Farming | |||||||
---|---|---|---|---|---|---|---|
Crafting skill | |||||||
Attributes | Skills | ||||||
Primary | Agility | Requires | Household | ||||
Secondary | Willpower | Unlocks | Cooking | ||||
Skill Progression | |||||||
Level | Description | ||||||
0 | Can plow the ground. Can harvest crops. Can sow all types of wild vegetables and oats as well as wild flax | ||||||
30 | Can sow domestic vegetables and wild grapes | ||||||
60 | Can sow domestic oats | ||||||
90 | Can fertilize soil and sow domestic grapes and flax | ||||||
100 | Permanent +10 bonus to luck during work on the farming abilities. Luck affects the probability of reducing the duration of Farming abilities by 20%. | ||||||
Skill ID 21 |
Farming is a Tier 2 crafting skill in the Household branch. Farming is used to produce crops for activities such as Cooking, Brewing, Tailoring, Animal Lore, and sowing new crops. Level 30 Household is a prerequisite of learning this skill though to increase Farming to level 30, Household must be at level 60.
Abilities
Level | Actions | Equipment |
---|---|---|
0 | Gather/Sow wild crops and harvest all crops | Sickle |
0 | Till Land | Shovel |
30 | Sow Domestic Vegetables and Wild Grapes | None |
60 | Sow Domestic Oats | None |
90 | Fertilize | Dung |
90 | Sow Grapes, Flax | None |
100 | +5 bonus to Luck during work on the farm | None |
Crop growth
NOTE: As of patch 1.1.8.1, the growth algorithm was altered significantly. This section has been updated to reflect that.
Stages of Growth
Crops take 8 stages of growth to reach maturity (when they can be harvested), known as a "growth ticks". The visible crop model changes twice, from sprout on the ground when you plant, to the "green" stage after 4 growth ticks, to the "mature" stage after 8 growth ticks, at which point they can be harvested.
Crops increase by one growth tick each time the weather changes from Sunny to Rainy, or from Rainy to Sunny.
Weather stays the same for the entire length of one in-game day. The default length of one in-game day is 8 real life hours, though this can be changed by server settings.
So, this means one in-game day is the minimum amount of time it takes for a crop to increase by one growth tick. However, the growth tick will not increase if the weather is the same as the previous day. Only a change in the weather will cause the growth tick to increase.
Weather
The growth of a crop is determined by two kinds of weather: Rainy days and Sunny days. All other weather types are ignored in the algorithm.
NOTE: One consequence of this is that crops will no longer grow during the winter months when snowfall replaces the rain.
Here is an example of a weather pattern you might experience:
- Day 1: Sunny
- Day 2: Sunny
- Day 3: Rainy (+1 growth)
- Day 4: Cloudy
- Day 5: Rainy
- Day 6: Sunny (+1 growth)
- Day 7: Cloudy
- Day 8: Rainy (+1 growth)
As you can see, the cloudy days don't count as a weather change, and end up increasing the number of days it takes the crops to grow.
Whereas in previous patches it took 24 hours for crops to grow, it now is random based on the weather, with 24 hours (8 ticks of 3 hours each) being the absolute minimum amount of time possible.
In our example, for instance, you can see that the crop only advanced 3 ticks in 24 hours. If this weather pattern were to repeat, then our example would require 17 in-game days to reach 8 growth ticks, which is 2 days and 3 hours in real-life time. (In fact, my own tests with growing crops all tended to average a real-life growth time of slightly less than 3 days, though a few individual test times were much shorter and at least one was much longer.)
Stages of Rot
After a crop has reached maturity and is harvestable, it will then last for 3 more growth ticks before it rots. The quantity of resources you can gather from the crop decreases with each tick after maturity, until the plant disappears completely.
Again, these growth ticks are still based on the daily weather changes, so 9 hours is the least amount of time it can take before the crop dies (based on a 3-hour day).
The good news is that the randomness in the daily weather can extend that time by increasing the time between each tick. However, you still want to harvest your crops as close to maturity as possible in order to maximize crop yields.
