Crops

Browse crops by season

Seasons come from game-build configuration. Select a crop for details; Marrow and Leek availability is unconfirmed.

Getting started & reference notes
Version & reference notes

Current page baseline 0.8.10.842 · Video evidence recorded on 0.8.10.455 · Data last updated 2026-08-28 · Historical values are labeled

Sources and verification
Evidence status: 11 current-build crop profiles · 11 confirmed systems · 4 video-observed shop values · 6 historical leads · 4 pending rows · every fact carries its own evidence label — How we verify →
Current-build note: The Ranchers is live in Early Access. Official notes now confirm several plantation rules, but they still do not publish a complete crop-price table. Numerical fields require versioned in-game evidence.

Collect discoveries privately in Field Notes, then export the versioned record when it is complete enough to verify.

This living database combines official facts with clearly labeled player research. Each crop has its own anchored profile below — search an individual crop, inspect the source and build context, and never mistake an old community value for a current-build fact.

Seasonal crop data

Current-build data

These are game-file configuration values, not individually tested gameplay timings. A seed-table entry does not guarantee current shop availability; prices are not included.

CropSeasonFirst harvest (days)RegrowDry toleranceSeed shop table
Red Lettuce Spring 3 No regrow 2 days Listed
Garlic Spring 4 No regrow 2 days Listed
Strawberry Spring 7 Every 3 days 2 days Listed
Aubergine Summer 7 Every 7 days 2 days Listed
Corn Summer 7 No regrow 2 days Listed
Green Lettuce Summer 4 No regrow 1 day Listed
Pumpkin Autumn 6 No regrow 4 days Listed
Carrot Autumn 4 Every 4 days 4 days Listed
Onion Autumn 4 Every 3 days 4 days Listed
Marrow Autumn 6 No regrow 2 days Not listed
Leek Autumn 8 Every 4 days 2 days Not listed
Source and excluded profiles

A byte-faithful current-build audit joins the Seeds, seasonal Seed_fruits and Town_SeedVendor TextAssets. Eleven profiles sit in the seasonal tables; only nine also have a Town SeedVendor seed reference.

Marrow Seed is not referenced by the Town SeedVendor table; availability is not claimed. Leek Seed is not referenced by the Town SeedVendor table; availability is not claimed.

These rows prove serialized configuration in this build, not guaranteed runtime availability or player-facing prices. Internal base prices and configured spawn counts are withheld because current shop footage already proves that serialized price differs from retail.

Peppers, Melon, Chili are stored in NotINCLUDED and are not merged into the roster above.

Source: Site-owner local build collection: byte-faithful crop TextAssets and cross-table ID audit · 0.8.10.842 / Steam build 24847725 · private local hash manifest

Full contents
Back to entries
vegetable

Red Lettuce

Updated 2026-08-08

The cheapest seed confirmed in launch-build footage: 48C, Spring, 3 days, single harvest. Sell price per head is still unobserved.

Game-build configuration · 0.8.10.842

Seed item
Red Lettuce Seed
Season
Spring
First harvest
3 days
Regrow interval
No regrow
Dry tolerance
2 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Green Salad — Normal configuration · Health restore 20 · Energy restore 30
  • Giant Green Salad — Giant configuration · Health restore 30 · Energy restore 50

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Seed source & price

  • Red Lettuce Seed is sold in the Leafy Market "Seed & Fertilizer" tab at 48C (Basic quality). Video-observed Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
  • The historical Alpha record listed Red Lettuce Seeds at 18C — superseded by the current-build 48C observation; kept as a lead only. Historical Farmer's Land — community-maintained player wiki page (Alpha build)

Growth & harvest

  • Season: Spring · Growth time: 3 days · Multi-harvest: none (one harvest per planting). Video-observed Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)

Sell price (player) vs retail

  • Theoretical framework only (not an observed outcome): profit per occupied day = (sell price − 48C) ÷ 3 once a sell price is captured. Single-source Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
1 item not yet verified — show
  • Player sell price per head: unknown. Crop income settles as one combined Farming total in the daily settlement, so per-crop sell prices cannot be read off the settlement screen and none is published here. Unknown Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
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fruit

Strawberry

Updated 2026-08-08

The first video-confirmed regrow crop: 144C seed, Spring, 7 days to first harvest, then fruit every 3 days. Berry sell price is unobserved — the 18C-per-harvest figure is a cost-allocation model, not revenue.

