Crops

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Crops are Natural Resources icon.png Natural Resources that form the primary source of Food icon.png Food and most nutrition Well-Being icon.png Well-Being needs. They are plants planted by farmers working at one of the Farmhouse icon.png Farmhouse Buildings icon.png Buildings on marked and valid blocks. They slowly mature and can then be harvested for their yields. After this the block is free for replanting or other use. Some crop yields can be eaten directly, but most need further processing.

Farmhouses and Farmers

There are three farmhouse buildings: the Efficient Farmhouse icon.png Efficient Farmhouse and Aquatic Farmhouse icon.png Aquatic Farmhouse for the Folktails icon.png Folktails, and the Farmhouse icon.png Farmhouse for the Iron Teeth icon.png Iron Teeth. These farmhouses are distinct buildings and work on different crop types, but function similarly beyond that. They employ up to 2 or 3 beavers as farmers who work on any blocks marked with the related crop within a certain range. Priority must be set to either planting or harvesting, with all farmers always choosing to plant first if a marked, valid, and empty block is available if planting is selected, and to always harvest first if a fully grown crop is present in the farmhouse range if harvesting is. Priority may be set on one crop type over the others, or for none to be prioritized, with either the planting or harvesting of that crop being prioritized over any others. Other than that, farming tasks will be assigned to farmers based on whichever available task is closest to that farmers location, to minimize travel time.

In practice this usually stabilizes in farmers harvesting and replanting blocks in waves through the field, moving out from the farmhouse where the farmers start their workday, with the crop growth having settled on off-set times based on when the farmer managed to harvest and replant that block. This gives a shorter maximum effective range of actively farmed blocks as blocks too far out may never end up harvested (if set to planting priority) or planted (if set to harvesting priority) as the more nearby crops cycle too fast for the farmer to ever work on the more distant blocks. This averages to about 6 to 7 harvests per farmer per day for compact farms (fewer harvests for more spread-out farms).

To efficiently harvest from large fields, use multiple farmhouses to service them.

Planting, Growth, and Harvest

To plant crops on a given block, the block must first be marked for such by using the Crops icon.png "Plant crops" button. Although any block without a structure can be marked, only valid blocks may have a crop planted. For land crops, the block must be Fluids icon.png irrigated and not flooded, and the block may not be Badwater (Good) icon.png contaminated. For aquatic crops, the block must be covered by some but at most one block of water of sufficiently low contamination. Finally, the block must of course be within the working range of the correct farmhouse to actually send a farmer to plant it. Once planted, the block may be unmarked again without issue, but may not be marked to plant anything except the plant currently occupying it.

After planting, the crop will grow without further attendance by farmers, but the block does need to maintain valid conditions. If it dries out, growth will halt and it will die after a couple days, with some crops lasting longer than others. If the crop becomes contaminated, it will die in less than a day. If the crop dies, it will never recover, even if conditions improve. If the problem is resolved in time, the damage will reset instantly and growth resumes from where it halted.

Different crops take different time to grow to maturity, ranging from 3 to 12 days, although this time can be reduced with a Beehive icon.png Beehive Folktails icon.png by 30%. As noted above, no farmer attendence is required during this time.

Mature crops are stable until harvested by a farmer. The yield must be moved back to the farmhouse, costing travel time, which makes harvest the main bottleneck for farmer productivity, whereas planting can be done from one block directly to the next. If the yield cannot be stored in the farmhouse, it sits on the block and occupies it. If the yield is moved off the block, either directly after harvest or eventually, the block will be empty and free to use for anything. If it is still marked with the same crop, a farmer will soon replant it, depending on the farmhouse priorities.

All crops are planted at speed 0.2, except Spadderdock, which is 0.4.

Table of Crops

The following tables list all crops with relevant information. Crops are Factions icon.png Faction specific. Crops are planted on land, except those under the Aquatic Farmhouse icon.png Aquatic Farmhouse, which are planted underwater. For comparison, the final column shows the number of Food icon.png Food items that can be produced from the daily average yield per worked block under optimal conditions.

