Farming & farm equipment

Find equipment materials, sprinkler settings and planting advice.

Farm equipment & materials

Game-file settings, not tested output or coverage. Units and timing are unverified.

Basic Sprinkler

Seasonal water & power

ValueSpringSummerAutumnWinter
Water use4444
Power use0000
Native item settings

Source object category: SPRINKLERS
Default-health field: 1 · Build-step field: 0
Show-grid flag: Yes

Placeable · OTHER · Bronze · not equippable; stackable, droppable and sellable flags are set.

Health and build-step fields are not measured durability or construction actions; item flags also do not prove current acquisition, sale or price.

Advanced Sprinkler

Seasonal water & power

ValueSpringSummerAutumnWinter
Water use8888
Power use0000
Native item settings

Source object category: SPRINKLERS
Default-health field: 1 · Build-step field: 0
Show-grid flag: Yes

Placeable · OTHER · Bronze · not equippable; stackable, droppable and sellable flags are set.

Health and build-step fields are not measured durability or construction actions; item flags also do not prove current acquisition, sale or price.

Green House Sprinkler

Seasonal water & power

ValueSpringSummerAutumnWinter
Water use8888
Power use0000
Native item settings

Source object category: SPRINKLERS
Default-health field: 1 · Build-step field: 0
Show-grid flag: Yes

Placeable · OTHER · Bronze · not equippable; stackable, droppable and sellable flags are set.

Health and build-step fields are not measured durability or construction actions; item flags also do not prove current acquisition, sale or price.

Bob the Scarecrow

Crafting materials

Workbench required · Quest condition; unlock timing unverified

Entry in the crafting table →

Seasonal water & power

Water/power fields not listed; this does not mean zero use or zero supply.

Native item settings

Source object category: SCARECREWS
Default-health field: 1 · Build-step field: 1
Show-grid flag: Yes

Placeable · OTHER · Bronze · not equippable; stackable, droppable and sellable flags are set.

Health and build-step fields are not measured durability or construction actions; item flags also do not prove current acquisition, sale or price.

Scarecrow

Crafting materials

No workbench required · Quest condition; unlock timing unverified

Entry in the crafting table →

Seasonal water & power

Water/power fields not listed; this does not mean zero use or zero supply.

Native item settings

Source object category: SCARECREWS
Default-health field: 1 · Build-step field: 1
Show-grid flag: Yes

Placeable · OTHER · Bronze · not equippable; stackable, droppable and sellable flags are set.

Health and build-step fields are not measured durability or construction actions; item flags also do not prove current acquisition, sale or price.

Water Well

Crafting materials

Workbench required · Quest condition; unlock timing unverified

Entry in the crafting table →

Seasonal water & power

Water/power fields not listed; this does not mean zero use or zero supply.

Native item settings

Source object category: Not listed
Default-health field: 5 · Build-step field: 2

Placeable · OTHER · Bronze · not equippable; stackable, droppable and sellable flags are set.

Health and build-step fields are not measured durability or construction actions; item flags also do not prove current acquisition, sale or price.

Trough

Crafting materials

Workbench required · Quest condition; unlock timing unverified

Entry in the crafting table →

Seasonal water & power

Water/power fields not listed; this does not mean zero use or zero supply.

Native item settings

Source object category: Not listed
Default-health field: 5 · Build-step field: 0

Placeable · OTHER · Bronze · not equippable; stackable, droppable and sellable flags are set.

Health and build-step fields are not measured durability or construction actions; item flags also do not prove current acquisition, sale or price.

Sources, configuration parameters & limits

Unofficial reference. Equipment: PLC_FarmTools; ingredients and workbench: Plantations_Recipes; names: exact I2 bilingual text. Current build 0.8.10.842 · Steam 24847725.

The three sprinklers have zero supply fields for water and power. Their zero power-use values are shown; missing water/power fields for the other four objects are not filled with zero. No matching shop references exist for these seven IDs, so no purchase location is inferred. Demo flags and quest states do not prove unlocks.

The following native gridcoverrange X/Y/Z parameters are configuration references, not coverage radius, dimensions or tile counts. No values are filled in for the well or trough, which omit this field.

