Sowing
You need the crop's seeds, enough light for its light need, and a spot no colder than its cold rating allows. Some planters add light or heat; the electric ones only while powered.
Crops grow in planters at home. Light and cold decide whether a crop can be sown; the planter, fertilizer and power decide how fast it grows.
You need the crop's seeds, enough light for its light need, and a spot no colder than its cold rating allows. Some planters add light or heat; the electric ones only while powered.
Grow time is the crop's base time divided by (1 + planter speed) and by (1 + fertilizer). A planter that needs power only speeds things up while it has power. Fertilizer counts in full while the planter's fertilizer is topped up.
Once a day, a growing crop with no problem rolls for pests, weeds or drought. Pest, weed and drought control on the planter lowers those odds, and so does the planting skill. Wrong light and frost are problems too. Pests and frost start a countdown, so deal with them quickly.
Every seed in the planter is harvested on its own. Each one can come out perfect, which adds the crop's bonus produce, and can give a seed back. A ripe crop waits to be picked; left too long it withers and gives only fertilizer.
Pick a planter, a fertilizer, whether it has power, where it stands and the weather: the table shows how many seeds fit, how long each crop takes, and whether it gets enough light or frost. Size is how much planter room one seed uses.
Room is how many size 1 seeds a planter holds. Speed needs power when the planter does; electric light and heat always need power.
Where a planter stands decides how much of the weather's light reaches it and how warm it is. Light a planter gets = the weather's light times the room's share, plus the planter's own light and, while powered, its lamp. If that is below what the crop needs, the crop has too little light. Cold left over = the weather's cold, minus the planter's heat, minus the room's warmth (running heaters add to it where they count). If that is above the crop's cold rating, the crop gets frost.
| Where it stands | Share of daylight | Warmth | Heaters warm it | Food goes off |
|---|---|---|---|---|
| Interior | 50% | +1 | Yes | x1 |
| Sunroom | 100% | +1 | Yes | x1 |
| Terrace (Outdoors) | 100% | 0 | x2 | |
| Cold Storage | 50% | -2 | x0.2 | |
| Basement | 0% | +2 | Yes | x0.5 |
| Weather | Light | Cold |
|---|---|---|
| Clear | 2 | 0 |
| Cloudy | 1 | 0 |
| Rainy | 1 | 0 |
| Mild Cold | 1 | 1 |
| Moderate Cold | 1 | 2 |
| Severe Cold | 1 | 3 |
| Heavy Rain | 0.5 | 0 |
| Continuous Rain | 0.5 | 0 |
| Heavy Smog | 1 | 0 |
| Heaters | Warmth |
|---|---|
| +2 | |
| +1 | |
| +1 |
Not counted here: planting talents that lower light needs or raise cold rating, the talent that adds heat for each running heater, the greenhouse choice in the story (+2 light and +2 warmth at home), and Endless mode bonuses.
Fertilizer speeds growth by its boost while the planter's fertilizer is topped up.
| Fertilizer | Grows faster |
|---|---|
| +30% | |
| +50% | |
| +100% |
| Lv | Fewer problems | Perfect harvest chance |
|---|---|---|
| 0 Uninitiated | 0% | 20% |
| 1 Novice Gardener | 0% | 20% |
| 2 Apprentice Gardener | 20% | 30% |
| 3 Skilled Gardener | 20% | 40% |
| 4 Senior Gardener | 30% | 50% |
| 5 Master Gardener | 40% | 60% |