Aetheria Wiki

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.

CropGrowsFull harvestSeedLikes pHNeeds N / P / KNotes
Potato45 s2 potatoes + seed back55.0-6.540 / 40 / 50the money crop, loves potassium
Radish15 s1 radish (sells 2)16.0-7.030 / 30 / 30fast, light feeder (notebook ch. 1)
Beans40 s1 beans (sells 1) + seed back36.0-7.5- / 40 / 40adds nitrogen: +20 here, +5 next door (ch. 4)
Corn70 s2 corn (sells 5 each)45.8-7.065 / 45 / 45heavy feeder, best seller (ch. 4)
Duskberry60 s, again and again2 duskberries (sell 5) per pickWarden drop / trader4.5-6.030 / 40 / 40perennial: pick it 5 times, then the bush is spent and leaves a cutting to replant. Picking it unripe pricks Poncho (+8 heat)
Aether Lily5 min2 lilies (sell 60) + the bulb backnotebook ch. 8 / trader (Trusted)6.0-7.050 / 50 / 50the 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)

ProductEffectHow to unlock
Compost (fertilize() or spread(Compost))+6 N, +4 P, +4 K; a growing crop ripens ~25% fasterNotebook ch. 1
Urea+20 N, pH -0.1Notebook ch. 4
Lime / SulfurpH +0.5 / -0.5Soil Science perk
Phosphate / Potash+20 P / +20 KNutrient 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() and get_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.

PlantGrown inGives, everyNotes
Blueberry Bush2 min3 blueberries, 60 slikes sour soil (pH 4.5-5.5)
Rose Bush3 min1 rose, 90 sa flower: bees love it
Lavender90 s1 lavender, 90 scalms Poncho the most
Marigold60 s1 marigold, 60 sorange dye
Indigo2 min1 indigo, 2 minblue 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.