Numbers within parentheses are for crops affected by a Beehive icon.png Beehive.

Crop Farmhouse Growth Time Yield per harvest Raw yield per day per block Food icon.png Food items per day per block
Carrot (Crop) icon.png Carrot (Crop) Efficient Farmhouse icon.png Efficient Farmhouse 4 (2.8) days 3 Carrot icon.png Carrots 0.75 (1.07) Carrot icon.png Carrots 0.75 (1.07) Carrot icon.png Carrots
Sunflower (Crop) icon.png Sunflower (Crop) Efficient Farmhouse icon.png Efficient Farmhouse 5 (3.5) days 2 Sunflower Seeds icon.png Sunflower Seeds 0.4 (0.57) Sunflower Seeds icon.png Sunflower Seeds 0.4 (0.57) Sunflower Seeds icon.png Sunflower Seeds
Potato (Crop) icon.png Potato (Crop) Efficient Farmhouse icon.png Efficient Farmhouse 6 (4.2) days 1 Potatoes icon.png Potatoes 0.17 (0.24) Potatoes icon.png Potatoes 0.67 (0.95) Grilled Potato icon.png Grilled Potatoes
Wheat (Crop) icon.png Wheat (Crop) Efficient Farmhouse icon.png Efficient Farmhouse 10 (7) days 3 Wheat icon.png Wheat 0.3 (0.43) Wheat icon.png Wheat 1.5 (2.14) Bread icon.png Bread or 0.9 (1.29) Maple Pastry icon.png Maple Pastries1
Cattail (Crop) icon.png Cattail (Crop) Aquatic Farmhouse icon.png Aquatic Farmhouse 8 (5.6) days 3 Cattail Root icon.png Cattail Root 0.38 (0.54) Cattail Root icon.png Cattail Root 1.5 (2.14) Cattail Cracker icon.png Cattail Cracker
Spadderdock (Crop) icon.png Spadderdock (Crop) Aquatic Farmhouse icon.png Aquatic Farmhouse 12 (8.4) days 3 Spadderdock icon.png Spadderdock 0.25 (0.36) Spadderdock icon.png Spadderdock 0.75 (1.07) Grilled Spadderdock icon.png Grilled Spadderdock
1: These also require Maple Syrup icon.png Maple Syrup to produce.

Iron Teeth icon.png Iron Teeth don't use beehives.

Crop Farmhouse Growth Time Yield per harvest Raw yield per day per block Food icon.png Food items per day per block
Kohlrabi (Crop) icon.png Kohlrabi (Crop) Farmhouse icon.png Farmhouse 3 days 2 Kohlrabi icon.png Kohlrabies 0.67 Kohlrabi icon.png Kohlrabies 0.67 Kohlrabi icon.png Kohlrabies
Cassava (Crop) icon.png Cassava (Crop) Farmhouse icon.png Farmhouse 5 days 1 Cassava icon.png Cassava 0.2 Cassava icon.png Cassava 0.5 Fermented Cassava icon.png Fermented Cassava
Soybean (Crop) icon.png Soybean (Crop) Farmhouse icon.png Farmhouse 8 days 2 Soybean icon.png Soybean 0.25 Soybean icon.png Soybean 0.83 Fermented Soybean icon.png Fermented Soybean1
Canola (Crop) icon.png Canola (Crop) Farmhouse icon.png Farmhouse 9 days 3 Canola Seeds icon.png Canola Seeds 0.33 Canola Seeds icon.png Canola Seeds N/A
Corn (Crop) icon.png Corn (Crop) Farmhouse icon.png Farmhouse 10 days 2 Corn icon.png Corn 0.2 Corn icon.png Corn 1 Corn Ration icon.png Corn Ration
Eggplant (Crop) icon.png Eggplant (Crop) Farmhouse icon.png Farmhouse 12 days 3 Eggplant icon.png Eggplant 0.25 Eggplant icon.png Eggplant 1.5 Eggplant Ration icon.png Eggplant Ration1
1: These also require Canola Oil icon.png Canola Oil to produce.