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Crops

Crops are the plant half of an aquaponics farm: plant seeds on grow beds, the fish feed them through the water, and harvest produce off ripe plants. This page covers planting, the growth math, reading a crop's state, and harvesting.

See Building a System for setup. Everything below assumes a commissioned farm with water, a biofilter, and at least one grow bed.

Planting a seed

Hold a seed (lettuce, wheat, tomato, etc.) and right-click a Grow Bed. One seed is consumed per click; a crop sprouts in the cell directly above the bed.

Planting is atomic: the seed only leaves your inventory if a crop took. If two players race for the same bed, the loser keeps their seed.

New crops start at 0% growth and 100% vitality.

Where seeds come from

Lettuce (leafy) is buyable and ships in the Starter Kit. The fruiting seeds (Tomato and Grain, wheat) are not sold: they turn up only as rare "seed-vein" finds on planet surfaces (green emerald-like deposits: tomato on rocky planets, grain on frozen ones; see Planets). Harvest has a ~25% bonus-seed chance, so a planted crop line can self-propagate.

Liebig minimum

A crop's growth speed each tick is set by the single worst of its five inputs, not the average (Liebig's law of the minimum). The four good inputs don't compensate; the bottleneck wins.

The five factors, each 0 (starved) to 1 (satisfied):

FactorWhat it meansDriven by
NitratePlant food in the waterFish waste → biofilter (the fish→crop gate)
LightGrow-lamp brightness × fuelGrow Lamps + Drive Cells in the GENERAL hold
WaterEnough reservoir water per bedReservoir volume vs number of beds
pHWater acidity in the healthy bandpH drift / self-heal (see the cycle page)
SupplementsDosed P/K/Fe poolFruiting crops only; leafy ignore it

Growth per minute is the base rate × the lowest of those five factors. Base rate is 0.06/min, so a crop with all five factors at 1.0 ripens in about 17 minutes. A factor at 0.5 gives half speed; a factor at 0 stops growth. The console names the limiting factor (see Reading a crop below).

Nitrate gating: the fish→crop link

Nitrate exists only because fish produce ammonia and the biofilter converts it to nitrate. No fish (or a young, uncycled biofilter) means no nitrate.

Crops hit full-speed nitrate once the water holds 0.3 nitrate; below that, the factor scales down in proportion. If the beds out-demand the fish, nitrate settles lower and every bed grows proportionally slower.

Over-planting lowers the shared nitrate level and slows every bed proportionally; it never starves them. (Over-stocking fish is the opposite a lethal spiral. See The Nitrogen Cycle.)

Vitality vs growth

Each crop tracks two independent meters:

Vitality only changes while a crop is still growing. If the Liebig limit drops below 0.30 (the starvation threshold), vitality bleeds off at 0.02/min. If the crop is adequately fed, vitality recovers at the same 0.02/min. At full starvation it takes roughly 50 minutes of sustained neglect to wilt a healthy crop to death.

A ripe crop holds its vitality forever. At 100% growth, vitality freezes; a finished-but-unpicked crop never wilts.

Reading a crop

To read live water chemistry, right-click the build blocks (biofilter, aerator, lamp) bare-handed; see Building a System.

Harvesting

Harvest a ripe crop by breaking its block (left-click / mine it). Only a crop at 100% growth harvests; the system owns the break, so no vanilla wheat drops.

A ripe crop instant-breaks, so a held left-click can fire twice. Each bed ignores a second break for about 0.8s.

Uprooting an unripe crop (seed refund)

Breaking a crop that isn't ripe counts as uprooting: the crop is removed, the block cleared, and 1 seed is refunded ("seed returned"; or "seed lost" if your inventory is full).

Leafy vs fruiting crops: the supplement split

The two classes differ in one of the five Liebig factors: supplements.

Supplements are a hand-dosed pool; for per-crop demand numbers, dosing, and pool drain, see Power & Supplies.

Harvested produce is an ingredient, not edible on its own. Cook it into meals at a Galley for buffs; see Food & Demand.

See also