Interplanetary Farmer Handbook
Farmer's reference ยท every rule and number

Interplanetary Farmer Handbook

How the farm, the planets, the crops, the robots and the money work, with the exact figures the game uses. Planet and crop tables can be filtered.

The premise

Thousands of years after the first interplanetary war, a century of shifting alliances has left about one in ten of the old populations alive, and food production was among the first things the militaries targeted. Demand now runs far ahead of supply, so growers are being recruited. You are one of them: you pick a planet, take over a plot of land, and run it remotely through a tracked robot called the Farmoton.

A brand-new farm on Tau Ceti Meadows: the Farmoton beside the water tank and seed shed, and a 5ร—5 plot waiting to be ploughed.
A brand-new farm on Tau Ceti Meadows: the Farmoton beside the water tank and seed shed, and a 5ร—5 plot waiting to be ploughed.

You make money (nibs) by growing crops and selling them to the traders who dock at your farm's market each day. Some crops are illegal and pay far more, but inspectors fine you for them and three strikes close the farm. You start with 2,500 nibs. Your first farm also comes with 5 seeds of the legal crop that suits it best (on most starting planets a perfect fit), in its seed shed, and the Farmoton tooling to plant them; you still need a trailer to harvest them and the right shed to store the harvest. The game ends only if you have no farm left and cannot afford a new one (the cheapest planet costs 300 nibs).

A new game plays the opening story, then planet selection. The Tipoton, a small robot that drives along the bottom-left of the screen, introduces itself before its first tip and then explains each screen and menu tab the first time you open it. Each tip shows once; Show tips again in the pause menu brings them all back.
Download the game from github.com/SmarterCircuits/InterplanetaryFarmerBeta/releases. Enjoying it? You can support its development with a donation at ko-fi.com/smartercircuits.

Days, time and the night

Each day starts at 6:00. On the farm screen one in-game hour takes 25 real seconds; the clock stops while any menu, report or visitor is on screen. The speed button beside the clock (or G) runs the farm at 1ร—, 2ร—, 3ร—: time, robots and animals all speed up together, so they get the same work done per in-game hour. Menus, visitors and puzzles always run at normal speed. Sunrise and sunset sit evenly around noon: sunrise = 12 โˆ’ daylight รท 2.

The farm report after a night. Sections fold open and shut; tick Auto-continue to let the game run unattended.
The farm report after a night. Sections fold open and shut; tick Auto-continue to let the game run unattended.

When the clock passes midnight, or you end the day yourself, the night runs on every farm you own:

  1. Plants grow (or wither), and ripe single-harvest crops start to rot.
  2. Pests spread, weeds age, sprout and spread.
  3. The soil dries out.
  4. Inspectors may visit.
  5. Loan interest is added once, for all farms.
  6. The next day's weather and traders are rolled, and the game autosaves.

You choose how the Farmoton spends the night:

Ending the dayBatteryWear
Park in the garage (face the garage and press Space, or press N while beside it)Topped up by the charger, at the garage's priceRepaired (maintenance), and no weather exposure
End Day (N) or let midnight passOnly the rest of today's sunlightNo repairs, and harsh weather adds wear

A farm report follows each night. It has a foldable section per farm: the farm you are on and the morning outlook start open, your other farms start folded, and a folded section shows โš  when it holds a warning. Long reports scroll. Tick Auto-continue beside the Continue button and reports close themselves after 5 seconds, so the game can run unattended; the setting is saved with your game. Visiting robots then answer themselves too when they only have news for you, but an offer or request that needs your decision still waits for you.

The Farmoton

The Farmoton is one tile in size. It always works on the tile directly in front of it, outlined in yellow. Tapping a direction turns it on the spot; holding the direction drives it forward one tile at a time (about 0.3 s per tile with stock motors). Buildings and weeds block it, and so do helper robots.

Upgrades โ†’ Farmoton: motors, battery, solar panels, hopper, water tank, trailer, tracks and tooling.
Upgrades โ†’ Farmoton: motors, battery, solar panels, hopper, water tank, trailer, tracks and tooling.

Tools

KeyToolEnergyWhat it does
1Plough3Turns a plot tile so a seed can go in. A planted or growing tile must be cut first.
2Plant1Plants the selected seed from the hopper on a ploughed, empty tile.
3Water1Pours 4 water from the onboard tank, adding 45 moisture to the tile (max 100).
4Cut down2Clears a weed anywhere, or cuts down a plant (alive or dead), leaving the soil ploughed.
5Harvest2Picks a ripe plant into the trailer. Needs a trailer with room for the whole yield, and the crop's tooling.
6Spray1.5Uses one dose of pesticide to clear pests from a tile. Needs the Pest Sprayer tooling.
7Move3Picks up the building ahead; press again to put it down (putting down is free).

