NewRanch:Farming

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Farming in New Ranch means tilling soil, planting crops that follow the seasons, watering them and harvesting again and again from the same plants. Many farm items are locked behind research branches.

Soil

Crops do not grow on plain dirt. Most of them need field soil:

Soil How to get it Effect on crops
Fallow Soil Use a plow on dirt or grass Normal growth
Rich Soil Harrow or Row Plow over Fallow Soil (uses 1 Manure per tile), or craft 1 Fallow Soil + 1 Manure (or + 2 Kelp) at a Work Bench (needs Composting) Grows twice as fast, +1 yield
Fertile Soil Only grown from Parched Soil in the Dried Fields Grows twice as fast, +2 yield

Plows and spades

Tool Width Recipe
Barn Plow 3 tiles 5 Barn Bar, 8 Wood (Anvil)
Harrow 5 tiles 10 Harrow Bar, 6 Wood (Mythril Anvil)
Row Plow 11 tiles 6 Thresher Parts, 8 Furrow Bar (Mythril Anvil)
  • A plow needs open space above the tile. Dirt and grass become Fallow Soil; there is a 1 in 8 chance per tile to dig up an Earthworm.
  • The Harrow and Row Plow also turn Fallow Soil into Rich Soil if you carry Manure. Dirt needs one pass to become Fallow and a second pass to become Rich.
  • Any plow turns sand or hardened sand into Parched Soil if you carry Fossil Meal, and ash into Embered Ash if you carry Soul Ash.
  • Spades (Field Spade 1 tile, Improved Spade 3 wide, Ancient Spade 3×3) raise a field soil tile one stage with a left-click and dig out field soil or the plant on it with a right-click.

Crops

Every crop has three stages. Harvesting a ripe crop (right-click, sickle or scythe) gives the produce and resets the plant to a seedling, which grows again. Mining a crop only gives seeds: 1–2 when ripe (+1 with the Seed Saving branch), 1 when unripe. Swinging weapons does not cut crops.

Unless noted, crops grow on Fallow, Rich or Fertile Soil. The chance is the odds per growth check; a lower number grows faster.

Crop Chance Yield Seasons Notes
Grain (Grain Seeds) 1:6 2–3 Wild Grain Spring–Autumn
Lettuce 1:3 1–2 Spring, Autumn
Flax 1:4 1–3 Spring, Summer
Strawberry 1:5 2–4 Spring, Summer
Bean 1:5 2–4 Spring, Summer
Carrot 1:6 2–4 Spring–Autumn
Leek 1:7 2–3 Autumn, Winter
Pepper 1:7 2–3 Summer, Autumn
Tomato 1:8 3–4 Summer, Autumn
Turnip 1:9 3–4 Spring, Autumn, Winter
Cucumber 1:10 3–5 Spring, Summer
Melon 1:12 4–6 Summer, Autumn
Rice 1:10 5–8 Spring–Autumn Needs a paddy, see below
Golden Wheat 1:6 3–4 Spring–Autumn Also grows on Moist and Green Soil
Golden Corn 1:9 2 Spring–Autumn Also grows on Moist and Green Soil
Ancient Grain 1:3 1–2 All year
Quillcane 1:10 12–20 Wooden Arrows Spring–Autumn
Ironvine 1:22 2–4 Iron Ore Autumn, Winter
Furrowvine 1:26 2–4 Furrow Ore Autumn, Winter Rich Soil only; grows only after all three mechanical bosses
Harrowbloom 1:14 2–3 All year Grows only in Hardmode; glows
Snow Peach 1:8 2–3 Autumn, Winter At home in the snow
Dried Date 1:8 2–3 Summer, Autumn At home in the desert; grows faster in a drought
Vineberry 1:6 2–4 Spring–Autumn At home in the jungle
Glimmer Cherry 1:10 2–3 All year At home in glowing mushroom areas
Cloud Melon 1:8 2–3 Spring, Summer At home in the sky; does not grow in the Crow Realm
Mouldplum 1:9 1–2 All year Corrupt grass or ebonstone
Pulseberry 1:9 1–2 All year Crimson grass or crimstone; grows only during the Blood Harvest
Prismberry 1:8 1–2 All year Hallowed grass, pearlstone or pearlsand; grows only during Prism Rain
Cinderseed 1:12 2–3 Cinderseed Ear All year Ash, ash grass, Soul Ash or Embered Ash
Flesh Cap 1:10 2–3 All year Mushy flesh grass only

A crop in its home biome (tooltip "At home in …") grows twice as fast and yields +1 there.

Growth speed

These factors stack; the wait never drops below 1:2.

  • Rich or Fertile Soil: twice as fast
  • Rain anywhere in the world, local jungle rain, or an Amberglass roof: 1.5× as fast
  • Green Thumb or the Harrow armor set on the nearest player: twice as fast (they do not stack with each other)
  • Home biome: twice as fast
  • Spring: wait ×0.75 · Winter: wait ×1.5
  • Fairy pollination: wait ×0.75 · Jungle canopy: wait ×2/3 · Blessing: twice as fast
  • Drought: wait ×1.5 (Dried Date grows faster instead)

Yield

Rich Soil +1, Fertile Soil +2, a Bee Skep (placed with the Honeybee item) within 12 tiles +1, home biome +1, Summer +1, Infused armor set +1, Harvest Belt +1, Full Hands +1. Crops high in the sky lose 1 during a sky storm unless they are indoors.