Game-build configuration · 0.8.10.842

Seed item
Strawberry Seed
Season
Spring
First harvest
7 days
Regrow interval
3 days
Dry tolerance
2 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Strawberry — Normal configuration · Health restore 32 · Energy restore 120
  • Giant Strawberry — Giant configuration · Health restore 53 · Energy restore 140

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Seed source & price

  • Strawberry Seed is sold in the Leafy Market "Seed & Fertilizer" tab at 144C (Basic quality); the purchase dialog separately confirmed 10 seeds = 1,440C. Video-observed Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
  • The historical Alpha record listed Strawberry Seeds at 38C — superseded by the current-build 144C observation; kept as a lead only. Historical Farmer's Land — community-maintained player wiki page (Alpha build)

Growth & regrow

  • Season: Spring · Growth time: 7 days · Multi-harvest: every 3 days (regrows after the first harvest). Video-observed Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
  • The historical Alpha record claimed daily fruiting after maturity with 10-20 berries per plot and a 20C sale value — Alpha data, not confirmed in the current build. Historical Farmer's Land — community-maintained player wiki page (Alpha build)

Sell price (player) vs retail

  • Theoretical model (our derivation, not an observed outcome): seed-cost allocation ≈ 18C per harvest, assuming eight harvests in a full 30-day Spring (day 7, then days 10, 13, 16, 19, 22, 25, 28) with no missed regrowth, no season-boundary loss and no plant death. Profit/day = (sell price × yield − allocated seed cost) ÷ 3 — open until a sell price is captured. Single-source Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
1 item not yet verified — show
  • Player sell price per berry: unknown — never observed on screen, and the daily settlement does not break crop income down per crop. Unknown Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
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vegetable

Garlic

Updated 2026-08-08

The 31C figure seen on screen is the retail price of the harvested product, not the seed. The seed listing exists but its price was never captured.

Game-build configuration · 0.8.10.842

Seed item
Garlic Seed
Season
Spring
First harvest
4 days
Regrow interval
No regrow
Dry tolerance
2 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Seed source & price

  • Garlic Seed appears in the same Leafy Market seed tab, but its price was never readable on screen. Single-source Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
  • The historical Alpha record listed Garlic Seeds at 36C (Spring). Historical Farmer's Land — community-maintained player wiki page (Alpha build)

Sell price (player) vs retail

  • Garlic (the harvested product, not the seed) retails at 31C in the Leafy Market Vegetables tab, restoring 15 HP / 50 energy. This is a shop purchase price — what a rancher earns for selling garlic is unobserved. Video-observed Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
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vegetable

Aubergine

Updated 2026-08-08

Historical Alpha record only — no current-build evidence yet.

Game-build configuration · 0.8.10.842

Seed item
Aubergine Seed
Season
Summer
First harvest
7 days
Regrow interval
7 days
Dry tolerance
2 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Seed source & price

Back to entries
vegetable

Corn

Updated 2026-08-08

Historical Alpha record only — no current-build evidence yet.

Game-build configuration · 0.8.10.842

Seed item
Corn Seed
Season
Summer
First harvest
7 days
Regrow interval
No regrow
Dry tolerance
2 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Corn — Normal configuration · Health restore 10 · Energy restore 50
  • Giant Corn — Giant configuration · Health restore 16 · Energy restore 75

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Seed source & price

Back to entries
vegetable

Green Lettuce

Updated 2026-08-08

Historical Alpha record only — no current-build evidence yet.

Game-build configuration · 0.8.10.842

Seed item
Green Lettuce Seed
Season
Summer
First harvest
4 days
Regrow interval
No regrow
Dry tolerance
1 day

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Green Lettuce — Normal configuration · Health restore 20 · Energy restore 30
  • Giant Green Lettuce — Giant configuration · Health restore 25 · Energy restore 55

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Seed source & price

Back to entries

Pumpkin

Game-build configuration · 0.8.10.842

Seed item
Pumpkin Seed
Season
Autumn
First harvest
6 days
Regrow interval
No regrow
Dry tolerance
4 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Current purchase price, sale income and actual per-plant yield are not verified.

