Adventure farming in practice
Seeds for ordinary Adventure
These growing times describe ordinary Adventure farm plots. Carry crop seeds or plant spores in your pack and choose an empty plot. Planting consumes one seed. Protect, Retain and an old full lock each stop that stack being planted. Tree seeds belong to Plant Tree. The Wilds gives newly planted crops its own slower growing time.
Planting and crossing a plot
The plot menu offers Harvest crop for a ready crop, Clear withered crop for a dead one, or a named Plant row for each unlocked seed kind. Its seed count combines unlocked stacks. A growing plot or an empty plot with no usable seed lets an ordinary walking bump pass over it. You can disable Bump to plant seeds under Gameplay and still choose Plant from the plot menu.
Plant seeds nearby
Plant Seeds Nearby, Alt+P with the default keyboard controls, sows one chosen kind on the plot underfoot and the eight surrounding tiles. It uses one seed for each empty plot, stopping when that kind runs out. The whole successful sweep takes one turn in solo play. Co-op uses its shared turn rules. A single seed kind is chosen immediately. Several kinds open a chooser that keeps pack order and starts the cursor on the last kind you planted.
Repeat the last seed
Hold Alt with a direction to repeat the last seed you planted when that unlocked kind remains in the pack. If it has run out, the usual choice returns. A normal bump with several seed kinds opens a chooser without spending a turn. The seed rows keep their pack order. Only the starting cursor changes to remember your last planting.
Mark a whole field
Choose Plant Field under Homestead. Drag across the plots, or mark two opposite corners. A field can be at most 16 tiles wide and 16 tiles tall. The tool uses its chosen seed, then the last kind planted if it is still usable, then the first usable kind in the pack. It walks the field and plants each empty plot from its own tile or a neighbouring tile. Each planting takes one turn in solo play, and walking pays ordinary movement costs. Co-op uses its shared turn rules.
Stopping a planting walk
A move or Cancel stops the walk. Plots already sown stay planted, and future plots have not spent seed. Opening a panel, menu or pause screen holds the walk. Sleeping, fishing or changing scenes ends it. Damage can stop it, as can a newly visible hostile when travel interruption is enabled. It also stops at 25% Hunger or Thirst for a mortal, or 25% blood for a vampire. A plot the walk cannot reach is skipped. Running out of the chosen seed ends the walk.
Water and growing time
Drizzle, rain, heavy rain and thunderstorms water farm plots. A water barrel reaches plots at most three tiles away on each axis, including the diagonal corners of that square. Watered crops gain one growth point per world turn. Dry crops gain one on each even world turn. Food crops need 80 points. Farmable flora need 60, 100, 150 or 220 according to their kind. Each seed page gives its exact target and harvest.
Returning after a journey
Growth catches up when a plot is checked again. The catch-up uses the rain and nearby water barrels present at that check. It does not replay each earlier weather change. The growing stage begins at half the target, rounded down. Ready begins at the full target. Harvests wait until you take them. A plot that has already ripened when its growth catches up is spared the frost check.
Harvests and seed returns
Food crop yields depend on the crop. A farmed common flora gives one to three items, an uncommon flora one or two, and rarer flora one. Each successful farm harvest separately has a 60% chance to return seed of the same kind. When that seed roll succeeds, a second roll gives two seeds 25% of the time and one otherwise. A ready farm plot does not repeat its plant’s wild harvesting conditions.
Where the harvest goes
The harvest uses normal item delivery. A full pack can send produce or seeds to the ground. A harvested flora item only advances its gathering contract when it reaches carried storage. Every landed unit is credited through the gathering rules, and one unit is not awarded to every matching contract. Harvesting still empties the plot, so check any ground spill before leaving.
Frost and withered crops
Snow-covered ground can kill a crop that is still growing. An enclosed room that is actually roofed protects its plots from this check. Ready crops survive. A withered crop stays dead until cleared. Clear withered crop empties the plot and returns no produce or seed. A farm can therefore keep growing through winter when its plots are properly sheltered.
Making more spores and seeds
A Germinator can make seed for all 62 flora that currently have farmable seed or spore items. One valid plant or mushroom starts a batch. Protect prevents that ingredient being used. Retain alone allows it, even though Retain prevents planting the resulting seed. Collect the completed batch before starting another. Riftspore and Heartwood Bolete remain wild-only and have no farm seed in this list.
A new cycle after harvest
Harvesting resets the plot to empty, so the next crop needs another seed. The result is tied to that plot’s crop cycle. Leaving and retrying the same ready crop is not a new seed roll. Farm-tending workers use the same crop harvest recipe, with their own carrying and delivery rules. These Adventure fields are separate from Fortress farming and its crop orders.
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