Berry bushes and fruit trees

Bushes grow from cuttings, have three stages and are harvested with a right-click. Mining a bush gives the cutting back, plus berries if ripe. Bushes only profit from rain or a greenhouse; soil, season speed and drought do not affect them.

Bush Chance Yield Seasons Soil
Currant 1:6 2–3 Summer, Autumn Grass or Orchard Loam
Gooseberry 1:8 2–4 Summer, Autumn Grass or Orchard Loam
Elderberry 1:10 3–5 Spring–Autumn Grass or Orchard Loam
Fieldberry 1:12 2–4 All year Moist, Green or Fertile Soil

Fruit trees are shaken and only bear in summer and autumn. Saplings grow at 1:20.

Tree Soil Fruit per shake Seedling drop
Orchard Tree (Orchard Seedling) Grass or Orchard Loam 2–4 Ranch Apple 1 in 12 Plum Seedling
Plum Tree Fallow Soil 2–4 Plum 1 in 12 Pear Seedling
Pear Tree Rich Soil 2–4 Pear –

Autumn and the Pruning branch each add +2 fruit per shake. A live Bumblebee within 25 tiles adds +1.

Where seeds come from

  • The Farmer always sells Grain Seeds; other seeds appear once the matching research branch is learned.
  • The Dryad sells some branch seeds. The biome seeds (snow, desert, jungle, glowing mushroom, sky) need the Fruiting Crops branch and you standing in that biome; Rice needs Aquaculture and the beach.
  • Recipes: Quillcane Seeds (Fibre Crops), Ironvine Seeds and Furrowvine Seeds (Root Crops).
  • Ancient Grain Seeds: the Archaeologist, Old Wells and ruin chests.
  • Harrowbloom Seeds: Locusts (1 in 4) and distant ruin chests.
  • Golden Wheat and Golden Corn: withered plants in the Dried Fields come back to life when their Parched Soil turns moist.
  • Rot Fruit enemies and Field Hamsters drop random seeds or cuttings from the whole mod.

Watering

  • Watering Can (Irrigation branch): holds 20 water. Fill it at any water, a filled Bromeliad, a full Rain Barrel, a Well or a repaired Old Well. It waters the 3×3 area around the cursor; each plant costs 1 water and grows one stage at once. Right-click to drink (4 water for 25 thirst). Water scooped over a crystal lake in the Hallow grows plants two stages.
  • Rain Barrel (Irrigation): fills while it rains under open sky. Meltwater fills it even under a roof.
  • Well (Irrigation): endless water for the can.
  • Sprinkler (Farm Works): runs only when crops or bushes are within 6 tiles. Each run uses one full Rain Barrel within 8 tiles, or draws endlessly from a Well or repaired Old Well within 8 tiles, and waters up to 8 plants or soil tiles.
  • Crops and bushes along a generated jungle river grow on their own every few seconds.
  • Rice paddies: the rice tile must stand in at least half a tile of water with dry air above. Without water it does not grow; flooded above, it can lose a stage. In salt water near the ocean the yield is 2 lower.

Harvest tools and helpers

  • Vanilla Sickle: harvests one ripe crop or bush per swing near the cursor.
  • Harvest Scythe: harvests every ripe crop and bush within 7 tiles on each swing and is also a melee weapon.
  • Speed Fertilizer (Composting): instantly ripens a crop or bush, or tries to grow a sapling.
  • Compost Heap (Composting): fill with 10 Leaves or 10 Hay, collect 2–4 Manure and sometimes Earthworms.
  • The Farmhand moves in after 50 crop harvests and harvests ripe crops near him during the day.
  • Satchels: the Seed Satchel, Harvest Basket and Cold Box store seeds, produce or food automatically. They start with 3 slots; each Saddler's Stitch adds one, up to 15. Right-click opens them, using them empties them into the nearest chest within 12 tiles.

Harvest records

The mod counts Field (crop), Stock (livestock) and Orchard (trees and bushes) harvests. At the Harvest Festival the year is graded: bronze at 120 in total, silver at 400 in total, gold at 200 in each of the three counters.

Selling

  • The Shipping Bin accepts the mod's materials and food that have a value and pays once each morning in Farm Marks (1 mark per 100 copper of sell value, at least 1).
  • The Market Buyer moves in after the first shipment. She buys every eligible item in your inventory at the day's rate: spring 125%, summer 95%, autumn 75%, winter 145%, ±10% per day, +40 points during the Harvest Festival, always between 40% and 200%.
  • Items from the mod sold in town NPC shops are priced in Farm Marks.
New Ranch
Getting Started · Farming · Livestock · Seasons and Climate · Research · Mounts and Vehicles · Configuration
Bosses · Events · Biomes · World Generation · Town NPCs · Enemies · Critters
Weapons · Tools · Armor · Accessories · Consumables · Crafting materials · Placeable objects · Buffs and debuffs
Project page on mutigeraffe.com · Download on CurseForge