![]() |
VOOZH | about |
Crop farming allows players to plant any of several vegetables and other crops on farmland, which then grow over time and can be harvested for food. This page covers four separate crops, all of which share essentially the same growth mechanics, though they produce different crops. All four seeds need to grow to maturity to produce more crops.
Each crop requires a seed for planting, and getting the first few can be non-trivial. After the first few seeds, or the first carrot or potato are planted, they eventually produce more seeds or vegetables than you started with. These can be used to replant, and plant more empty spots, until you've filled your farm. All four crops provide food for the player, and also to breed various farm animals. In addition to the sources listed below, all four crops can be found in village farms, and sometimes in village chests.
Players may want to set up a wheat farm early on, to provide bread as their first food supply; however, as the game progresses, better foods become available, and the wheat farm can be re-purposed for breeding animals. Carrots, potatoes, and beetroot are usually not found until somewhat later in the game.
Crops can also be used to lure and breed various farm animals: Wheat for cows and sheep (or the rare mooshrooms), seeds (any kind) for chickens, and any of carrots, (raw) potatoes or beetroots for pigs. Carrots (or dandelions) can also be used for rabbits.
These crops can only be planted on farmland, which is produced by using a hoe on dirt or grass blocks. If there is no water nearby, farmland dries out and reverts to dirt, but only if there is no crop yet planted on it. The water can be a "still" source block, or flowing, but either needs to be within four blocks of the farmland horizontally, on the same vertical level or one level above. If farmland becomes completely dry and a crop is planted on it, the farmland does not revert to dirt. Thus, it is possible to grow crops without water (say, in the Nether) by hoeing the dirt and immediately planting a crop. The farmland does not revert until after the crop is harvested, and even so that can generally be avoided by immediately replanting. Note, however, that this "dry farming" makes crops grow slowly.
At the beginning of the game when buckets are not available, you can till the dirt at the edge of a pond or lake or river, perhaps digging a trench to extend the water supply inland or straightening the shoreline by adding or removing dirt blocks at the top layer of the water's edge. However, once the player has a comfortable amount of resources, setting up some fenced farm plots prevents mobs from trampling the crops and attacking the farmer.
A basic repeatable farm plot consists of a 9Γ9 square of farmland with the center square dug out and filled with a water source block. This gives 80 blocks of farmland which can be fenced with 40 pieces of fence including gates and is the most efficient arrangement for simple farms. For larger farms, this plot can be repeated in both the X and Z directions.
Leaving the water source uncovered poses a risk of falling into it and then trampling some of the farmland when jumping out of it. The water can be covered with any block, but using a slab, carpet, lily pad, or other block that can be walked onto without jumping is better to prevent trampling. In modern versions of the game, you can also place a slab in the water block, providing a walkable surface with the farmland. In cold biomes, covering the water with a solid block also guards it against freezing. An alternative that also provides light so some crops can continue to grow at low light levels is to suspend a block above the water with one space of air between themβso you can neither fall into the water nor jump on and off the blockβand place torches on that block (or use a jack o'lantern or glowstone as the block).
Placing torches or other light sources near the crops allows them to continue growing underground, and it prevents hostile mobs from spawning near them. Planting crops in alternate rows (that is, rows separated by bare farmland or a different crop) speeds up growth as well.
Any of wheat, carrots, beetroots and/or potatoes grow only under the following conditions:
In single-player or in multiplayer with only one player nearby, crops do not grow faster while the player is sleeping.
Wheat, carrots and potatoes have a total of 8 growth stages. Beetroot has 4 growth stages. For wheat, each stage is a little taller and darker than the last, and the crop is mature when the wheat turns brown. Carrots and potatoes have only 4 distinct appearancesβeach pair of stages appears identical except that stage 7 shares the appearance of stages 5-6 (so the player can tell if it's fully mature or not, otherwise the fully mature and its previous stage can confuse the player). When mature (stage 8 for carrots and potatoes, stage 4 for beetroots), carrots and beetroots show bright crops protruding from the ground, while on a potato plant, the leaves appear significantly taller than in previous stages.
Growth happens at random intervals and is affected by growing conditions. The average duration of each stage ranges from 5 minutes (in ideal conditions) to 35 minutes (in worst-case conditions). Aside from being placed on hydrated farmland, "ideal conditions" include having light sources (for underground growth) and planting crops in alternate rows: each row of plants should be next to either a different crop or empty farmland. For the plants on the edges of the plot, it's also ideal to have more farmland beyond the row ends and the outer rows; however, this is rarely done since it amounts to leaving the edges of the available field empty. Full details of the growth mechanics are given below.
