Farming and soil
Farming
Crops need water to grow. How big the harvest is depends on the soil (see below). Hover a farm tile to see what the soil looks like, the crop's progress, any symptoms, and whether it's watered.
| Crop | Grows | Full harvest | Seed | Likes pH | Needs N / P / K | Notes |
|---|---|---|---|---|---|---|
| Potato | 45 s | 2 potatoes + seed back | 5 | 5.0-6.5 | 40 / 40 / 50 | the money crop, loves potassium |
| Radish | 15 s | 1 radish (sells 2) | 1 | 6.0-7.0 | 30 / 30 / 30 | fast, light feeder (notebook ch. 1) |
| Beans | 40 s | 1 beans (sells 1) + seed back | 3 | 6.0-7.5 | - / 40 / 40 | adds nitrogen: +20 here, +5 next door (ch. 4) |
| Corn | 70 s | 2 corn (sells 5 each) | 4 | 5.8-7.0 | 65 / 45 / 45 | heavy feeder, best seller (ch. 4) |
| Duskberry | 60 s, again and again | 2 duskberries (sell 5) per pick | Warden drop / trader | 4.5-6.0 | 30 / 40 / 40 | perennial: pick it 5 times, then the bush is spent and leaves a cutting to replant. Picking it unripe pricks Poncho (+8 heat) |
| Aether Lily | 5 min | 2 lilies (sell 60) + the bulb back | notebook ch. 8 / trader (Trusted) | 6.0-7.0 | 50 / 50 / 50 | the endgame crop. Very picky, see below |
The Aether Lily
The flower this world was named for. While it grows it needs all three, all the time:
- Water. It drinks: every 40 s of growth the tile dries out. Re-water it, or put it next to a well.
-
Soil health 80+ (
get_soil()): every nutrient at 48 or more and pH 6-7. Compost helps with all three. -
Company: at least 3 different crops on the 4 tiles next to it (
get_neighbors()).
If something's missing it stops growing and starts wilting (hover it to see what it needs and how long it has). A happy lily recovers. After a minute of neglect it wilts away and the bulb is lost. Picked healthy, it gives its bulb back, so one bulb can become a field.
Soil chemistry
Every tile has Nitrogen (N), Phosphorus (P) and Potassium (K), each 0-100, and a pH. Your farm has a natural soil map: some patches are more sour, some low in a nutrient. Darker soil is healthier.
- The scarcest nutrient sets the harvest (30% to 120% of normal). A pH outside the crop's range cuts it further. The field never dies, it just gives less.
- Harvests take nutrients out. Corn takes a lot; beans put nitrogen back.
- Empty soil slowly rests: nitrogen creeps back to its natural level.
- Symptoms tell you what's wrong before you can test: yellowing leaves = low N, purple-tinged = low P, brown scorched edges = low K, stunted and pale = pH off. Poncho comments on small harvests too.
Fixing the soil (unlocked as you go)
| Product | Effect | How to unlock |
|---|---|---|
Compost (fertilize() or spread(Compost)) | +6 N, +4 P, +4 K; a growing crop ripens ~25% faster | Notebook ch. 1 |
| Urea | +20 N, pH -0.1 | Notebook ch. 4 |
| Lime / Sulfur | pH +0.5 / -0.5 | Soil Science perk |
| Phosphate / Potash | +20 P / +20 K | Nutrient Balancing perk |
Soil testing (Horticulture perks, P)
-
Soil Science (tier 1):
take_sample()puts a soil core from the tile under Poncho in his sample case (12 max; he says how full it is). Open the bag (I): the Sample case line under your items lists
the tiles, and Send to lab sends them (2 potatoes per sample). About 45 s later the exact pH/N/P/K is on each sampled tile. Hover it, read it with get_lab(), or press M for the soil map (cycles pH, N, P, K; untested tiles are dark).
- Nutrient Balancing (tier 2): Phosphate and Potash in the shop.
-
Field Probe (tier 3):
probe()reads pH/N/P/K live, no lab. Hover and the soil map show live values. - Precision Spreading (tier 4, 2 ranks): compost and amendments work 25% better per rank.
A good program for this: walk the field taking samples, send them, then walk it again and spread() exactly what each tile's get_lab() says it's missing.
Trees
The orchard opens with Grandpa's Notebook, chapter 10 "The Orchard", a side chapter that starts once chapter 5 is done and runs alongside the rest. The Olive Sapling is in the shop from the start; the other saplings, the bushes, flowers, new crops and the machines unlock as you work through it.
Trees are planted once and kept. Buy a sapling (Olive, Rubber Tree, Maple) at Mendwell's General Store and plant() it on grass: no tilling, no watering, no fertilizer.
- A tree grows in a few minutes (sapling, young, grown). After that it stays full-grown, and its product ripens over and over: olives every 2 minutes, a cup of latex every 2 minutes, a bucket of sap every 3 minutes. You can see it on the tree.
-
Poncho rolls right under a tree, so
harvest()standing on it takes the product. The tree stays. -
is_ripe()andget_ripeness()tell you about the product once the tree is grown. -
clear(direction)from the next tile fells a grown tree for wood (a few hits; more power, fewer hits), and now and then gives the sapling back. A young tree just comes up, and you get its sapling back. - Ironwood is rare: the Loop Warden sometimes leaves a sapling, and everyone who helps beat the Great Warden gets one. It takes about 30 minutes to grow and gives nothing to pick; fell it for Ironwood Logs, the hardest timber there is.
An orchard row, tapped every lap:
for i in range(5):
if is_ripe():
harvest()
move(East)
for i in range(5):
move(West)
Bushes and flowers
Bushes and flowers stay too. Plant them on tilled soil like a crop; once grown (or in bloom) they stay, and their product comes again and again. They drink: water them once for each lot (a well or sprinkler does it for you). A dry plant just waits; nothing wilts.
| Plant | Grown in | Gives, every | Notes |
|---|---|---|---|
| Blueberry Bush | 2 min | 3 blueberries, 60 s | likes sour soil (pH 4.5-5.5) |
| Rose Bush | 3 min | 1 rose, 90 s | a flower: bees love it |
| Lavender | 90 s | 1 lavender, 90 s | calms Poncho the most |
| Marigold | 60 s | 1 marigold, 60 s | orange dye |
| Indigo | 2 min | 1 indigo, 2 min | blue dye |
- Bees and flowers: a beehive makes harvests within 3 tiles bigger. Every flower in bloom within its reach (roses, lavender, marigolds, indigo, sunflowers) makes the bonus bigger, up to double with 8.
- Calm: standing on or next to a flower in bloom calms Poncho a little every few seconds, up to Content. Lavender works best. A garden is a good place to rest him before the ruins.
More crops
- Sunflower (60 s): 3 sunflower seeds. Plant one again; the rest are for pressing into oil (soon).
- Cotton (75 s): 2 cotton, for cloth (soon).
- Pumpkin (2 min): one big pumpkin that sells for 14. A heavy feeder.
A flower bed that waters itself as it picks:
for i in range(4):
if is_ripe():
harvest()
if not is_watered():
water()
move(East)
for i in range(4):
move(West)
Selling
Crops sell at Mendwell's Market (take the Waystone), at prices that change every town day; other goods (oil, syrup, cloth...) sell at the General Store next to it. A Silo at home can sell the crops in it straight away. Potatoes are the money, so they can't be sold.
Each harvest gives 3 XP.