Agriculture Guide
This page covers farming, greenhouse management, and apiary systems, including crop growth, watering, pollination, and seasonal survival risks.
Farming
Farming Mechanics
Farming uses up to 10 plots per tile and revolves around planting, checking, watering and harvesting crops; greenhouse tier and condition modify growth, water decay, pest pressure and winter protection.
Overview
Farming runs on a plant-check-water-harvest loop with seasonal crop rules and a 10-plot base limit per tile; greenhouse condition and tier then improve growth and water efficiency, reduce pest risk and provide winter protection once condition is kept above key thresholds.
Greenhouse Benefits
- Winter Protection: At 21%+ condition, greenhouses protect non-hardy crops in winter
- Water Efficiency: At 61%+ condition, greenhouse water efficiency improves (lower daily water decay)
- Pest Reduction: At 51%+ condition, pest pressure chance is reduced
- Growth Boost: At 81%+ condition, crops get the best greenhouse growth boost
- Tier Bonuses: Greenhouse tier adds plot capacity and improves decay, growth chance, pest risk, water decay, yield, quality proc, seed return, and treatment strength
Farming Tools
| Tool | Bonus | Notes |
|---|---|---|
| Hoe | Tilling +1 (crafted) | Required to till soil |
| Watering Can | Farming +10 | Tool bonus for farming checks |
| Garden Trowel | Digging +0.5 (crafted) | Required for planting |
Crop Definitions
| Crop | Seed | Growth (Days) | Yield | Seasons | Winter Hardy? | Water Needed | Type |
|---|---|---|---|---|---|---|---|
| Apple | Apple Seeds | 180 | 3-8 | Spring, Summer | No | 2 | Fruit |
| Pear | Pear Seeds | 180 | 3-7 | Spring | No | 2 | Fruit |
| Plum | Plum Seeds | 150 | 4-9 | Spring | No | 2 | Fruit |
| Cherry | Cherry Seeds | 160 | 5-12 | Spring | No | 2 | Fruit |
| Berry Bush | Berry Bush Seeds | 120 | 3-10 | Spring, Summer | Yes | 1 | Fruit |
| Tomato | Tomato Seeds | 80 | 4-10 | Spring, Summer | No | 3 | Vegetable |
| Potato | Potato Seeds | 100 | 6-15 | Spring, Summer, Fall | Yes | 2 | Vegetable |
| Carrot | Carrot Seeds | 90 | 5-12 | Spring, Summer, Fall | Yes | 2 | Vegetable |
| Cabbage | Cabbage Seeds | 110 | 3-8 | Spring, Summer, Fall, Winter | Yes | 2 | Vegetable |
| Bean | Bean Seeds | 70 | 4-11 | Spring, Summer | No | 2 | Vegetable |
| Pumpkin | Pumpkin Seeds | 120 | 2-5 | Summer, Fall | No | 3 | Vegetable |
| Radish | Radish Seeds | 40 | 6-15 | Spring, Summer, Fall | Yes | 1 | Vegetable |
| Lettuce | Lettuce Seeds | 60 | 4-10 | Spring, Summer | No | 2 | Vegetable |
| Beet | Beet Seeds | 100 | 5-12 | Spring, Summer, Fall, Winter | Yes | 2 | Vegetable |
| Cucumber | Cucumber Seeds | 70 | 5-12 | Summer | No | 3 | Vegetable |
Soil & Environment
- Soil Quality: Degrades with harvesting. Vegetables deplete 8 quality, Fruit/Trees deplete 5 quality
- Fertilizer: Applying fertilizer adds +20 soil quality (up to 100), halves the next harvest depletion on that tile, then is consumed
- Water: If water is below a crop's required level, crops lose health; otherwise they recover health. Daily water decay is 0.3 normally, or 0.2 in greenhouses above 60% condition (further reduced by greenhouse tier bonuses)
- Pests: Base infestation chance is 2% per daily check. In greenhouses above 50% condition it drops to 0.5% multiplied by greenhouse tier pest modifiers
- Disease & Damage: Active pest pressure applies daily damage, can escalate up to pressure 5, and can carry aphids/fungus/blight status. If crop health reaches 0, the crop is lost
Bonuses
Pollination
If an active Apiary is on the same tile, crops receive a +15% Yield Bonus due to pollination.
