
Game mechanic
Crop Growth
Crops grow at random moments in light level 9 or higher, and the chance per try rises with hydrated Farmland under and around them, up to 1 in 3.
| Growth timing | Crops grow on random ticks: at random moments, on average once every 68.27 seconds per block at the default random tick speed of 3. Each random tick is one growth try. |
| Light needed | Light level 9 or higher to grow. Light level 8 or higher to stay planted. |
| Planted on | Wheat Crops, Carrots, Potatoes, Beetroots and Torchflower Crops need Farmland underneath. |
| Growth points | A crop starts with 1 point. The Farmland under it adds 1 when dry or 3 when hydrated. |
| Surrounding Farmland | Each of the 8 Farmland blocks around the one under the crop adds 0.25 when dry or 0.75 when hydrated. |
| Same-crop penalty | The points are halved if the same crop grows diagonally next to it, or next to it both in the north-south and in the east-west direction. A single row with no same crop beside it is not halved. |
| Growth chance | Each growth try succeeds with a chance of 1 in (25 ÷ points, rounded down, plus 1). |
| Best case | Hydrated Farmland under the crop and all around it, without the penalty: 10 points, 1 in 3 per try. |
| Dry case | Dry Farmland under the crop and all around it, without the penalty: 4 points, 1 in 7 per try. |
| Single block | One Farmland block with no Farmland around it: 4 points (1 in 7) when hydrated, 2 points (1 in 13) when dry. |
| Beetroots and Torchflower | For Beetroots and Torchflower Crops, 1 in 3 growth tries is skipped before the normal chance is rolled. |







