How do I use Farms to grow crops?

1. Open Research and finish Basic Agriculture. Do not keep searching the Build menu while the prerequisite is locked; the local first-run playtest showed that the Farm is gated by this research.

2. Open Build → Agriculture and place a Farm on valid settlement ground. Leave a reachable work position and enough room for the worker to approach the building.

3. Supply the Farm with the crop seed accepted by the current tooltip. For Oats, use the Oats seed item shown by the current Farm interaction; do not send Oats to the Cooking Workstation and expect that to start a field.

4. Select the Farm, choose the sow action, and wait for the crop state and work progress to change. A queued task or a visible growth state is the first sign that the chain is working.

5. Harvest only when the Farm shows the crop is ready. Move the result into the food loop, then use Food & Mood to decide whether to eat it raw or cook it for the next expedition.

How do I grow Oats?

Oats follow the same field loop: accepted seed item → sowing → growth stages → gathering. The current Farming reference lists Oats as a Farm crop with three growth ranks and separate early and mature harvest outcomes. Use the visible growth stage as the stop signal instead of committing to an old timer.

If you need food immediately, do not wait beside an unfinished field while the party’s Hunger or Mood is already falling. Feed the party from existing inventory, use a dungeon food route, or return to the settlement; farming is a production loop, not an emergency heal button.

Farm decision loop
StagePlayer actionReady signal
UnlockFinish Basic AgricultureFarm appears in Agriculture build options
PlaceBuild the Farm on valid groundFarm can be selected and reached
SowProvide the accepted seed and start sowingTask or planted crop state appears
GrowKeep a worker and route availableGrowth stage advances
HarvestGather the mature cropCrop leaves the Farm and enters the food loop

Why will the Farm not plant?

If the Farm has no sow option, check these in order: Basic Agriculture is complete; the Farm is actually placed on valid settlement ground; the item requested by the current tooltip is available; a worker can reach the Farm; and the worker is not blocked by another higher-priority task. Repair the first failed check, then reopen the Farm rather than changing several variables at once.

If the task appears but does not progress, inspect the worker’s route, reserved space, storage policy, and work priority. A Farm can be built correctly and still look broken when the assigned worker cannot reach the work position or the item is banned from the storage path.

If Oats are edible but cannot be planted, treat that as a crop-input distinction. Food found in the dungeon is not automatically a seed. Use the Farm’s current sow list as the source of truth and keep non-plantable food in the normal food route.

Sponsored banner

When should I expand the field?

Start with one Farm and one crop until you see a complete sow-to-harvest cycle. Expand only after the worker can reach the Farm, the crop advances, and the settlement has enough storage and cooking capacity to use the result. A larger field multiplies an unresolved routing or food-policy problem.

Use Oats when the current goal is a repeatable crop-to-meal chain and use dungeon food when the immediate goal is to survive the next expedition. Keep the two decisions separate: one solves future production, the other solves today’s Hunger warning.

Current farming boundary

This page gives the current action path and the Oats use case, but it does not promise a complete crop list, universal growth time, yield table, or permanent research label. Those fields can change during Early Access and should be updated when the live tooltip or a new versioned database snapshot changes them.