] for more information on player nutrition and preparing foods to eat.''


<!--T:180-->
:''See {{ll|cooking|cooking}} or {{ll|satiety|satiety}} for more information on player nutrition and preparing foods to eat.''
<!--T:47-->
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.
</translate>
{| 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;"
|-
|-
! rowspan="2" |Seed Type
! rowspan="2" |<translate><!--T:181--> Seed Type</translate>
! rowspan="2" |Category
! rowspan="2" |<translate><!--T:182--> Category</translate>
! colspan="3" |Satiety
! colspan="3" |<translate><!--T:183--> Satiety</translate>
! colspan="3" |Satiety/Day
! colspan="3" |<translate><!--T:184--> Satiety/Growth time (days)</translate>
|-
|-
!Raw
! <translate><!--T:185--> Raw</translate>
![[Cooking|Meals]]
! {{ll|Cooking|<translate><!--T:186--> Meals</translate>}}
![[Cooking#Making Bread|Bread]]
! {{ll|Cooking#Making Bread|<translate><!--T:187--> Bread</translate>}}
!Raw
! <translate><!--T:188--> Raw</translate>
![[Cooking|Meals]]
! {{ll|Cooking|<translate><!--T:189--> Meals</translate>}}
![[Cooking#Making Bread|Bread]]
! {{ll|Cooking#Making Bread|<translate><!--T:190--> Bread</translate>}}
|-  
|-  
| {{Item List|item=Carrot|icon=Grid Carrot|page=Carrot}} || Vegetable  
| {{Item List|item=<translate><!--T:191--> Carrot</translate>|icon=Grid Carrot|page=Carrot}} || <translate><!--T:192--> Vegetable</translate>
| 100 || 150 || {{NA}}
| 100 || 150 || {{NA}}
| 25.00 || 37.50 || {{NA}}
| 75.00 || 112.50 || {{NA}}
|-  
|-  
| {{Item List|item=Flax|icon=Grid flax|page=Flax}} || Grain  
| {{Item List|item=<translate><!--T:193--> Flax</translate>|icon=Grid flax|page=Flax}} || <translate><!--T:194--> Grain</translate>
| 30 || 120 || 160  
| 30 || 120 || 160  
| 7.14 || 28.57 || 38.10
| 10.58 || 42.35 || 53.33
|-
|-
| {{Item List|item=Onion|icon=Grid onion|page=Onion}} || Vegetable  
| {{Item List|item=<translate><!--T:195--> Onion</translate>|icon=Grid onion|page=Onion}} || <translate><!--T:196--> Vegetable</translate>
| 100 || 150 || {{NA}}
| 100 || 150 || {{NA}}
| 27.78 || 41.67 || {{NA}}
| 75.00 || 112.50 || {{NA}}
|-
|-
| {{Item List|item=Spelt|icon=Grid spelt|page=Spelt}} || Grain  
| {{Item List|item=<translate><!--T:197--> Spelt</translate>|icon=Grid spelt|page=Spelt}} || <translate><!--T:198--> Grain</translate>
| 60 || 240 || 300  
| 60 || 240 || 300  
| 13.64 || 54.55 || 68.18
| 40.00 || 160.00 || 200.00
|-
|-
| {{Item List|item=Turnip|icon=Grid turnip|page=Turnip}} || Vegetable  
| {{Item List|item=<translate><!--T:199--> Turnip</translate>|icon=Grid turnip|page=Turnip}} || <translate><!--T:200--> Vegetable</translate>
| 100 || 150 || {{NA}}
| 100 || 150 || {{NA}}
| 33.33 || 50.00 || {{NA}}
| 100.00 || 150.00 || {{NA}}
|-
|-
| {{Item List|item=Parsnip|icon=Grid parsnip|page=Parsnip}} || Vegetable  
| {{Item List|item=<translate><!--T:201--> Parsnip</translate>|icon=Grid parsnip|page=Parsnip}} || <translate><!--T:202--> Vegetable</translate>
| 100 || 150 || {{NA}}
| 100 || 150 || {{NA}}
| 16.67 || 25.00 || {{NA}}
| 50.00 || 75.00 || {{NA}}
|-
|-
| {{Item List|item=Rice|icon=Grid rice|page=Rice}} || Grain  
| {{Item List|item=<translate><!--T:203--> Rice</translate>|icon=Grid rice|page=Rice}} || <translate><!--T:204--> Grain</translate>
| 60 || 280 || 330  
| 60 || 280 || 330  
| 14.29 || 66.67 || 78.57
| 40.00 || 186.67 || 211.85
|-
|-
| {{Item List|item=Rye|icon=Grid rye|page=Rye}} || Grain  
| {{Item List|item=<translate><!--T:205--> Rye</translate>|icon=Grid rye|page=Rye}} || <translate><!--T:206--> Grain</translate>
| 60 || 240 || 300  
| 60 || 240 || 300  
| 12.00 || 48.00 || 60.00
| 36.00 || 144.00 || 183.33
|-
| {{Item List|item=<translate><!--T:207--> Soybean</translate>|icon=Soybean|page=Soybean}} || <translate><!--T:208--> Protein</translate>
| 150* || 240 || {{NA}}
| 81.82 || 130.91 || {{NA}}
|-
| {{Item List|item=<translate><!--T:209--> Amaranth</translate>|icon=Grid_amaranth|page=Amaranth}} || <translate><!--T:210--> Grain</translate>
| 60 || 240 || 300
| 20.00 || 80.00 || 100.00
|-
| {{Item List|item=<translate><!--T:211--> Cassava (soaked)</translate>*|icon=Cassava|page=Cassava}} || <translate><!--T:212--> Vegetable</translate>
| 100 || 120 || {{NA}}
| 35.71 || 42.86 || {{NA}}
|-
| {{Item List|item=<translate><!--T:213--> Cassava (dried)</translate>|icon=Dried_cassava|page=Cassava}} || <translate><!--T:214--> Grain</translate>
| {{NA}} || {{NA}} || 300
| {{NA}} || {{NA}} || 106.67
|-
| {{Item List|item=<translate><!--T:215--> Peanut</translate>|icon=Legume-peanut|page=Peanut}} || <translate><!--T:216--> Protein</translate>
| 160 || {{NA}} || {{NA}}
| 73.85 || {{NA}} || {{NA}}
|-
| {{Item List|item=<translate><!--T:217--> Pineapple</translate>|icon=Pineapple|page=Pineapple}} || <translate><!--T:218--> Fruit</translate>
| 320* || 480* || {{NA}}
| 6.67 || 10.00 || {{NA}}
|-
|-
| {{Item List|item=Soybean|icon=Soybean|page=Soybean}} || Protein
| {{Item List|item=<translate><!--T:219--> Sunflower</translate>|icon=Grid_sunflower|page=Sunflower}} || <translate><!--T:220--> Grain</translate>
| 150 || 240 || {{NA}}
| 60 || 240 || 300
| 27.78 || 44.44 || {{NA}}
| 48.00 || 192.00 || 234.23
|-
|-
| {{Item List|item=Pumpkin|icon=Grid pumpkin|page=Pumpkin}} || Vegetable  
| {{Item List|item=<translate><!--T:221--> Pumpkin</translate>|icon=Grid pumpkin|page=Pumpkin}} || <translate><!--T:222--> Vegetable</translate>
| 480 || 720 || {{NA}}
| 480* || 720* || {{NA}}
| 137.14 || 205.71 || {{NA}}
| 102.86 || 154.28 || {{NA}}
|-  
|-  
| {{Item List|item=Cabbage|icon=Grid cabbage|page=Cabbage}} || Vegetable  
| {{Item List|item=<translate><!--T:223--> Cabbage</translate>|icon=Grid cabbage|page=Cabbage}} || <translate><!--T:224--> Vegetable</translate>
| 300 || 450 || {{NA}}
| 300 || 450 || {{NA}}
| 46.15 || 69.23 || {{NA}}
| 46.15 || 69.23 || {{NA}}
|}
|}
<translate>
<!--T:48-->
* 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 == <!--T:236-->
* 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 == <!--T:237-->
* 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 == <!--T:238-->
== See also == <!--T:239-->