  • Basic Sprinkler: X 1 / Y 1 / Z 1
  • Advanced Sprinkler: X 2 / Y 2 / Z 2
  • Bob the Scarecrow: X 4 / Y 4 / Z 4
  • Scarecrow: X 2 / Y 2 / Z 2
  • Green House Sprinkler: X 1 / Y 1 / Z 1

Video observations retain their original 0.8.10.455 build; extracted settings are not current-build gameplay tests. Verification method

Answer first

  • There is currently no manual delete tool for a field plot. Leave it empty and unseeded, stop watering it, and wait a few dry days for it to revert; rain can slow the process. This is post-launch guidance from an official forum moderator. Official moderator guidance
  • Forgetting to harvest does not destroy your crop. Fruit and vegetables stay on the plant; seeds are only lost when the plant itself dies Official pre-EA update, not yet re-tested on 0.8.10.842.
  • Players report seasonal crops disappearing at a season change. One reply identifies day 30 as the last harvest day and day 1 as the rollover; treat that exact cutoff as a reported rule until it is reproduced Current-build reports.
  • Sell through the CashIn chest — full workflow in the money-making guide.
  • Avoid a large fertilizer investment for now. Support officially warned that its calculation was incorrect; 0.8.10.842 did not announce a fix, and current behavior has not been re-tested here Official warning.
  • How to open a new field, and how to unlock the greenhouse, are not yet verified — see the hold section before trusting any older tutorial.

Starting your first plantation with the hoe

Short answer: Till land you own when the hoe square is white, then plant a seed and water it. Keep the season right, water every day, remove weeds and stop birds from stealing seeds.

  1. Find a valid spot: Move onto land you own. A red hoe-placement square means an obstacle blocks the spot; white means it is ready.
  2. Prepare the soil: When the placement square is white, use the hoe to till the ground.
  3. Plant and water: Equip a seed, stand over the tilled soil, press the use button, then water it with the watering can.
  4. Maintain the plot: Use the correct season, water every day, remove weeds from existing plantations with the hoe, and keep birds from stealing the seeds.

Game files The source does not state growth times, what one missed watering day does, how to obtain the tools, which crops belong to each season, how to stop birds, crop yield, or profit. Checked against 0.8.10.842.

Forgetting to harvest & when seeds disappear

Official pre-Early-Access update (Dec 2, 2025), mechanism assumed live but not yet re-tested on 0.8.10.842

The developers' last pre-launch mechanics update, "Bigger, better and truly next level!" (Dec 2, 2025), states the new plantation rules directly:

Because this wording comes from an official update and no later patch note (through 0.8.10.842) contradicts it, we treat these as the working rules — with the explicit caveat that they were announced before Early Access launch and we have not yet re-verified each line in-game on the current build.

Season-change crop loss: current reports, exact cutoff unverified

Current-build reports

Two current-build threads report crops disappearing around a season boundary, but they do not independently establish every calendar detail. In "WTF ?? A whole field of eggplants gone after sleeping ???" (Aug 3, 2026), the poster lost an entire eggplant field overnight; player Mancer explained that day 30 is the last harvest day, day 1 begins the new season, and seasonal crops are removed during the rollover. FIDELIS reported disappearing eggplants in "Things disappear" (Aug 6), but that report alone does not verify Mancer's exact day-30 cutoff.

Mancer's season-seed list from the same thread is a single community report, so treat it as a working reference, not gospel: summer — green lettuce, eggplant, corn; spring — strawberries, garlic, green salad; autumn — onions, carrots, pumpkins. Our own video-observed data confirms strawberry as a spring seed and red lettuce with a spring tag on build 0.8.10.455 (see the crop database).

Practical takeaway: check the calendar before a big planting run late in a season — seeds planted on day 28 of a season may never reach their first harvest.

Regrow vs one-time crops

Video-observed recorded on build 0.8.10.455

Retained gameplay footage of the launch build shows the two crop archetypes side by side:

The official pre-EA update's "simpler re-grow flow for recurring crops" Official matches this split: recurring crops keep their plant and cycle again, one-time crops are replanted from new seeds. Exact regrow intervals for other crops are still being collected — the crop database tracks each one with its own evidence label.

Removing a field plot and watering: what is known

Official moderator guidance Players reproduced the dry-out post-launch, Jul 31-Aug 2, 2026

There is currently no manual delete tool. In "How to destroy the farming plots?" (Jul 31), official moderator Jennoula says an empty plot will vanish after a few dry days without seeding or watering and that rain can slow the process. The moderator repeated the same rule in "Crops tiles" (Aug 2). Players in separate threads report the same result, with one estimating roughly three dry days. The exact timer can vary with rain, so use "a few dry days," not a guaranteed three-day countdown.

This answer applies to empty tilled plots. It does not establish how often a planted crop must be watered, so the plot-removal timer must not be used as crop-care advice.

