For details common to all plants, see
Plants.
Crops are Plants planted and harvested by
farmers working on
farms. They form the primary source of
Food and most nutrition Needs for increased
Well-Being. A few provide
Food directly. Most provide inedible
Ingredients requiring further processing by buildings in the
Food tool group to become edible.
Life cycle
- Planted by
farmers on suitable terrain.
- Growth
time to mature.
- Harvested by farmers to provide a static yield.
Planting
To plant crops on a given block, the block must first be marked for such by using the
Plant crops tool group. Any empty block can be marked. Crops are planted only on valid blocks for Plants are within the working range of the appropriate farmhouse staffed with farmers. 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. The crop is not removed. To remove crops before harvest, use
Mark resources for demolition.
All crops take 0.2 hours to plant, except Spadderdock, which takes 0.4.
Growth
Crops grow without further attention by farmers. Crops take different times to mature, ranging from 3 to 12 days. This time can be reduced with a
Beehive
by 30%.
Harvesting
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, farmers replant it.
Table of Crops
The following tables list all crops with relevant information. Crops are
Faction specific. Crops are planted on land, except those under the
Aquatic Farmhouse, which are planted underwater. For comparison, the final column shows the number of
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.
Iron Teeth don't use beehives.
Strategies
While
Berries can feed a small initial colony or
District, they don't:
- have the output to sustain a large population reasonably, nor
- improve Well-Being beyond satisfying base
Hunger.
Farming allows boosting well-being and a higher density of food production.
It's important to bear in mind both the yield (number of Beavers fed per harvest) and the maturation time of each crop when planting. As in the table above, potatoes require the most space to compensate for their low yield. A ratio for Folktail surface crops that evens these out for maximum diversity is a 6x4 rectangle, divided into plantings of nine potatoes, six carrots, eight sunflowers, and one wheat, yielding enough food and ingredients for six beavers per day on average.
History
- Update 6: Simplified the model for crop leftovers (a.k.a. the little crates sometimes left next to partially harvested crops).
- Update 4: New crops for the Iron Teeth: Kohlrabi, Canola, Cassava, Soybean, Corn, Eggplant.
- Previous crops now Folktails only: Wheat, Carrots, Potatoes, Sunflowers, Cattail, and Spadderdock.
- Added new information to crop tooltips to indicate whether the yield can be eaten raw.
- Some crops’ models are now randomly rotated on spawn.
- Patch 2022-04-07 - Timberborn in Ukrainian, sunflowers. Added Sunflowers.
- Initial Early Access launch: Introduced Wheat, Carrots, Potatoes, Cattail, and Spadderdock.
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