Farming: crops, garden beds, fertilizers and beehives
9 crops on Garden Beds and Vine Trellises, the cells a harvest pays, bed Farming, fertilizers, garden upgrades, zombie gardeners and beehives.
Crops grow in the Garden on Garden Beds and in the Vineyard on Vine Trellises. The Keeper plants 4 seeds with his own Farming mastery; the bed then grows the crop on its own, with the garden's Farming, one growth tick every 2:00. A ripe bed is picked by hand and gives seeds, the crop and 2 Leaf.
- 9
- Crops
- 4
- Seeds per planting
- 12
- Cells in a growth (4 used by the planting)
- 2:00
- Per growth tick (1:30 fully upgraded)
Successful cells are counted from the planting on. Odd cells add a seed and even cells add the crop; a failed cell adds nothing. Cabbage, Onion, Pumpkin and Grapes pay the seed's grade up to cell 10 and one grade higher from cell 11, so a planting that succeeds moves the harvest up the grades.
From seed to harvest
- Beds
- A Garden Bed is placed in the Garden for free once Gardening is researched, then dug with a shovel at Farming 2 (2 energy per tick). A Vine Trellis is placed in the Vineyard for 5 Stick and 3 Peat after Vineyard, and dug at Farming 6. Wheat, Carrot, Flax, Beet, Cabbage, Onion and Pumpkin grow on Garden Beds; Hops and Grapes on Vine Trellises.
- Planting
- 4 seeds and 4 planting ticks at 1 energy each, worked with the Keeper's Farming against the seed's requirement. At or above it every tick succeeds; below it a tick succeeds with a chance of Farming divided by the requirement. The planting fills the first 4 of the 12 cells: each successful tick counts as a successful cell but pays nothing, each failed tick is a lost cell.
- Growth
- The other 8 cells grow on their own, one tick every 2:00. Each tick the bed's Farming is set against the crop's requirement: at or above it the tick fills Farming divided by the requirement cells (rounded down, at most 3), all successful; below it the tick fills 1 cell, successful with a chance of Farming divided by the requirement.
- Bed Farming
- The beds use the garden's own Farming, not the Keeper's: Garden Beds 2, 4 and 8 (4 with Garden Upgrade I and 8 with Garden Upgrade II), Vine Trellises 6 and 11 (11 with the Vineyard Upgrade). Peat and Farming Fertilizers on a bed add to it.
- Growth tick
- 2:00 per tick; 1:45 with Garden Upgrade I and 1:30 with Garden Upgrade II. The Harvest Prayer grants God of nature, which takes 0:20 more off every tick while it lasts. Vine Trellises use the same tick time as Garden Beds.
- Harvest
- 2 Leaf with every harvest, 2 to 12 green tech points by crop and the Earth Power inspiration. The first harvest of Carrot, Beet, Cabbage, Onion and Pumpkin unlocks that crop's dish technology. Master Farmer counts harvests: 100 unlock it.
- Example
- Cabbage from bronze seeds, every growth cell successful: with all 4 planting ticks successful the bed pays cells 5 to 12, 3 bronze Cabbage seed, 3 bronze Cabbage, 1 silver Cabbage seed and 1 silver Cabbage; with none it pays cells 1 to 8, 4 bronze Cabbage seed and 4 bronze Cabbage.
Crops, growth, fertilizers and buildings
Every crop, its bed, the Farming each seed needs to plant, the tech points a harvest gives and the dish technology its first harvest unlocks.
| Crop | Bed | Seed and Farming needed | Harvest tech points | First harvest unlocks |
|---|---|---|---|---|
| Wheat | Garden Bed | Wheat seed: 2 | 2 green | - |
| Carrot | Garden Bed | Carrot seed: 4 | 4 green | Carrot dishes |
| Flax | Garden Bed | Flax Seed: 5 | 5 green | - |
| Beet | Garden Bed | Beet Seed: 6 | 6 green | Beet dishes |
| Cabbage | Garden Bed | Cabbage seed: bronze 8, silver 10, gold 12 | 8 green | Cabbage dishes |
| Onion | Garden Bed | Onion seed: bronze 10, silver 12, gold 14 | 10 green | Onion dishes |
| Pumpkin | Garden Bed | Pumpkin Seeds: bronze 12, silver 14, gold 16 | 12 green | Pumpkin dishes |
| Hops | Vine Trellis | Hop Seeds: 7 | 7 green | - |
| Grapes | Vine Trellis | Grape Seeds: bronze 12, silver 14, gold 16 | 12 green | - |
Which grade the successful cells of a graded crop pay. Cells are counted from the planting on; gold seeds pay gold throughout.