The current-build tutorial text separately tells players to water planted seeds every day. The exact penalty or recovery after one missed day is not stated, so daily watering is the safe documented routine while the empty-plot dry-out rule remains separate.

The same Dec 2, 2025 official update also confirms the watering toolset exists and was tuned: sprinkler timings adjusted to water plantations more quickly, and a larger area of effect for the watering can Official pre-EA. Launch-build footage shows three sprinkler tiers and a water well in the crafting menu's farming tab Video-observed build 0.8.10.455. One German-language player report mentions a watering can covering about 7 fields and an advanced sprinkler covering 25 — a Single report we have not corroborated.

What we do not know yet: how a sprinkler connects to water or power (pipe, cable, well radius or none) is not shown in any retained source, so we deliberately do not print hookup instructions. Treat sprinkler placement as finicky too — one player calls placement "still wonky" (same thread, single report).

Selling your harvest

Video-observed recorded on build 0.8.10.455

Harvests are sold through the CashIn chest: deposit produce during the day and collect the payment the next day. The older settlement recording grouped crop income under one "Farming" line and did not break down individual crop prices. See the money-making guide's CashIn section for the complete current route.

The Dec 2, 2025 update also mentions an economy pass with fruit, vegetable and seed prices adjusted Official pre-EA, which is why we never quote Alpha-era price lists as current values. Per-crop sell prices remain unknown while the settlement screen stays aggregated — see the crop database for what is measured versus pending.

Fertilizer: official warning, current behavior pending

Official warning issued Aug 4, 2026; 0.8.10.842 behavior not re-tested

In "Furtilizer not worth it" (Aug 3, 2026), a player documented spending 8,000C on legendary fertilizer that covered 8 of 24 plots and netted only 79C of extra profit. Support moderator Jennoula replied on Aug 4, 2026: "we are aware that the fertilizer is not currently calculating correctly and it is being looked into, so for now just avoid investing in fertilizer until we get it adjusted again."

The 0.8.10.842 hotfix notes (Aug 21, 2026) do not announce a fertilizer fix, but omission from patch notes is not proof that behavior stayed unchanged. We have not re-tested fertilizer on 0.8.10.842. Until a current-build test or official reply confirms the calculation was adjusted, the cautious recommendation is to avoid a large fertilizer investment. Fertilizer is still visible in the shop (Leafy Market's Seed & Fertilizer tab, video-observed on 0.8.10.455) — availability does not verify its return.

Greenhouse unlock questions

The current hoe and field-starting route is documented above from current-build tutorial text. The greenhouse unlock path still needs a current-build source.

What is the greenhouse and how do you unlock it? (Hold)

Historical Single report

The greenhouse appears in official materials as one of the ways to build out the farm, and one current-build player (Mancer, in the eggplant thread) reports that greenhouses allow out-of-season planting, saying they tested planting in winter with one — a single self-reported test, not yet corroborated. The only unlock-path evidence on record is from November 2022: the developers confirmed back then that the greenhouse blueprint was sold by Lina and required both materials and money. Whether that vendor, price and requirement survived into Early Access is unknown.

Planned verification (not yet done): check Lina's blueprint list on the current build for a greenhouse entry and its material cost; if built, test an out-of-season seed inside and record the result.

Known limitations

Farming FAQ

Do I have to water crops every day?

Yes—the current-build tutorial tells players to water planted seeds every day. It does not state the exact penalty or recovery after one missed day. The separate “few dry days” rule applies only to empty, unseeded tilled plots.

What happens if I forget to harvest?

Per the official pre-Early-Access mechanics update (Dec 2, 2025), fruit and vegetables are no longer destroyed merely because you forgot to harvest, and seeds only disappear when the plant itself dies. Current-build players also report crop loss around season changes; one reply gives day 30 → day 1 as the cutoff, but that exact timing still needs reproduction. The cautious move is to finish seasonal harvests before rollover.

Is fertilizer worth buying?

The Aug 4 support warning said fertilizer was calculating incorrectly and advised players to avoid investing until it was adjusted. The 0.8.10.842 notes did not announce a fix, but we have not re-tested the item on that current build. Avoid a large purchase until current evidence confirms its return.

How do I make a new field, and how do I get a greenhouse?

Both are on hold. The only tilling walkthroughs are from the 2022 Alpha, and the only greenhouse unlock reference (blueprint from Lina) is from November 2022 — neither is verified for the current build. We have published the exact verification steps in the hold section instead of guessing.

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