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Crops and seeds

Plant a seed, wait for the crop to become ready, then harvest it into your inventory. Harvest gives XP; selling the crop through /inventory → Sell gives coins. Crop seed returns are random, so keep enough seeds for your next planting batch.

/farm

Manage the main farm's plots.

Press Plant, choose the crop type, choose its star variant if offered, and choose the planting quantity. You need one matching seed and one empty unlocked plot per crop. The bot fills available empty plots automatically; the grid is a status display, not a plot picker.

The seed menus use your inventory. A seed with stars is a different variant from an unstarred seed: having unstarred wheat does not cover a request to plant starred wheat. If the requested amount is too large, choose fewer or buy more of the matching seed in /market.

This example shows a new farmer with four empty plots. The bot changes the buttons and counts as the farm changes.

Farmer used /farm
Gnome BotAPP
🚜 Farmer's Farm
🏡⛩️🪧
🟫🟫🪧
🟫🟫🪧

🗳️ You can earn gift coins and seeds by voting! Type /vote to vote. (Streak: 0 🔥)
💰 Coin
100
⭐ Level
1 (0/10 XP)
🌤️ Weather
☀️ Sunny
🌱 Farm Status: 4 Plots
No planted crops yet.
📋 Action History
• Farm view opened, status above
• Check out /barn for higher income
• Try our new command /worldtree!
• Vote to get powerful clover seeds (/vote)

Press Refresh to update the timer and action counts. Harvest collects every ready crop on the main farm; it leaves crops that are still growing. Each collected crop empties its plot for the next seed.

These are the unstarred base values. Seed prices and sale values are in coins; growth is before watering and weather. The unlock column is the market level for that seed. Check the purchase or sale response for its actual total.

Crop Market level Seed price Base growth Sale value Harvest XP
Wheat 1 1 1 min 2 1
Carrot 3 3 1 min 30 sec 4 2
Tomato 5 6 8 min 14 7
Corn 8 10 10 min 17 11
Potato 11 20 30 min 48 22
Onion 14 30 20 min 44 20
Garlic 17 45 80 min 113 48
Beetroot 20 60 90 min 123 75

Wheat fits a short check-in. Longer crops let you leave a batch growing between visits. A higher unlock level does not always mean a longer timer: onion grows faster than potato. Choose a crop whose ready time fits when you can return.

Each regular crop or flower rolls separately at harvest:

Condition for the harvested plot Seed chance Amount if a drop succeeds
No watering; no Windy bonus 20% 1–4
Self-watered or support-watered 35% 1–4
Windy planting weather, no watering 25% 1–4
Watered and Windy planting weather 40% 1–4

Self-watering and support watering share one +15 percentage point seed bonus. Doing both does not add it twice. The Windy bonus is another +5 points. A seed return is not guaranteed, even when you have watered.

Returned seeds can carry the harvested quality. Check /inventory → Seeds after harvesting; use the matching variant in your next planting menu.

Seeds and harvested crops can have quality levels from 1 to 10. Level 1 is unstarred. Higher quality increases crop value and main-farm base XP, while the crop’s base growth duration stays the same.

For a quality level, let extra levels = quality level − 1. Main-farm crop value and base XP use:

value = round((base value + extra levels) × 1.05^extra levels)
XP = round((base XP + extra levels) × 1.05^extra levels)

Harvest quality is rolled from the planted seed’s quality. For ordinary middle levels, there is a 30% chance to fall by one level, a 10% chance to rise by one, a 1% chance to rise by two, and otherwise it stays the same. Results stop at levels 1 and 10: a level 1 seed has no downgrade roll, and a level 10 seed has no upgrade roll. Higher quality is useful, but it is not preserved automatically every harvest.

Water early in the growing cycle. The watering can level is recorded when the plot is watered; upgrading later benefits the next watering action. See watering and weather for the timing formula and support XP.

Basic Fertilizer costs 25 coins, is available from farmer level 1, and adds 10% of base crop XP, rounded up, to a fertilized main-farm harvest. In /farm, press Fertilize, select the fertilizer, and select an amount. One unit is consumed per eligible planted, unfertilized plot. It improves XP; it does not shorten growth or add sale value.

Branch Fertilizer is for the World Tree and is not a crop fertilizer. If you only own branch fertilizer, it will not let you fertilize your wheat. You can make fertilizer in the Composter.

New farmers start with 4 main-farm plots. /upgrades adds one empty plot per purchase. The upgrade guide lists farmer-level limits and all plot prices.

The main-farm harvest has a base-XP deduction based on unlocked plots, including empty ones. It is 0% below 20 plots, 2% at 20–22 plots, then increases by 2 points for each additional three plots, up to 30% at 62–64 plots. Each crop’s deduction is rounded; a deduction smaller than 1 XP is ignored. Watering, weather, fertilizer, and other applicable XP bonuses are added separately.

More plots mean more crops per batch. They also change this XP calculation once you reach 20 plots. Check the harvest summary and upgrade guide before a large expansion.

Flowers grow in separate garden plots. Find species, prices, harvest XP, and pollen colors in the Flower Garden guide.

Crop Base growth Base sale value Base XP Base seed chance Seed amount
Clover 8 h 333 333 5% 1–3
Four-leaf clover 10 h 444 444 5% 1–3

Clovers are special vote-reward seeds and are not regular market purchases. Keep them until you have empty farm plots. Their seed chance receives the same +15-point watering bonus and applicable Windy bonus, but starts at 5% rather than 20%.

If Plant has no useful seed option, check the crop and star variant in inventory. If Harvest reports no ready crops, refresh the farm and read the timer. If the harvest gives no seeds, that can be a normal unsuccessful seed roll.

For repeated production, read Berry Garden and Orchard; their storage and seed rules differ from the main farm. For sale steps, read inventory and selling.