Farms (localized as “plants”) are a placeable seeds capable of growing into harvestable crops. When a seed is planted, it will grow over time until eventually harvestable. Growing can be finished immediately by either rainfall, or by using a growth supplement on the plant. A fully-grown crop can be harvested, which deals 2 damage to the crop. A crop can be harvested until it has 0 health remaining.
This inherits the BarricadeAsset class.
Item Asset Properties
GUID 32-digit hexadecimal: Refer to GUID documentation.
Type enum (
Useable enum (
Build enum (
ID uint16: Must be a unique identifier.
Farm Asset Properties
Affected_By_Agriculture_Skill bool: If true, the amount of crops acquired when harvesting the plant is affected by the Agriculture skill. Defaults to true.
Allow_Fertilizer bool: If true, allows the player to use fertilizer to fully grow the plant. Defaults to true.
Grow ushort: Legacy ID of the item to spawn when harvested.
Grow_SpawnTable GUID: GUID of a spawntable from which to spawn an item when harvested.
Growth uint: In seconds, how long before the crop is fully grown.
Harvest_Reward_Experience uint: The amount of experience gained upon harvesting. Defaults to 1.
Ignore_Soil_Restrictions bool: If false, only allow placement on Soil Materials. If true, allow placement anywhere. Default to false.
Rain_Affects_Growth bool: If true, the plant will fully finish growing after rainy weather. Defaults to true.
Harvest_Rewards: NPC reward list granted when harvesting the grown plant. For more information, please refer to the Rewards documentation.
Health property from the parent ItemAsset class can be configured to allow for harvesting a crop multiple times. A plant can be harvested a number of items equal to
Health / 2. For example, a plant with 10 health can be harvested up to 5 times.