Aetheria Wiki

Farming and soil

Farming

Crops need water to grow. How big the harvest is depends on the soil (see below). Hover a farm tile to see what the soil looks like, the crop's progress, any symptoms, and whether it's watered.

CropGrowsFull harvestSeedLikes pHNeeds N / P / KNotes
Potato45 s2 potatoes + seed back55.0-6.540 / 40 / 50the money crop, loves potassium
Radish15 s1 radish (sells 2)16.0-7.030 / 30 / 30fast, light feeder (notebook ch. 1)
Beans40 s1 beans (sells 1) + seed back36.0-7.5- / 40 / 40adds nitrogen: +20 here, +5 next door (ch. 4)
Corn70 s2 corn (sells 5 each)45.8-7.065 / 45 / 45heavy feeder, best seller (ch. 4)
Duskberry60 s, again and again2 duskberries (sell 5) per pickWarden drop / trader4.5-6.030 / 40 / 40perennial: pick it 5 times, then the bush is spent and leaves a cutting to replant. Picking it unripe pricks Poncho (+8 heat)
Aether Lily5 min2 lilies (sell 60) + the bulb backnotebook ch. 8 / trader (Trusted)6.0-7.050 / 50 / 50the endgame crop. Very picky, see below

The Aether Lily

The flower this world was named for. While it grows it needs all three, all the time:

  • Water. It drinks: every 40 s of growth the tile dries out. Re-water it, or put it next to a well.
  • Soil health 80+ (get_soil()): every nutrient at 48 or more and pH 6-7. Compost helps with all three.
  • Company: at least 3 different crops on the 4 tiles next to it (get_neighbors()).

If something's missing it stops growing and starts wilting (hover it to see what it needs and how long it has). A happy lily recovers. After a minute of neglect it wilts away and the bulb is lost. Picked healthy, it gives its bulb back, so one bulb can become a field.

Soil chemistry

Every tile has Nitrogen (N), Phosphorus (P) and Potassium (K), each 0-100, and a pH. Your farm has a natural soil map: some patches are more sour, some low in a nutrient. Darker soil is healthier.

  • The scarcest nutrient sets the harvest (30% to 120% of normal). A pH outside the crop's range cuts it further. The field never dies, it just gives less.
  • Harvests take nutrients out. Corn takes a lot; beans put nitrogen back.
  • Empty soil slowly rests: nitrogen creeps back to its natural level.
  • Symptoms tell you what's wrong before you can test: yellowing leaves = low N, purple-tinged = low P, brown scorched edges = low K, stunted and pale = pH off. Poncho comments on small harvests too.

Fixing the soil (unlocked as you go)

ProductEffectHow to unlock
Compost (fertilize() or spread(Compost))+6 N, +4 P, +4 K; a growing crop ripens ~25% fasterNotebook ch. 1
Urea+20 N, pH -0.1Notebook ch. 4
Lime / SulfurpH +0.5 / -0.5Soil Science perk
Phosphate / Potash+20 P / +20 KNutrient Balancing perk

Soil testing (Horticulture perks, P)

  • Soil Science (tier 1): take_sample() puts a soil core from the tile under Poncho in his sample case (12 max). Open the bag (I) and use Soil Lab: Send to lab (2 potatoes per sample). About 45 s later the exact pH/N/P/K is on each sampled tile. Hover it, read it with get_lab(), or press M for the soil map (cycles pH, N, P, K; untested tiles are dark).
  • Nutrient Balancing (tier 2): Phosphate and Potash in the shop.
  • Field Probe (tier 3): probe() reads pH/N/P/K live, no lab. Hover and the soil map show live values.
  • Precision Spreading (tier 4, 2 ranks): compost and amendments work 25% better per rank.

A good program for this: walk the field taking samples, send them, then walk it again and spread() exactly what each tile's get_lab() says it's missing.

Selling

Open the bag (I): the Sell list buys radishes, beans and corn for potatoes. Potatoes are the money, so they can't be sold.

Each harvest gives 3 XP.