| Crop | Successful cells | Later cells |
|---|---|---|
| Cabbage (bronze seed) | 1 to 10: bronze | 11 and up: silver |
| Cabbage (silver seed) | 1 to 10: silver | 11 and up: gold |
| Onion (bronze seed) | 1 to 10: bronze | 11 and up: silver |
| Onion (silver seed) | 1 to 10: silver | 11 and up: gold |
| Pumpkin (bronze seed) | 1 to 10: bronze | 11 and up: silver |
| Pumpkin (silver seed) | 1 to 10: silver | 11 and up: gold |
| Grapes (bronze seed) | 1 to 10: bronze | 11 and up: silver |
| Grapes (silver seed) | 1 to 10: silver | 11 and up: gold |
What one growth tick does for each crop at each level of bed Farming. "Cells" are filled and successful; a chance is for 1 cell, and a miss uses the cell up. Fertilizers that add Farming raise the bed's value on this scale.
Garden Beds: Farming 2, 4 and 8.
| Crop | Needs | Farming 2 | Farming 4 (Garden Upgrade I) | Farming 8 (Garden Upgrade II) |
|---|---|---|---|---|
| Wheat | 2 | 1 cell | 2 cells | 3 cells |
| Carrot | 4 | 51% chance of 1 cell | 1 cell | 2 cells |
| Flax | 5 | 40% chance of 1 cell | 81% chance of 1 cell | 1 cell |
| Beet | 6 | 33% chance of 1 cell | 67% chance of 1 cell | 1 cell |
| Cabbage (bronze seed) | 8 | 25% chance of 1 cell | 51% chance of 1 cell | 1 cell |
| Cabbage (silver seed) | 10 | 20% chance of 1 cell | 40% chance of 1 cell | 81% chance of 1 cell |
| Cabbage (gold seed) | 12 | 16% chance of 1 cell | 33% chance of 1 cell | 67% chance of 1 cell |
| Onion (bronze seed) | 10 | 20% chance of 1 cell | 40% chance of 1 cell | 81% chance of 1 cell |
| Onion (silver seed) | 12 | 16% chance of 1 cell | 33% chance of 1 cell | 67% chance of 1 cell |
| Onion (gold seed) | 14 | 14% chance of 1 cell | 28% chance of 1 cell | 58% chance of 1 cell |
| Pumpkin (bronze seed) | 12 | 16% chance of 1 cell | 33% chance of 1 cell | 67% chance of 1 cell |
| Pumpkin (silver seed) | 14 | 14% chance of 1 cell | 28% chance of 1 cell | 58% chance of 1 cell |
| Pumpkin (gold seed) | 16 | 12% chance of 1 cell | 25% chance of 1 cell | 51% chance of 1 cell |
Vine Trellises: Farming 6 and 11.
| Crop | Needs | Farming 6 | Farming 11 (Vineyard Upgrade) |
|---|---|---|---|
| Hops | 7 | 86% chance of 1 cell | 1 cell |
| Grapes (bronze seed) | 12 | 51% chance of 1 cell | 92% chance of 1 cell |
| Grapes (silver seed) | 14 | 42% chance of 1 cell | 79% chance of 1 cell |
| Grapes (gold seed) | 16 | 37% chance of 1 cell | 69% chance of 1 cell |
The upgrades that raise bed Farming and shorten the growth tick.
| Upgrade | Effect | Cost | Unlocked by |
|---|---|---|---|
| Garden Upgrade I | Garden Bed Farming 4, 1:45 per growth tick | 10 Peat, 18 Bronze Nails and 9 Wooden Plank | Garden Improvement I |
| Garden Upgrade II | Garden Bed Farming 8, 1:30 per growth tick | 9 Farming Fertilizer II, 8 Iron Detail and 4 Oiled Beam | Garden Improvement II |
| Vineyard Upgrade | Vine Trellis Farming 11 | 6 Farming Fertilizer III, 6 Advanced Detail and 4 Oiled Beam | Vineyard Improvement |
A fertilizer is put in a bed's fertilizer slot before planting. A bed has no slot at first; Fertilizers I gives every bed 1 slot and Fertilizers II gives every bed 2 slots. A fertilizer stays on the bed from harvest to harvest until another one takes its slot, and at most 2 work at once.
