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'''Farming''' is a game mechanic that allows players to grow food crops for use in [[cooking]].
__TOC__
__TOC__
Farming is a game mechanic that allows you to grow your own food. Most of the different crops have many common attributes. It's recommended that you read the [[Starter Guide|starter guide]] before farming because you will need to make metal tools before you can begin planting crops.


== Natural Generation == <!--T:2-->
== Required Materials == <!--T:19-->
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.
 
== Finding Seeds == <!--T:2-->


<!--T:3-->
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Crops can be found growing all over the world. They are placed there during world generation. Breaking these crops (left click) is essential for gathering seeds. You need seeds to plant crops on farmland in order for them to grow. Seeds can also be found in [[loot vessels]] located in ruins.  
[[Wild Foods|Wild crops]] are created during world generation and can be found all over the world in different climatic regions. Breaking these crops (left mouse button) is essential for gathering seeds to plant crops. Wild crops that are not mature do not always drop seeds when broken. Seeds can also be found in seed and farming [[Loot Vessels|loot vessels]] located in [[ruins]].


== Soil and Farmland == <!--T:4-->


== Soil, Nutrients, and Farmland == <!--T:4-->
=== Naturally Generated Soil === <!--T:5-->
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.


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=== Player Created Soil === <!--T:20-->
Three different types of soil exist in the world at different fertility rates: low, medium, and high (called "terra preta"). Each has according starting levels of nutrients: 25%, 50%, 75%.
'''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.  
Soil keeps its fertility levels when dug out and placed elsewhere, but farmland blocks are destroyed if you dig them.
You can find flat patches of rich (high fertility) soil in mild and hot areas with enough rain drop, mostly on plains and low hills.  


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[[File:Moist-dry-farmland.png|thumb]]
[[File:Moist-dry-farmland.png|thumb]]
Farmland can be made by using a [[hoe]] on soil. This will create dry farmland. Crops will not grow on dry farmland. The dry farmland must be within 3 blocks of a water source block for the farmland to convert to moist farmland. The other solution to creating moist farmland is watering it daily with a watering can.


<!--T:7-->
=== Creating Farmland === <!--T:21-->
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".  
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. Farmland blocks ''cannot be picked up and replaced'' once converted. Breaking farmland destroys the block.
 
=== Soil Nutrients === <!--T:7-->
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 grow from one stage to the next, they consume nutrients from the farmland on which they are planted. The required nutrient is the nutrient that will be consumed, reducing the concentration of that nutrient in the farmland. The amount of the nutrient required 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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Nutrients in farmland slowly replenish over time and return to the maximum level per soil type. (Ex: Medium fertility will only regain nutrients to original levels) The rate of nutrient replenishment is slower with a crop, faster when empty.
Nutrients in farmland slowly replenish over time and return to the maximum level per soil type. (Ex: Medium fertility will only regain nutrients to original levels). The rate of nutrient replenishment is slower with a crop, faster when empty.
 
==== Fertilizer ==== <!--T:22-->
 
<!--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.


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


== Crops == <!--T:10-->
== Crops == <!--T:10-->
To harvest, left click on the crop with an empty hand or harvesting tool ([[Knife|knife]] or [[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 to drop an extra seed when harvested. Some foods can be harvested from plants with right click, without destroying the growing plant.
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).
<!--T:12-->
* Required Nutrient - The type of nutrient (N, P, K) consumed from the farmland when a crop grows to the next stage.
Total Growth Days - The number of in game days it takes for a crop to be fully grown (harvestable).
* 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.
<!--T:13-->
Required Nutrient - The type of nutrient (N, P, K) consumed from the farmland when a crop grows to the next stage.
 
<!--T:14-->
Nutrient Consumption - The total amount of the required nutrient that will be consumed over the lifetime of a crop.
 




<!--T:15-->
=== Table of Available Crops === <!--T:12-->
Here are all the available crops. Click on their respective pages to learn more about each one.
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Crop
! Crop !! Product !! Growth Stages !! Total Growth Days !! Required Nutrient !! Nutrient Consumption !! Cold Resistant Until !! Heat Resistant Until
! Growth Stages
! Total Growth Days
! Required Nutrient
! Nutrient Consumption
|-
| [[Carrot]]
| 7
| 4
| K
| 40
|-
|-
| [[Flax]]
| [[Carrot]] || [[File:Grid Carrot.png|25px]] || 7 || 4 || K || 40 || -10°C || 32°C
| 9
| 4.2
| K
| 50
|-
|-
| [[Onion]]
| [[Flax]] || [[File:Grid flax.png|25px]] || 9 || 4.2 || K || 50 || -5°C || 40°C
| 7
| 3.6
| P
| 35
|-
|-
| [[Spelt]]
| [[Onion]] || [[File:Grid onion.png|25px]] || 7 || 3.6 || P || 35 || -1°C || 40°C
| 9
| 4.4
| N
| 40
|-
|-
| [[Turnip]]
| [[Spelt]] || [[File:Grid spelt.png|25px]] || 9 || 4.4 || N || 40 || -5°C || 40°C
| 5
| 3
| N
| 30
|-
|-
| [[Parsnip]]
| [[Turnip]] || [[File:Grid turnip.png|25px]] || 5 || 3 || N || 30 || -5°C || 27°C
| 8
| 6
| P
| 20
|-
|-
| [[Rice]]
| [[Parsnip]] || [[File:Grid parsnip.png|25px]] || 8 || 6 || P || 20 || -10°C || 32°C
| 10
| 4.2
| K
| 50
|-
|-
| [[Rye]]
| [[Rice]] || [[File:Grid rice.png|25px]] || 10 || 4.2 || K || 50 || 8°C || 40°C
| 9
| 5
| N
| 40
|-
|-
| [[Soybean]]
| [[Rye]] || [[File:Grid rye.png|25px]] || 9 || 5 || N || 40 || -5°C || 40°C
| 11
| 5.4
| K
| 35
|-
|-
| [[Pumpkin]]
| [[Soybean]] || [[File:Soybean.png|25px]] || 11 || 5.4 || K || 35 || -5°C || 40°C
| 8
| 3.5
| P
| 30
|-
|-
| [[Cabbage]]
| [[Pumpkin]] || [[File:Grid pumpkin.png|25px]] || 8 || 3.5 || P || 30 || -5°C || 40°C
| 12
|-
| 6.5
| [[Cabbage]] || [[File:Grid cabbage.png|25px]] || 12 || 6.5 || N || 40 || -5°C || 35°C
| N
| 40
|}
|}
</div>
</div>
Pumpkins are cultivated differently than all other crops. Please see the [[pumpkin]] page for detailed instructions about establishing a pumpkin patch.