Back to entries

Carrot

Game-build configuration · 0.8.10.842

Seed item
Carotte Seed
Season
Autumn
First harvest
4 days
Regrow interval
4 days
Dry tolerance
4 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Current purchase price, sale income and actual per-plant yield are not verified.

Back to entries

Onion

Game-build configuration · 0.8.10.842

Seed item
Onions Seed
Season
Autumn
First harvest
4 days
Regrow interval
3 days
Dry tolerance
4 days

File configuration, not individually gameplay-tested. A shop-table match does not guarantee current availability. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Current purchase price, sale income and actual per-plant yield are not verified.

Back to entries

Marrow

Game-build configuration · 0.8.10.842

Seed item
Marrow Seed
Season
Autumn
First harvest
6 days
Regrow interval
No regrow
Dry tolerance
2 days
Seed-shop table
No matched seed-shop record

File configuration, not individually gameplay-tested. The acquisition is unconfirmed. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Marrow — Normal configuration · Health restore 12 · Energy restore 20
  • Giant Marrow — Giant configuration · Health restore 18 · Energy restore 30

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Current purchase price, sale income and actual per-plant yield are not verified.

Back to entries

Leek

Game-build configuration · 0.8.10.842

Seed item
Leek Seed
Season
Autumn
First harvest
8 days
Regrow interval
4 days
Dry tolerance
2 days
Seed-shop table
No matched seed-shop record

File configuration, not individually gameplay-tested. The acquisition is unconfirmed. Source and comparison table

Seed item settings

Editor-collected game-file settings: Farming classification, Bronze rarity, right-hand slot, equip/stack/drop/sell flags enabled, and Energy consumption 1 / restoration 0. Internal prices are withheld; I2 description slots are empty.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Leek — Normal configuration · Health restore 18 · Energy restore 43
  • Giant Leek — Giant configuration · Health restore 27 · Energy restore 68

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Current purchase price, sale income and actual per-plant yield are not verified.

Back to entries

Peppers Seed

Not in current roster

This record comes from a source table explicitly named NotINCLUDED. It proves retained serialized settings, not current planting, purchase or harvest availability.

Source group
NotINCLUDED table
Serialized season
Spring
First-harvest setting
6 days
Regrow setting
No regrow
Dry-tolerance setting
4 days
Energy setting
Consumption 1 · restoration 0

The missing minimum-fruit field remains null. Internal prices, spawn counts and theoretical yield are not published as gameplay facts.

Seed item settings

Farming classification, Bronze rarity, right-hand slot, and equip/stack/drop/sell flags enabled. I2 description slots are empty; internal prices are not published as retail prices.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Pepper — Normal configuration · Health restore 10 · Energy restore 60
  • Giant Pepper — Giant configuration · Health restore 25 · Energy restore 80

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Back to entries

Melon Seed

Not in current roster

This record comes from a source table explicitly named NotINCLUDED. It proves retained serialized settings, not current planting, purchase or harvest availability.

Source group
NotINCLUDED table
Serialized season
Summer
First-harvest setting
6 days
Regrow setting
3 days
Dry-tolerance setting
2 days
Energy setting
Consumption 1 · restoration 0

The missing minimum-fruit field remains null. Internal prices, spawn counts and theoretical yield are not published as gameplay facts.

Seed item settings

Farming classification, Bronze rarity, right-hand slot, and equip/stack/drop/sell flags enabled. I2 description slots are empty; internal prices are not published as retail prices.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Melon — Normal configuration · Health restore 30 · Energy restore 96
  • Giant Melon — Giant configuration · Health restore 45 · Energy restore 112

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

Back to entries

Chili

Not in current roster

This record comes from a source table explicitly named NotINCLUDED. It proves retained serialized settings, not current planting, purchase or harvest availability.

Source group
NotINCLUDED table
Serialized season
Summer
First-harvest setting
10 days
Regrow setting
5 days
Dry-tolerance setting
5 days
Energy setting
Consumption 1 · restoration 0

The missing minimum-fruit field remains null. Internal prices, spawn counts and theoretical yield are not published as gameplay facts.