Using bone meal on any crop plant advances it 2β5 growing stages, randomly chosen, allowing you to harvest it faster.
Bees can also be used to accelerate the growth of crops by pollinating them. After collecting pollen from flowers, bees visually drop pollen particles as they make their way back to their hive or nest. If these particles land on a crop, the crop advances one growth stage. Each bee can pollinate up to 10 crops per trip. Players can utilize this behavior by placing their crops between beehives and flowers to maximize crop pollen exposure. For more details, see Bee Β§ Pollinating.
Crops can be harvested at any time by left-clicking on them with or without a tool, but when immature, they yield only one of the corresponding seed item. When mature, wheat yields 1-4 seeds and one item of wheat. Carrots and potatoes yield 1-4 of the crop when mature. Mature potato plants have a 2% chance of dropping a poisonous potato in addition to the normal potatoes. Beetroots drop 1-4 seeds and 1 beetroot.
Because harvesting one block at a time can become very tedious, methods for automatically harvesting fields have been developed. The most common tactic is to flood the field with water (which harvests all the plants it touches), but other methods are possible as discussed below.
The progression of crops over time is shown in the plot to the right. Each line represents the probability of finding a given crop in that particular growth stage, assuming ideal conditions. The plots for non-ideal conditions look similar with only the scale of the x-axis (time passed) being longer.
Early in the game it may be helpful to maximize the growth rate of a crop in order to quickly multiply the seeds and/or get some wheat quickly. Doing so requires some understanding of the growth mechanics which are discussed here.
Crop growth is prompted by random ticksβthe same random events that, for example, causes zombified piglins to appear in nether portals. For a given block, a random update occurs an average of once every 68.27 seconds in Java Edition, or once every 204.8 seconds in Bedrock Edition. However, the delay can vary widely, and it is rare, but possible for plants to gain a stage the moment after planting or grow two stages a moment apart.
| Surrounding farmland | Probability of crop per random tick (hydrated farmland) |
Probability of crop per random tick (dehydrated farmland) |
|---|---|---|
| 0 | 14.29% | 7.69% |
| 1 | 16.67% | 8.33% |
| 2 | 20.00% | 9.09% |
| 3 | 20.00% | 10.00% |
| 4 | 25.00% | 11.11% |
| 5 | 25.00% | 12.50% |
| 6 | 33.33% | 12.50% |
| 7 | 33.33% | 14.29% |
| 8 | 33.33% | 14.29% |
During every update, a crop plant gets a chance to grow to the next stage with the exact chance depending on conditions:
1/(floor(25 / speedLevel) + 1), where the speed level ranges from 1 to 10 as follows:
From this we can figure the growth periods for the common cases:
floor function.
|
|
|
|
|
|
|
|
|
Later in the game, the highest yield per area of a given field may be more important than the fastest growth per seed. Fields sown solidly to achieve this with a single crop do grow at half the speed, but they also let you separate each type of crop into its own respective field and harvest one type all at once. However, one large field with alternating rows of different crops would still grow faster than smaller fields each sown solidly with a single crop.
| Sides to grow to | Surrounding farmland | Probability of fruit per random tick, (hydrated farmland) |
Probability of fruit per random tick, (dehydrated farmland) |
|---|---|---|---|
| 1 | 0 | 3.57% | 1.92% |
| 1 | 4.17% | 2.08% | |
| 2 | 5.00% | 2.27% | |
| 3 | 5.00% | 2.50% | |
| 4 | 6.25% | 2.78% | |
| 5 | 6.25% | 3.13% | |
| 6 | 8.33% | 3.13% | |
| 7 | 8.33% | 3.57% | |
| 2 | 0 | 7.14% | 3.85% |
| 1 | 8.33% | 4.17% | |
| 2 | 10.00% | 4.55% | |
| 3 | 10.00% | 5.00% | |
| 4 | 12.50% | 5.56% | |
| 5 | 12.50% | 6.25% | |
| 6 | 16.67% | 6.25% | |
| 3 | 0 | 10.71% | 5.77% |
| 1 | 12.50% | 6.25% | |
| 2 | 15.00% | 6.82% | |
| 3 | 15.00% | 7.50% | |
| 4 | 18.75% | 8.33% | |
| 5 | 18.75% | 9.38% | |
| 4 | 0 | 14.29% | 7.69% |
| 1 | 16.67% | 8.33% | |
| 2 | 20.00% | 9.09% | |
| 3 | 20.00% | 10.00% | |
| 4 | 25.00% | 11.11% |
|
The basic farm plot is a 9Γ9 plot of farmland with the center block replaced by water (often surrounded by fences, making it 11Γ11). This basic plot can be used for wheat, beetroots, carrots, or potatoes, or even for pumpkins and/or melons. As described above, crops may be planted all together, or in alternating rows for fastest total yield per area. For underground growth, light may be suspended above the water block and placed around the edges. To avoid falling in the central water hole, it can be covered with a bottom-slab or replaced with a waterlogged block.