== Video Tutorials == <!--T:25-->
== Video Tutorials == <!--T:25-->
</translate>
{| class="wikitable"
{| class="wikitable"
|-
|-
! Detailed explanation including changes since version 1.13 !! Detailled explanation of pumpkin plants
! <translate><!--T:225--> Detailed explanation including changes since version 1.13</translate> !! <translate><!--T:226--> Detailed explanation of pumpkin plants</translate>
|-
|-
| <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>
|}
|}
<translate>


== References == <!--T:240-->
<references />


<!--T:26-->
{{Navbox|Vintage Story}}
</translate>
</translate>
[[Category:Guides]]
{{Farming navbox}}
{{Game navbox}}
[[Category:Guides{{#translation:}}]]

Latest revision as of 03:38, 27 March 2024

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 and feeding domesticated animals .

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 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 loot vessels located in ruins - some crops can only be acquired this way.

Seed Type Product Climate
Carrot Grid Carrot.png Temperate
Flax Grid flax.png Temperate
Onion Grid onion.png Temperate
Spelt Grid spelt.png Temperate
Turnip Grid turnip.png Temperate
Parsnip Grid parsnip.png Temperate
Rye Grid rye.png Temperate
Rice Grid rice.png Warm
Soybean Soybean.png Warm
Amaranth Grid amaranth.png Warm
Bell Pepper* Bellpepper.png Warm
Cassava Raw cassava.png Warm
Peanut Legume-peanut.png Warm
Pineapple Pineapple.png Warm
Sunflower Grid sunflower.png Warm
Pumpkin Grid pumpkin.png Ruins Only
Cabbage Grid cabbage.png 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 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

Terra Preta is a player-generated soil type with nutrient levels of 80%. Each block of Terra Preta is created by sealing 64 rot in a 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.


Ingredients Crafting Recipe
8x Compost
4x Bonemeal
4x Charcoal

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



Moist farmland.

Creating farmland

Using a hoe + Right mouse button on a soil block creates dry farmland. If the farmland is within 3 blocks of a freshwater 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% give 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).

Saltwater cannot be used to provide moisture, and will instantly kill crops.

Farmland blocks cannot be picked up and replaced once converted. Breaking farmland destroys the block.

Soil nutrients

All soil, dirt, and 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 a 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 their 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 than the two not actively used, and effectively won't 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

2021-05-13 CropRotation.png

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 higher 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 are 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

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 Meals Bread Raw Meals Bread
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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