Seed item settings

Farming classification, Bronze rarity, right-hand slot, and equip/stack/drop/sell flags enabled. I2 description slots are empty; internal prices are not published as retail prices.

Produce item settings

Names come from the original I2 text. Health/Energy restoration values are game-file settings, not tested safe-to-eat or runtime-effect claims.

  • Chili — Normal configuration · Health restore 5 · Energy restore 70
  • Giant Chili — Giant configuration · Health restore 7 · Energy restore 85

All use Farming classification, Bronze rarity, a both-hands slot, and enabled equip/stack/drop/sell flags. Shop references do not guarantee current stock; internal prices are not retail or player-sale values.

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Fertilizer

The item-file description targets a better chance of higher-quality crops. The actual chance and benefit are unverified.

Game-file settings

Energy use
1
Energy restored
0
Stackable
Yes
Held in
Right hand

Energy values are configuration, not a tested per-action cost. Actual effects are unverified; official support previously warned about fertilizer calculations.

Configuration sources & notes

Unofficial editor-collected reference. Intended use is paraphrased from the Fertilizers item table; English and Chinese I2 description slots are empty, so it is not presented as UI text. 0.8.10.842 · Steam 24847725.

Shared settings: FARMING classification, Bronze rarity, droppable and carrying a sellable flag. The sellable flag does not establish a current buyer or price.

Names are checked against I2 bytes. The seed-store table references this item in its all-season group; this does not guarantee current stock, price or effects.

Shop price

  • The 0.8.10.455 video showed Rare Fertilizer at 288C in Leafy Market's Seed & Fertilizer tab; this is an observed older-build price, not a current quote. Historical Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)

Effect & the calculation bug

  • On August 4, 2026, official support warned that fertilizer was calculating incorrectly and advised against investing until adjusted. This is not a test of the later 0.8.10.842 build. Official Steam thread "Furtilizer not worth it" (Seansniper27; Jennoula, official)
  • One player's test matches the warning: roughly 8,000C of Legendary fertilizer (covering 8 of 24 plots) added about 79C of sales on a salad harvest. Single-source Steam thread "Furtilizer not worth it" (Seansniper27; Jennoula, official)
  • A second player reported selling 20 onions with 20 OGM and 40 onions with 40 OGM for the same 21,000C — consistent with the official bug warning, single report. Single-source Steam thread "OGM" (gamingmarcel20; Jennoula, official)
Back to entries

OGM Fertilizer

The item-file description targets a better chance of giant fruit and vegetables. It gives no verified chance, size or sale bonus.

Game-file settings

Energy use
1
Energy restored
0
Stackable
Yes
Held in
Right hand

Energy values are configuration, not a tested per-action cost. Actual effects are unverified; official support previously warned about fertilizer calculations.

Configuration sources & notes

Unofficial editor-collected reference. Intended use is paraphrased from the Fertilizers item table; English and Chinese I2 description slots are empty, so it is not presented as UI text. 0.8.10.842 · Steam 24847725.

Shared settings: FARMING classification, Bronze rarity, droppable and carrying a sellable flag. The sellable flag does not establish a current buyer or price.

Names are checked against I2 bytes. The seed-store table references this item in its all-season group; this does not guarantee current stock, price or effects.

Shop price

  • The 0.8.10.455 video showed Legendary OGM Fertilizer at 1,080C, Health 6/6 and Consumed energy 1/540, with no description text. These are older-build observations, not a current quote or tested cost. Historical Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
Back to entries

Boost Fertilizer

The item-file description targets a better chance of more produce per plant. Actual quantities, probability and current price are unverified.

Game-file settings

Energy use
1
Energy restored
0
Stackable
Yes
Held in
Right hand

Energy values are configuration, not a tested per-action cost. Actual effects are unverified; official support previously warned about fertilizer calculations.

Configuration sources & notes

Unofficial editor-collected reference. Intended use is paraphrased from the Fertilizers item table; English and Chinese I2 description slots are empty, so it is not presented as UI text. 0.8.10.842 · Steam 24847725.

