Farming System

Updated May 25, 2026

The Farming System is a data-table-driven crop system for growth stages, harvest types, regrowth, crop quality, decay, requirements, seasons, sickness state, sprinklers, and farming data configuration.

For shared setup guidance, see the Migration Guide and Integration Guide. Use the System Atlas to look up functions, variables, events, components, and ownership references. Use this page for farming-specific behavior and crop data setup.

Related Videos

Version note: Some videos may have been recorded before V4. Concepts still apply, but asset names, component names, and folder locations may differ. Treat this written documentation as the source of truth.

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Growth Stages

Crops progress through configurable growth stages. Each stage can have a growth threshold that must be met before the crop advances.

A typical setup is:

  • Stage 1: Seeds.
  • Stage 2: Small plant.
  • Stage 3: Medium plant.
  • Stage 4: Large plant.
  • Harvest state: Stage 4 with yield available.
  • Harvested state: Stage 4 after yield has been removed.
  • Decayed mesh: Dead-looking small plant.

03 Farming System screenshot

Regrowth

Regrowth lets a plant produce yield again after harvesting.

  • Regrow Yield after harvest: Enables yield regeneration.
  • Regrow time: Time before the crop can produce again.
  • Regrow resets to specific stage: When true, the crop can return to a configured stage such as Stage 1. When false, it returns to the second-to-last stage and regrows only the yield.

Harvest Types

The system supports whole-plant harvest and pluckable yield. The yield item can be linked to an inventory item. Tool requirements can also be configured by linking a required inventory item.

Whole Plant Yield

Whole plant yield harvests the complete plant at once.

03 Farming System screenshot

Pluckable Yield

Pluckable yield is used for plants such as berries or apples. Each item can be plucked individually. The plant only enters the harvested state when all yield has been plucked.

03 Farming System screenshot

Crop Quality

Crop quality gives players a reason to care for crops. Quality is defined as Bronze, Silver, and Gold. The configured chances should add up to 1.

In the current implementation, fertilizer increases the chance of better crop quality. The quality factor can be used to multiply crop stats such as durability, food value, or similar item values.

03 Farming System screenshot

Durability, Decay, and Health

Plant durability is split between decay behavior and health/damage behavior.

  • Is automatically destroyed after harvest: Destroys the plant after complete yield harvest.
  • Decay after reached maturity: Starts a decay timer once the plant is mature.
  • When decayed plant must be manually removed: Decayed plants can require damage or tool use to remove, depending on setup.
  • Can be Destroyed: Allows the plant to take damage.
  • Health: If health reaches zero, the plant is destroyed.

03 Farming System screenshot

The decay timer can either set the plant to a decayed state or destroy it automatically. The health bar supports damage-based destruction.

Growth Requirements

Crop growth can depend on environmental or resource requirements. When requirements are not met, growth can pause. The system can also define a maximum number of days requirements may fail before the plant dies.

  • Oxygen: Requires oxygen to grow, with oxygen consumption rate.
  • Fertilizer: Requires fertilizer, with consumption and storage values.
  • Water: Requires water, with consumption rate and storage after filling.
  • UV: Requires light exposure.
  • Tilled Soil: Requires prepared soil.

Regrowth can separately require water, fertilizer, oxygen, and UV.

03 Farming System screenshot

The UV check traces upward. If the trace hits something, UV is blocked unless the hit object has the UV_Lamp tag, which satisfies the requirement.

Seasons

Plants can be limited to specific seasons. A plant may stop growing outside its valid seasons, decay when out of season, or survive all seasons depending on configuration.

  • Only able to grow in these seasons: Spring, Summer, Autumn, Winter, or a subset.
  • Decay when not in season: Allows out-of-season plants to die.
  • Survives all seasons: Prevents seasonal death.

03 Farming System screenshot

Sickness

The sickness state logic is implemented, but the global infection/sickness selection system is intentionally left for the project to define. You can use the existing state logic and decide how sickness is applied, spread, or cured. A specific item could be required to cure the plant if that fits the project.

03 Farming System screenshot

Sprinkler

The sprinkler automatically waters crops within its vicinity. It can be toggled on or off with the interact input.

03 Farming System screenshot

Data Table Configuration

The farming system is data-table driven. The data can be edited through the included spreadsheet workflow. Review the variables carefully because they control most crop behavior, including stages, harvest rules, quality, requirements, decay, and seasonal behavior.

03 Farming System screenshot