Farming & farm equipment

Find equipment materials, sprinkler settings and planting advice.

Choose what you need

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. The following is a recorded local configuration 0.8.10.842;official live patch 0.8.10.871.

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

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.

Where is the seed missing?

Choose the screen where the seed is missing before trying a fix. A shop listing, a purchased item and a planted seed need different checks.

  1. Cannot find it for sale? Open the seed-store listings, enter the item name, and begin with Any season. The listing-season filter groups shop entries; it is not the crop's growing season or a guarantee of current stock.
  2. Bought it, but cannot find it in inventory? Compare the exact item name with the crop catalogue. Record the purchase and inventory screens. The retained material does not establish a universal inventory-loss fix.
  3. It was planted and disappeared? Check the End of Day report and plantation popup, then use the warning-based crop-loss steps. Do not assume the cause is the same as a missing shop listing.

Still unexplained? Send a crop report with the seed name, game build, season, which screen is affected and before/after screenshots. Identify that step before describing the seed as lost.

This is an editorial check order, not a diagnosis of the old unnamed report. Shop data is a .842 configuration reference; the crop-loss section links the .868 official warnings. Neither proves current inventory or stock.

Why did crops disappear or lose quality?

Check the End of Day report and the affected plantation's info popup. Match the exact warning to the next step instead of guessing from the season or assuming a save bug.

WarningNext step
Birds ate seedsPlace a scarecrow.
Birds ate some producePlace a scarecrow to protect the plantation.
Season change destroyed the plantationCheck the crop's growing season before replanting.
Plantation dried out from lack of waterRestore watering and keep the plantation watered.
Weeds lowered produce qualityRemove weeds regularly.
Lack of water lowered produce qualityRestore watering; this is separate from a plantation drying out.

The info popup also shows the seed name, growing season, growth time and whether the crop supports repeat harvests. The Harvest button appears only when produce is ready.

September 14 official update, 0.8.10.868. These warnings help diagnose the cause; they do not guarantee recovery of lost crops.

Can I leave ripe crops unharvested?

The December 2025 update said ripe produce would not be destroyed merely because you forgot to harvest. That is historical guidance, not protection against other damage.

Missing seeds need a separate check. The September plantation update confirms that birds can eat seeds or produce, and that season changes and lack of water can destroy plantations.

Read the loss warning before replanting. The older statement that seeds disappear only when the plant dies is not a complete rule for the current version.

Season changes can destroy crops: check the growing season

Official The September update confirms season-change crop loss. Compare the calendar with the growing season in the plantation popup before planting.

Two August 2026 threads reported 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.

Choosing a spring crop without guessing profit

Choose by today's goal, not an unverified price ranking. These three Spring profiles combine the current configuration with the launch-footage observations already labeled in the crop database:

PriorityStart withKnown timingNext action
Earliest first harvestRed Lettuce3 days, one harvestReplant after harvest; confirm the seed-shop listing before buying.
Early one-time cropGarlic4 days, one harvestPrepare a new seed for the next cycle; player sale price remains open.
Repeat harvestsStrawberry7 days first harvest, then every 3 daysKeep the plot cared for through regrowth; send harvests through CashIn.

Build configuration The `.842` seasonal records provide timing and regrow fields; the 3-day/7-day observations are from `.455`. This is a planning comparison, not a profit ranking. Check the seed description and season before planting, and avoid a large late-season commitment while rollover timing remains unverified.

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:

  • Strawberry Seeds (144C): spring seed, first harvest 7 days after planting, then re-harvests every 3 days — a recurring crop.
  • Red Lettuce Seeds (48C): spring seed, matures in 3 days with no regrow line on the seed description — a one-time crop you replant.

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 plots and watering crops

To remove a plot: equip the hoe and use its plantation-removal action. Each removal deducts 2 Nature Skill Points. Check the target first; removal is not weeding.

To keep a crop: follow the planting tutorial and water daily. Find sprinkler materials in the equipment table; its configuration ranges are not measured plot coverage.

Why do older guides say to wait for dry days?

That was the July–August moderator workaround for empty plots. Hoe removal now provides a direct option. The old drying advice was never a watering schedule for planted crops.

September 14 plantation-removal update.

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; latest-build 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 the latest build. 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.

Already have a greenhouse? Winter checks

  1. Snow is not a reason to buy greenhouse heating. The August 16 moderator reply says the greenhouse needs no heating and describes indoor snow as visual. This is not a reason to remove animal-housing climate equipment.
  2. Separate buying seeds from planting them. The same reply says seeds are bought in season but can be planted inside the greenhouse out of season. Check the retained seed-store listings; they do not guarantee current stock.
  3. Missing or stalled plants? Check watering and weeds, then read the daily-report and plantation warnings instead of blaming visible snow.

The reply said no winter crops had been added at that time, and suggested keeping other-season seeds for winter use. This is dated guidance, not a newly tested current-build crop roster.

For equipment materials, see the greenhouse sprinkler record. It does not establish a tested hookup, coverage area or water-use interval.

Greenhouse and winter — August 16 moderator replies #3, #4, #7 and #9. No game build is named.

Green House Type 1: check materials first

The retained material list can help planning; it is not the full price or a current unlock route. Confirm the same building in your game menu before using your stock.

Check owned materials and shortages Open the building material record

Source: retained shop configuration 0.8.10.842 · This does not establish the current vendor, stock, cash cost or unlock requirements.

Greenhouse unlock: still unverified

We have a material-list configuration, not a tested unlock route. The current seller, cash cost and unlock trigger remain unverified. Compare the building in your current menu with the retained record before spending resources.

Historical only: a November 2022 note named Lina for greenhouse blueprints. That does not establish an Early Access vendor or purchase route.

A player also reported winter planting in the August eggplant thread. It is context for greenhouse use, not unlock evidence.

Known limitations

  • Current loss warnings and hoe removal come from 0.8.10.868. The older harvest and regrow descriptions retain their December 2025 source date; we have not independently replayed every case on the latest build.
  • Video observations were recorded on launch build 0.8.10.455. The retained 0.8.10.842 file configuration is kept separate and does not replace gameplay testing.
  • The old dry-out timer is no longer the only plot-removal option. Reported tool coverage and early season lists are not current measurements.
  • Measured sprinkler coverage and hookup, and greenhouse unlock rules, remain open questions — see the hold section.

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?

The December 2025 notes said missed harvesting alone does not destroy ripe produce. The September 2026 update separately confirms bird, season and water-related losses. Read the plantation warning; an unharvested crop is not protected from these causes.

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 August notes did not announce a fix; the latest-build return has not been measured here. Avoid a large purchase until current evidence confirms its return.

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

Follow the hoe tutorial: find a white valid placement square on land you own, till, plant and water. Greenhouse unlocking is a separate question; the older Lina blueprint lead still needs verification.

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