Shared settings: FARMING classification, Bronze rarity, droppable and carrying a sellable flag. The sellable flag does not establish a current buyer or price.

Names are checked against I2 bytes. The seed-store table references this item in its all-season group; this does not guarantee current stock, price or effects.

Shop price

1 item not yet verified — show
  • Boost Fertilizer appeared in the 0.8.10.455 shop video, but its detail panel was not opened. No readable price or in-game description was recorded. Unknown Games Station gameplay footage V0.8.10.455 (local archive: games-station.mp4, seed tab 03:15–03:50, CashIn 59:41–59:57)
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farm input

Hay

Updated 2026-08-08

Not a planted crop — wild grass produces it, and it doubles as chicken feed (see the animal database).

How to get hay

  • Wild grass produces hay regardless of its growth stage. Official · pre-EA documented The Ranchers, Ranching v2 update! (official Steam announcement)
  • Players report getting hay by chopping bushes or looting crates and barrels on NPC farms. Single-source Steam thread "where can i find hay" (Tila)
  • Hay is the chicken feed — chickens pick grains out of hay/straw piles. Feeding details live in the animal database. Official Community discussion scan archive (local file: community-scan-2026-08-08.md, 90 topics scanned, 44 read)
Community Evidence

Reported crop records

Submit a current-build correction
Historical Alpha data: these values were preserved by players before Early Access. They are useful leads, not current build 0.8.10.842 facts. A row is upgraded only when current-version evidence is available.
- entries
Crop Season Reported seed price Reported behavior Evidence
Red Lettuce SeedsSpring18CGrowth time and sale value were not recorded.Historical lead Player Wiki
Strawberry SeedsSpring38CReported to fruit daily after maturity, yielding 10-20 berries per plot; reported sale value 20C.Historical lead Player Wiki
Garlic SeedsSpring36CGrowth time and sale value were not recorded.Historical lead Player Wiki
Aubergine SeedsSummer21CGrowth time and sale value were not recorded.Historical lead Player Wiki
Corn SeedsSummer54CGrowth time and sale value were not recorded.Historical lead Player Wiki
Green Lettuce SeedsSummer27CGrowth time and sale value were not recorded.Historical lead Player Wiki

Source handling: names, seasons and reported values were normalized from the community-maintained Farmer's Land page, reviewed August 2, 2026. We link to the original record and do not reproduce its prose or images.

Current-Build Evidence

Video-observed shop values (recorded on build 0.8.10.455)

Submit a current-build correction

These rows were recorded in a public gameplay video on build 0.8.10.455, inside the Leafy Market "Seed & Fertilizer" tab. They are historical observations, not current prices or hands-on measurements by this site.

Item Observed price Observed details Evidence
Red Lettuce Seed 48C Season: Spring · Growth time: 3 days · Multi-harvest: none · Quality: Basic. Video-observed Games Station video, 03:20
Strawberry Seed 144C Season: Spring · Growth time: 7 days · Multi-harvest: every 3 days · Quality: Basic. The purchase dialog separately confirmed 10 seeds = 1,440C. Video-observed Games Station video, 03:30
Garlic Seed (seen in shop) Seen in the same shop tab; price not yet captured on screen. Unverified lead Games Station video, 03:20
Fertilizer 288C Quality: Rare. OGM Fertilizer: 1,080C, Legendary (03:21). Boost Fertilizer also exists in the tab; its price was never opened on screen. Video-observed Games Station video, 03:35
Fertilizer test status: official support warned about incorrect calculations on August 4, 2026. Current-build effects have not been retested here. The later patch notes do not announce a fertilizer fix, but that alone cannot prove behavior is unchanged. Warning and evidence.
Conflicting values: the historical Alpha table above lists Strawberry Seeds at 38C and Red Lettuce Seeds at 18C; video footage recorded on build 0.8.10.455 shows 144C and 48C respectively. Treat the video-observed values as the working reference for the current page baseline (0.8.10.842); the historical rows stay as leads only.
Derived analysis (our theoretical model, not an observed outcome): using only the video-observed seed cost and timing, the theoretical seed-cost allocation for Strawberry is 18C per harvest — assuming eight harvests during a full 30-day Spring (first harvest on day 7, then regrowth on days 10, 13, 16, 19, 22, 25, 28) with no missed regrowth cycles, no season-boundary loss and no plant death. This is not an observed outcome. The sell price per berry was not observed, so profit per day stays open: profit/day = (sell price × yield − allocated seed cost) ÷ 3 once a sale value is captured. For Red Lettuce the framework is (sell price − 48C) ÷ 3 per occupied day, sell price also unobserved. Enter your own observed sale price in the profit calculator.