Farming Skill Unlocks
- Level 20: Green Thumb: Crop yield +15%
- Level 40: Efficient Eater: Hunger drain -20%
- Level 60: Botanist: Plant growth speed +15%
- Level 80: Bountiful Harvest: Crop yield +25%
Greenhouse
Greenhouse Mechanics
Greenhouses support year-round crop growing, add farm plot capacity by tier, and improve winter protection, water efficiency, pest risk, and growth based on condition breakpoints.
Construction
- Requirements: 50+ effective Carpentry (base skill + tool bonus)
- Materials: 20 planks, 10 beams, 6 glassShard, 4 fasteners, 4 tar
Benefits
- Winter Protection: At 21%+ condition, greenhouses protect non-hardy crops in winter
- Water Efficiency: At 61%+ condition, greenhouse water efficiency improves (lower daily water decay)
- Pest Reduction: At 51%+ condition, pest pressure chance is reduced
- Growth Boost: At 81%+ condition, crops get the best greenhouse growth boost
- Tier Bonuses: Greenhouse tier adds plot capacity and improves decay, growth chance, pest risk, water decay, yield, quality proc, seed return, and treatment strength.
Maintenance
- Decay: Greenhouse condition decays daily at
0.1 * tier conditionDecayMult / structureDurability - Repair: Repair uses 1x fasteners, tar, glassShard, or plank; restores +25 condition, costs 1h, and applies -10 fatigue
- Critical Threshold: Winter protection for non-hardy crops requires condition above 20% (21%+ protection breakpoint)
Apiary
Apiary Mechanics
Apiaries run on an inspect-decide-act loop and produce wildHoney and beeswax, with colony output and winter survival tied to stores, season, and hive management choices.
Construction
- Requirements: 30+ effective Carpentry (base skill + tool bonus)
- Materials: 8 planks, 4 beams, 6 fasteners, 1 beeSwarm
- Bee Swarm: Required to start the colony; commonly gained from swarming outcomes (and can also appear via wild honey gathering events)
Production
- Honey: Produced during non-winter seasons; in winter, hives consume stored honey (~0.1 kg/day) instead of producing
- Beeswax: Generated when harvesting honey (harvest conversion includes wax output)
- Pollination: Active apiary on the same tile gives crops a +15% harvest yield bonus
Management
- Winter: In winter, hives do not produce honey and consume about 0.1 kg/day from stores; falling below the reserve floor triggers risk events
- Swarming: Swarms are a managed outcome of colony actions (for example split/requeen paths) and are represented as the beeSwarm resource
- Harvesting: Harvest uses surplus above the seasonal reserve floor
(
honeyReady - reserveFloor), so colony stores are protected by design - Repair: Apiary repair consumes 1 plank or 1 beeswax
Winter Survival
- Consumption: Bees consume ~0.1kg honey per day in winter
- Requirement: Seasonal reserve floors are used; default targets are Spring 2.5kg, Summer 3.5kg, Autumn 6.0kg, Winter 8.0kg (with winter floor enforced at 8.0kg by default)
- Starvation Risk: If stores fall below the reserve floor in winter, incident/risk pressure increases and colony health declines
Swarming Details
- Conditions: Swarm outcomes are tied to colony state and actions, especially strong population/stores and split/requeen decisions
- Generation: A split action grants +1 beeSwarm and resets colony population; automated colony logic can also add swarm stock when population/stores are high
- Capture:
beeSwarmcan be gained from apiary harvest outcomes and from wild-honey gathering events
Beeswax Uses
- Crafting: Used for Beeswax Candle
(
1 beeswax + 1 cordage/paracord) and Herbal Balm (Fire + 1 beeswax + 1 animalFat + 1 wildHerbs + 1 wildHoney) - Repairs: Apiary repair accepts 1 beeswax (or 1 plank alternative)