The field can be harvested quickly by simply dumping a bucket of water over the center, washing all the crops up against the fence.
This design may be easily extended in both the X and Z directions. If lighting the field for underground growth, additional lights are needed (again they may be suspended in the air) where the corners of the basic plots meet.
To farm multiple crops in a single field's footprint, you can stack the fields making a vertical farm. One complication here is that a block is needed to support the water on each level. A jack oβlantern can be used to both hold up the water and provide central lighting, or any block can have torches placed on it. The fields can be stacked with two-block or three-block spacing. Harvesting can be easily done by using a water bucket on the bottom of the lighting block (three block spacing) or the top of a central waterlogged slab (two-block spacing, but must manually break the corner plants). Alternatively, you can irrigate all levels with a waterfall through the (empty) center block spaces, and place lights elsewhere.
The next extension of that idea is to provide a touch of automation. Expanding the field to 9Γ10 (with two water blocks in the middle) and stacking the fields with two-block spacing allows automating the harvest, with a double central column between the water blocks: Two jack-o-lanterns on the bottom, and two outward-facing dispensers on top , each loaded with a water bucket. The dispensers also support the water above; note that with just one central column and a 9 by 9 block farm, a single water dispenser wouldn't be able to reach all the crops. The dispensers can be triggered with buttons or tripwires; either way, they need to be on top to avoid displacing some crops with the button or hook. Adding plot borders with fences, a stairway along one edge, and four layers expands the whole system to 12Γ12Γ12. Some notes on this scheme:
Instead of going for a 9Γ10 expansion, it is also possible to stay in the 9Γ9 field (11Γ11 fenced) footprint by adding four water dispensers on the four corners of the fence. This variation takes more dispensers to make, but all products fall into the water hole for easy collection. When you make the farm vertical, a sign can be used to contain the water while allowing the items to fall through to the bottom layer, where a hopper may lie.
Micro / Nano farms are useful when space is limited. They grow the crops by firing bone meal at them from a dispenser. There are 2 basic designs, a semi-automatic one that requires the player to stand and plant the crops and a fully automatic one that uses villagers to do the work for you.
The farm shown in impulseSV's Farm Design video does not work anymore as of 1.13, but with a workaround it still gets the job done. See the images to the right.
This farm uses light updates and dispensers with bone meal to grown crops faster. You will need a slab block to stand on top of it and pull a lever. The lever must be conected with redstone dust behind the dispensers. Make sure to fill all three dispensers with bone meal and to check if the slabs on top of the farm are making the farmland block completely dark. You also need to have water nearby. If you want to expand your storage, you can put a hopper with a double chest on top of each dispenser. It is semi-automatic, so it needs the player to stay close to it to replant but harvests automatically. It is suitable for wheat, carrots, potatoes and beetroots.
This only works in Java 1.14.4. It will not work in Bedrock Edition.
This design uses a farmer villager to plant and harvest carrots, potatoes, or wheat. It consists of a farmland block with a dispenser pointed to it. The dispenser has bone meal inside and is used to grow the crops. It is activated by a redstone system triggered by a observer behind the farm. The food falls in a hopper and can be collected.
This farm uses a farmer villager to automatically plant and harvest crops, a dispenser to add the bone meal to the crops and a redstone system with hoppers and chests to collect the food. It is also necessary to use a composter to make the villager become a farmer. It can be placed instead of the dirt block inside the farm that is show empty in the video. This way, the floor of the area where the villager is standing will be a composter and a farmland block with a light source in the middle, resulting in a space of 3 blocks. This design is slower than others, but it doesn't require the player to manually plant seeds, making it completely automatic.
There are ways to harvest crops semi-automatically.
Automatic harvesting is generally an all-or-nothing business: harvesting every plant regardless of whether it is mature. In this situation, it is best not to wait for every last plant to finish growing, as there are always a few that take much longer than normal. The optimal time to harvest wheat in particular turns out to be when 80% (4β5) of the plants have matured, and this is at least acceptable for carrots and potatoes. Assuming that the field is immediately replanted, harvesting at this time results in the greatest overall rate of production, along with a surplus of seeds for wheat. The section on growth rates gives the optimum harvesting time in minutes for some common planting arrangements.