Tips/Notes
- OK! heres a brief guide to FARMING 0.2.0!! !ST FIND Q30 SEEDS, do this by making a small field of 30q soil, fetalized, and unplowed, find seeds weuickly, step 2- make your feild, find 31+ soil and drop, water then plow after, plant ur seed when ur able,(see calander). HARVEST!!!-NOW you have a 1% chance(unconfirmed) chance of gaining a DEMOSTIC seed, and 5% chance for crop to bump up 1 point, do you feel lucky?(luck helps), STEP 3, fertelize(or diggup and replace with new soil, water plow and go again using ur new 31 seeds, keep going like this for months till you get to 100!!!( or the devs change it) not crops are cap to the lowest score so use quality above what u want, so for 50+ seeds u would need 50+ soil, water, seeds and skill!! phew hope that helps. please correct this when needed as most of this info has been gain thru chat, trail an error.
- You should plant your crops on either a Sunny day or a Rainy day. Planting during any other kind of weather will always add an extra in-game day to your crop growth time, whereas planting on a Sunny or Rainy day has a chance to avoid that extra day.
- It is useful to plant towards the end of the day cycle, since that can cut between 2-3 hours off of your growth time.
- Don't plant anything during the winter season. During winter there is no rain, so crops will not grow then. On top of that, you can get snow drifts on the ground that may randomly cover up your crops, killing them. (You can check the time of year by pressing "M" to open up the minimap, though you may have to enable the date display first.)
- When dropping high quality fertile soil, one can separate the piles into 15 and then drop, to double your amount of soil.
- If your field is made up of tiles with 15 soil each, you can pick up the soil and make into into a 30 soil tile before fertilizing to save on the amount of Dung you use per tile. Then split it into 15 soil tiles again.
- Can increase quality of soil by sow 99q seeds. 1q of soil -> 20q, 10q -> 27q, 20q -> 35q, 30q -> 43q, 40q -> 51, 50q -> 59q, 60q -> 67q, 70q ->75q, 80q -> 83q, 90q -> 91q.
A Farmer's Arsenal
Tools
- Primitive shovel/Shovel - is used for plowing the ground in preparation for planting the crops.
- Plough - is also used to plow the ground and is much quicker than using a shovel
- Primitive sickle/Sickle - is used to harvest mature crops, and for gathering wild plants when you don't have any seeds.
Items
- Plants - are also used as a seed to regrow themselves and are split into two categories - wild and domestic:
- Wild
- Cabbage - used to tame wild sheep, and cooking
- Carrot - used to tame wild horses, and cooking
- Grapes - are used in Brewing to make Wine
- Onion - used in cooking
- Flax Seeds - Flax stems are used to in the production of Linen rope and cloth (after processing)
- Wild Wheat - used to tame wild pigs, and grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Wild Barley - used to tame wild pigs, and grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Wild Oat - used to tame wild pigs, and grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Wild Rye - used to tame wild pigs, and grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Potato - used to tame wild bulls and cows, and cooking
- Peas - used to tame wild pigs, and cooking
- Domestic - these have a minute chance of dropping when harvesting the wild crops
- White Cabbage - used in cooking
- Sugar Carrot - used in cooking
- Small Onion - used in cooking
- Big Potato - used in cooking
- Green Peas- used in cooking
- Oat - used for grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Wheat - used for grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Barley - used for grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Rye -used for grinding into Flour for cooking; also produces Straw which is used for building barns and stables and some other crafted items
- Wild
Plowing
There are 3 types of soils. Grass, Soil and Fertile Soil.
You can sow seeds on Fertile Soil and Soil, But sowing on Soil will give you a smaller harvest.
You can right click with a Primitive shovel/Shovel equipped to turn Grass into Fertile Soil. Rocky Surfaces, Soil and some steep tiles cannot be plowed.
After crops are harvested the Fertile Soil grown on will turn into Soil and might decrease in its quality. You can fertilize Soil and turn it back into Fertile Soil.