How to sell crops

0.8.10.842 in-game tutorial: Move the items you want to sell into the CashIn box. Deposits pay out the next day, and better-quality items pay more. Use the deposit steps or check a missing payment.

Need money sooner? See CashIn versus Leafy Market. The recorded Day 8 statement explains how to read Farming income.

Confirmed farming systems

– entries
System Status What the official source confirms Launch check
Crop growingConfirmedPlayers can grow crops as part of the core ranch loop.Record the full plant-to-harvest interaction.
Seasons and daily cycleConfirmedThe world changes through seasons and a daily cycle.Check whether season limits vary by crop.
SprinklersConfirmedSprinklers are listed among farm-building options.Record unlock, coverage, power use, and cost.
GreenhousesConfirmedGreenhouses are listed as a way to build the farm.Check crop rules, capacity, unlock, and utilities.
Daily orders and local marketsConfirmedOfficial material names daily orders and local markets as selling routes.Compare prices, limits, and refresh timing.
Auction marketConfirmedOfficial Steam material describes an auction market.Check fees, listing rules, and player access.
Missed harvestConfirmedFruit and vegetables are not destroyed if harvesting is delayed.Check whether quality or regrowth timing changes.
Plant death and seed lossConfirmedOfficial notes say seeds disappear when the plant dies.Record every condition that can kill a plant.
Recurring cropsConfirmedThe plantation system includes a simplified regrow flow.Measure first growth and later harvest intervals separately.
Luck and fruit countConfirmedFruit-count probability is influenced by player luck.Use repeated harvests; one yield is not a stable average.
Bulk buying and sellingConfirmedOfficial notes say all shops support bulk buying, and items can be sold in bulk to shop managers.Confirm per-shop limits and whether bulk affects price.
Plantation auto-harvestPending observationThe developer listed auto-harvesting as a post-demo priority.Do not assume it is available until a current build confirms it.
Crop names and seasonsPending observationNo complete official launch table was found.Capture each seed listing and season label.
Seed cost and sell pricePending observationNo complete official price list was found.Capture buy and sell screens on the same game version.
Growth time, yield, and regrowthPending observationNo complete official timing table was found.Measure from planting day to harvest and count yield.
Core formula: crop profit per plot per day = (sale revenue − seed cost − repeat input costs) ÷ occupied days. Keep quality bonuses, processing, and market fees separate so the comparison remains reproducible. Enter observed values in the profit calculator.

How to build a trustworthy crop row

Record the game version, season, seed source, seed cost, planting day, harvest day, yield per plot, sale destination, sale price, and any quality or processing modifier. Use a control plot without bonuses, measure occupied days (not only the printed growth time), separate sale channels, and repeat the test at least once. The full verification workflow is on the methodology page.

Open research questions (5) — show
  • Which crops are available in the initial Early Access build?
  • Which crops are season-limited, regrow after harvest, or work in greenhouses?
  • Do sprinklers require utilities, and what area does each model cover?
  • Do local markets, daily orders, and the auction use the same base value?
  • Which costs are per harvest, per planting, or one-time infrastructure?

Sources

Confirmed rows come from the official Steam store page and official Steam updates, reviewed August 2026. Video-observed rows come from Games Station gameplay footage (V0.8.10.455), reviewed August 7, 2026. The fertilizer calculation warning comes from an official Steam discussion reply, August 2026. How leads become verified values: methodology. Corrections with a version and screenshot: contact page.

Pair this with the animal database to plan your whole ranch economy, read the farming & fields guide for watering, harvest and regrow rules, read the money-making guide for the selling workflow, and read the beginner's guide if this is your first season.