Because bone meal can force crops to grow more quicklyβignoring normal concerns like growth rate or ambient lightβit can be used to create large amounts of wheat or other crops quickly. A number of farm designs focus on using bone meal exclusively, sacrificing volume and growth efficiency for speed/ease of planting and harvesting. An example which takes advantage of the inventory mechanics to minimize the time required to plant and harvest can be seen here:
This farm is divided into cells of 29 plants, where each cell is flooded individually by a single piston and water block (or bucket-bearing dispenser). The drops are washed into a stream, gathering them to a single point.
Thereβs a stream of water in the center of the farm, which needs to go down 1 block every 8 blocks toward a collection point. This can be mirrored on the other side of the collection point, to cut the total depth needed.
On one or both sides of the stream are farming cells. The cells are separated from each other with two block high walls. If a 1-block high wall or fencing is used, some of the drops may fall onto the barrier and out of the flow. Under every wall separating the cells from each other is a source block of water, to hydrate the farmland on both sides of the wall.
The design as shown uses a piston to control the flow of water. The piston is normally extended. Above the extended piston shaft is a water source block, surrounded by 8 (or even 4) glass blocks or panes. Glass is needed so that light goes through the plants. When the switch is turned off, the piston retracts and the water flows through.
The piston setup can be replaced with a dispenser containing a bucket of water and using a button instead of a lever for the switch. Either way, the pistons or dispensers should be wired together behind the cells with repeaters as needed, to allow triggering them from some central point.
When released, the water harvests the crops and washes them into the stream. At the end of the stream, you can collect your drops, or place a hopper to do it for you.
Fully-automatic farms can be constructed using a farmer villager that plants and harvests crops and a second non-farmer villager with whom the farmer exchanges harvests, allowing the farm to capture the items. Such a farm can produce bread, beetroots, carrots, and potatoes. This was originally designed in "Carrot and Potato Crop Farm Tutorial | Minecraft 1.14/1.15 (Java Edition)" β @LogicalGeekBoy on YouTube and a tiled layout is presented in "1.14.3 Efficient Automatic Carrot/Potato Farm" β @ilmango on YouTube.
The farm must be entirely within the bounds of a village or must be more than 32 blocks away from the outer boundary of any village. Otherwise the villager attempts to make its way to the nearby village instead of tending the crops.[verify]
| π Image |
π Image |
π Image | ||||||||||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||||||
| π Image |
π Image |
π Image |
π Image |
π Image | ||||||||||||||||||
| π Image |
π Image |
π Image |
| π Image |
π Image |
π Image | ||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image |
π Image | ||
| π Image |
π Image |
π Image |
π Image | |
| π Image |
π Image |
π Image |
π Image |
π Image |
| π Image |
π Image |
π Image |
π Image | |
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image | |||
| π Image |
π Image |
π Image |
| π Image |
π Image |
π Image | |
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image |
π Image |
π Image |
| π Image |
π Image |
π Image |
π Image |
| π Image |
π Image |
π Image |
π Image |
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image | ||
| π Image |
π Image |
π Image |
Follow the layout, which is the maximum area for a single villager with a composter[1]. You can use waterlogged leaves (since 1.19) to prevent water from flowing out the outside wallsβ[Java Edition only]. Or use a stair and a trapdoor. Build a roof on top of the farm to prevent lightning strikes from converting villagers into witches.
The next layer can be built such that there are 2 air blocks between the farmland on each layer. The walls can be any (even solid) block. The layout can be tiled by placing 4 farms in a diamond shape around the collection area.
The collection system is made with a hopper and 2 minecart with hoppers stacked on top, as well as a top trapdoor to prevent the villagers from walking through the minecarts.
Build a collection chamber either in the center of the tiled layout, or at any flat edge of the farm. To place the minecarts with hoppers on top of each other, simply place a block with a rail and minecart with hopper above the bottom minecart and break the block. The minecarts stack. Don't forget to place a trapdoor on top of the minecarts to prevent villagers from walking through them.
Add one villager to the farmland part of the farm and lock their profession to farmer by trading once with them. And another villager to the collection area of the farm. It is helpful to lock the collection-villager to a non-farmer profession to prevent it from taking the farmer's composter as its job block.
The easiest way to add villagers to the farm is to add workstations inside the areas where they should be (the composter is already in the farmland part, so place any job block in the walls of the collection chamber) and then letting the villagers to pathfind to the job blocks. Once the villagers are inside close off their areas and optionally remove the extra job block.
| Tutorials | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||||
| |||||||||||||||||||
| |||||||||||||||||||
| |||||||||||||||||||
| |||||||||||||||||||
| |||||||||||||||||||
| |||||||||||||||||||
| |||||||||||||||||||
| |||||||||||||||||||