When you pick up Soil and Fertile Soil by Terraforming they will yield Soil and Fertile Soil respectively. However, when you try to pick up Grass by Terraforming they will yield Fertile Soil. So if you want to be really inefficient and troll you can refuse to use the Plow ability and just pick up Grass and pour out the given Fertile Soil to plow your field. (Q: can you fertilize unplowed / fertile soils? Check the Q before dropping to know how good the Fertile Soil is)
Gather Wild Plants
Until you have seeds or plants, you must gather seeds from wild plants to then sow in your fields. Level 0 of the Farming skill allows the use of a Primitive sickle (or sickle) to search for and gather wild plants.
Searching for wild plants will spawn harvest-able brushes and plants in the area that is only visible to you, harvesting these plants will yield seeds. The wild plants that are available are determined by two things, first the crop must be marked as gatherable in the current calendar. Secondly crop must be available to you in that region, so dependent you will only discover one type of vegetable and one oat at a time.
Fertilize
You can use the fertilize ability at level 90 Farming.
Higher quality Fertile Soil will yield higher quality crops. The quality of the seeds determine the yield. (Q: Does soil quality affect yield?)
Fertilizing Fertile Soil will increase the fertile soil quality and thereby improve your crop yields.
Fertile Soil is not used to fertilize plowed ground. Take Dung from your coops, barns and stables and right click on the ground and choose farming/fertilize.
You can't fertilize Fertile Soil with seeds already planted in the tile.
You can pick up Fertile Soil with Terraforming and hover your mouse over it to inspect its quality. Caution: After harvesting it may show Q100 SOIL, but you need to fertilize it to make it Q100 FERTILE soil.
Growing crops will eventually turn fertile soil into regular Soil and fertilizing will turn it back into fertile soil.
Soil increase per dung
Dung Quality | Soil Quality | ||||||||||||
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1-19 | 20-29 | 30-39 | 40-49 | 50-59 | 60-69 | 70-79 | 80-89 | 90 | 91 | 92 | 93-95 | 96-100 | |
1-29 | 5 | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | 0 |
30-39 | 4 | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | 0 |
40-49 | 4 | 7 | 7 | 6 | 5 | 4 | 3 | 2 | ? | ? | ? | 1 | 0 |
50-59 | 3 | 7 | 7 | 6 | 5 | 4 | 3 | 2 | ? | ? | ? | 1 | 1 |
60-69 | 3 | ? | 8 | 7 | 6 | 5 | 3 | 2 | ? | ? | ? | 1 | 1 |
70-74 | 2 | ? | 9 | 8 | 7 | 5 | 4 | 3 | 1 | 1 | ? | 1 | 1 |
75-84 | 1 | ? | 9 | 8 | 7 | 5 | 4 | 3 | 2 | 1 | 1 | 1 | 1 |
84-94 | 1 | 13 | 11 | 9 | 7 | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 |
95-99 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 2 | 2 | 2 | 1 | 1 |
100 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 3-4 | 2-3 | 2-3 | 2-3 | 2-3 | 1-2 |
Sow Seeds
Right click on Fertile Soil and choose Sow and the seed type. The word "seed" is used loosely. Except for Flax and Wheat, you sow the vegetables themselves. (Requires Farming 60 for cabbages, grapes and potatoes, and 30 for all others.)
Training Tips
Have a piece of advice for effective training? Edit this section and place it here!
- Farming skill is increased by picking silk cocoons from mulberry trees.
- A steady yet easy way to level farming is to plow tiles of fertile soil. You will eventually need more space for your crops, so it might save you some time later.
- One easy way to level up your farming skill, and start your farm at the same time is to use "Gather Wild Plants". You will get enough plants and seeds to start your farm, and also level up farming in the process.
References
Gallery
MMO: Crafting skills | |||||||
---|---|---|---|---|---|---|---|
Artisan | → Construction | → Masonry | → Architecture | ||||
Mining | → Materials Processing | → Precious Prospecting | → Jewelry | ||||
Forestry | → Carpentry | → Bowcraft | → Warfare Engineering | ||||
Kilning | → Forging | → Weaponsmithing | → Armorsmithing | ||||
Household | → Farming | → Cooking | → Tailoring | ||||
Gathering | → Herbalism | → Healing | → Alchemy | ||||
Hunting | → Procuration | → Animal Lore | → Warhorse Training |