== Food == <!--T:16-->
== Food and Cooking == <!--T:13-->
[[Food]]
See [[cooking]] for more information on player nutrition and preparing foods to eat.
 
<!--T:17-->
{| class="wikitable sortable"
|-
! Food
! Satiation
! Health
! Nutrition
|-
| Roots (Carrot, Turnip, Onion, Parsnip, Cattail Root)
| 100
| +1.5
| Vegetable
|-
| Vegetable (Cabbage)
| 300
| +1.5
| Vegetable
|-
| Vegetable (Pumpkin)
| 480
| 0
| Vegetable
|-
| Berries
| 80
| +0.5
| Fruit
|-
| Honey
| 60
| +0.5
| Fruit
|-
| Mushrooms (Bolete, Field)
| 80
| 0
| Vegetable
|-
| Mushrooms (Fly Agaric)
| 80
| -10
| Vegetable
|-
| [[Saguaro]]
| 60
| +4
| Fruit
|-
| Grain (Flax)
| 30
| 0
| Grain
|-
| Grain (Rice, Rye, Spelt)
| 60
| 0
| Grain
|-
| Bread (Flax)
| 160
| 0
| Grain
|-
| Bread (Rice, Rye, Spelt)
| 300
| 0
| Grain
|-
| [[Soy Bean]]
| 150
| 0
| Protein
|-
| Bush Meat
| 120
| 0
| Protein
|-
| [[Cooked Meat]]
| 280
| 0
| Protein
|}
 


<!--T:18-->
== Farming Video Tutorial == <!--T:25-->
== Farming Video Tutorial ==
The video includes explanations of soil nutrients, converting soil to farmland, and crop growth rates. This video includes a view of all agricultural crops except pumpkins and does not include use of fertilizers. <br>
The video includes explanations of soil nutrients, converting soil to farmland, and crop growth rates. This video includes a view of all agricultural crops except pumpkins. <br>
<br />
<br />
<youtube>5k8LQfDl4yA</youtube>
<youtube>5k8LQfDl4yA</youtube>




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[[Category:Guides]]

Revision as of 13:09, 2 September 2020


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.

Finding Seeds

Wild crops are created during world generation and can be found all over the world in different climatic regions. Breaking these crops (left mouse button) is essential for gathering seeds to plant crops. Wild crops that are not mature do not always drop seeds when broken. Seeds can also be found in seed and farming loot vessels located in ruins.

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 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

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.

Moist-dry-farmland.png

Creating Farmland

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. 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.

Nutrients in farmland slowly replenish over time and return to the maximum level per soil type. (Ex: Medium fertility will only regain nutrients to original levels). The rate of nutrient replenishment is slower with a crop, faster when empty.

Fertilizer

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.

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).
  • Required 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 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.


Table of Available Crops

Crop Product Growth Stages Total Growth Days Required Nutrient Nutrient Consumption Cold Resistant Until Heat Resistant Until
Carrot Grid Carrot.png 7 4 K 40 -10°C 32°C
Flax Grid flax.png 9 4.2 K 50 -5°C 40°C
Onion Grid onion.png 7 3.6 P 35 -1°C 40°C
Spelt Grid spelt.png 9 4.4 N 40 -5°C 40°C
Turnip Grid turnip.png 5 3 N 30 -5°C 27°C
Parsnip Grid parsnip.png 8 6 P 20 -10°C 32°C
Rice Grid rice.png 10 4.2 K 50 8°C 40°C
Rye Grid rye.png 9 5 N 40 -5°C 40°C
Soybean Soybean.png 11 5.4 K 35 -5°C 40°C
Pumpkin Grid pumpkin.png 8 3.5 P 30 -5°C 40°C
Cabbage Grid cabbage.png 12 6.5 N 40 -5°C 35°C

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

Food and Cooking

See cooking for more information on player nutrition and preparing foods to eat.

Farming Video Tutorial

The video includes explanations of soil nutrients, converting soil to farmland, and crop growth rates. This video includes a view of all agricultural crops except pumpkins and does not include use of fertilizers.


{{{title}}}