Every fertilizer, what it does on a bed, how it is made and the technology that unlocks its recipe.
| Fertilizer | Effect on the bed | Made from | Recipe unlocked by |
|---|---|---|---|
| Peat | +1 Farming for the bed | Compost Pile: 8 Leaf; Compost Pile II: 16 Leaf | Fertilizers I |
| Farming Fertilizer I | +2 Farming for the bed | Formulation Bench: 2 Peat and 1 Weak growth elixir | Fertilizers II |
| Farming Fertilizer II | +3 Farming for the bed | Formulation Bench: 4 Peat and 1 Rich growth elixir | Fertilizers III |
| Farming Fertilizer III | +5 Farming for the bed | Formulation Bench: 8 Peat and 1 Miracle growth elixir | Fertilizers IV |
| Headstart Fertilizer I | The growth starts 1 cell in | Formulation Bench: 2 Peat and 1 Weak growth elixir | Fertilizers II |
| Headstart Fertilizer II | The growth starts 2 cells in | Formulation Bench: 4 Peat and 1 Rich growth elixir | Fertilizers III |
| Crop Boosting Fertilizer I | +2 cells of growth (the tooltip lists 1) | Formulation Bench: 2 Peat and 1 Dream Dust | Fertilizers I |
Farming Fertilizer I, Farming Fertilizer II, Farming Fertilizer III and the Headstart and Crop Boosting fertilizers are mixed at the Formulation Bench. Compost Chemist makes 1 more of each, and Alchemist gives a 50% chance of 1 more. Peat comes from the Compost Pile: Compost Pile, 8 Leaf into 2 Peat and Compost Pile II, 16 Leaf into 5 Peat; Compost Chemist doubles the Peat.
Zombie Gardening unlocks the Gardener Stand, the Lifting Crane and a Tablet for each Garden crop ("Beet", "Wheat", "Cabbage", "Carrot", "Pumpkin", "Onion" and "Flax"); Zombie Vineyard unlocks the Vineyard's Gardener Stand, its Porter Station and the "Hops" and "Grapes" tablets. A zombie put on a Gardener Stand becomes the area's gardener: every bed with a Tablet is replanted with that tablet's seeds when it is empty and harvested when it is ripe. The seeds come from the zombie's own inventory or the area's storage.
- Gardener Stand
- Built in the Garden and in the Vineyard for 4 Wooden Plank, 2 Bronze Detail and 6 Bronze Nails.
- Lifting Crane
- 8 Wooden beam, 3 Bronze Gear and 4 Iron Detail. It carries the Garden's crops into the Garden Storage.
- Garden Storage
- Garden Storage II (Storage: 30 slots) for 12 Wooden beam, 4 Bronze Gear and 4 Iron Detail; Garden Storage III (Storage: 50 slots) for 4 Wooden Joint, 4 Engineering Details and 6 Steel Screws.
- Zombie perks
- Farmer I (+2 Farming) and Farmer II (+4 Farming) raise a zombie's planting; Fertilizer Expert gives +3 when making fertilizer.
Beekeeping unlocks the Beehive, built in the Vineyard for 2 Wooden Plank, 1 Bronze Detail and 6 Bronze Nails. A full hive is emptied by hand at Farming 3, 1 energy and 0.1 insanity per tick, and refills on its own over 8 cells of 1:00.
What a beehive and a wild hive give when emptied.
| Hive | Gives | Tech points | Refills |
|---|---|---|---|
| Beehive | 3 to 6 Honey and 1 to 2 Beeswax | 2 green | 8 cells of 1:00 |
| Wild hive | 1 to 2 Honey and a 25% chance of 1 Beeswax | 2 green | 8 cells of 1:00 |
A gold seed's harvest stays gold: the grade-higher bonuses then add gold as well.
Farming questions
Why does a bed give fewer crops than cells?
Only successful cells pay, and they alternate seed and crop. The planting fills 4 of the 12 cells without paying, so at most 8 cells pay: 4 seeds and 4 crops (10 cells with Crop Boosting Fertilizer I), plus the perk bonuses and 2 Leaf.
Does the Keeper's Farming matter after planting?
No. Planting uses the Keeper's Farming; the growth uses the bed's (Garden Beds 2, 4 and 8, Vine Trellises 6 and 11) plus its fertilizers.
How long does a fertilizer last?
It stays on the bed through every harvest until another fertilizer is put in its slot.
What makes a harvest silver or gold?
The seed's grade and the count of successful cells. Cells 1 to 10 pay the seed's grade and later cells one grade higher, so successful planting ticks, a Headstart Fertilizer and a Crop Boosting Fertilizer all move the pay toward the higher grade.
What speeds up the garden?
Garden Upgrade I (1:45 per growth tick) and Garden Upgrade II (1:30 per growth tick), and the Harvest Prayer's God of nature blessing (0:20 less per tick while it lasts). The Harvest Prayer is unlocked by Fertilizers IV.