Facing a building and pressing Space uses the building instead: the water tank fills the onboard tank, the seed shed swaps the hopper's contents for the selected seed, a crop shed unloads matching goods from the trailer, and the garage parks for the night.

Energy, solar charging and wear

  • Driving one tile costs 0.4 energy; each tool costs the amount in the table. Turning is free.
  • The solar panels charge the battery during daylight: charge per hour = solar rating ร— the planet's sun power.
  • Every move adds 0.025% wear and every action 0.125%. Wear makes everything cost more energy: energy ร— (1 + wear รท 100), so 30% wear means 30% more energy per job.
  • A night outside adds exposure wear when the weather is outside 5โ€“28ยฐC or 25โ€“75% humidity: 0.4% per degree outside the range + 0.15% per humidity point outside it (ignored below 0.5%). Helpers take the same exposure.
  • Maintenance in the garage costs 1.5 nibs per 1% of wear and repairs as much as you can pay for.

Tracks and soil

Each planet has one soil type. Without tracks for it, every move onto a plot tile takes 3ร— as long and uses 3ร— the energy. Tracks, like all parts, belong to that farm's Farmoton.

TracksSoilCost
Goo TracksGoo400
Loam TracksLoamyFitted
Rock TracksRocky300
Sand TracksSandy200

Tooling

Planting and harvesting each crop category needs its tooling; the Pest Sprayer is needed to spray.

ToolingCostUnlocks
Basic ToolingFittedGrains, Gourds
Climbing Crop Kit150Beans, Legumes
Berry Picker300Botanical Berries
Orchard Kit400Fruit Trees
Root Digger200Tubers & Roots
Pest Sprayer100Spraying pests

Parts

Upgrades โ†’ Farmoton. The trailer starts at 0: without one the Farmoton cannot harvest, and the first purchase buys it.

PartStatLevelsUpgrade costs (nibs)
BatteryCapacity60 โ†’ 100 โ†’ 150 โ†’ 220120 / 300 / 600
Seed HopperSeeds carried10 โ†’ 20 โ†’ 40 โ†’ 80100 / 250 / 500
MotorsSpeed1 โ†’ 1.15 โ†’ 1.28 โ†’ 1.4200 / 450 / 900
Solar PanelsCharge / daylight hour6 โ†’ 10 โ†’ 15200 / 450
TrailerGoods carried0 โ†’ 10 โ†’ 20 โ†’ 35 โ†’ 60150 / 120 / 300 / 600
Onboard Water TankWater carried20 โ†’ 40 โ†’ 70 โ†’ 100100 / 250 / 500

Each farm comes with its own stock Farmoton; parts, tracks and tooling belong to that farm's robot.

Planets

There are 57 planets, each named after a real star or body and a kind of land. A farm costs between 300 and 650 nibs. Every planet has fixed traits and a yearly cycle:

Choosing a planet: each card shows its soil, climate, rain, pests, inspections and the crops that grow well there.
Choosing a planet: each card shows its soil, climate, rain, pests, inspections and the crops that grow well there.
Sun colour
0 is a red sun, 0.5 white, 1 blue. It tints the farm's light, and crops prefer a particular colour.
Sun power
Multiplies how fast solar panels charge.
Temperature and daylight
Follow a sine wave over the planet's year: value = average + swing ร— sin(2ฯ€ ร— day-of-year รท year length).
Seasons
Each year splits into four equal seasons: Spring, Summer, Autumn, Winter.
Humidity
Constant all year.
Rain
Each morning it rains with the planet's rain chance. See Water.
Water price
Nibs per unit to refill the farm tank at the market.
Pests
The planet's pest and its nightly chance per plant. Some planets have none.
Inspections
A strictness multiplier on inspections, stings and fines. Lower strictness also brings more smugglers.
All 57 planets
PlanetFarm costSoilTemp ยฐCDaylight hHumidity %RainWater nibs/unitSun colourSun powerYear (days)Pests (nightly chance)Inspections
Aldebaran Plateau400sandy22 ยฑ 812 ยฑ 2305%1.70.251.140Dust lice (3%)0.7 (occasional)
Altair Valley500loamy18 ยฑ 515 ยฑ 15030%0.70.751.230Aphid swarm (3%)1.2 (very strict)
Amalthea Gorge400rocky24 ยฑ 36 ยฑ 0.5305%1.60.20.718Sulphur mites (5%)0.4 (rare)
Antares Badlands600rocky34 ยฑ 510 ยฑ 1405%20.051.430Cinder ticks (4%)0.3 (rare)
Arcturus Scrubland400sandy26 ยฑ 613 ยฑ 23510%1.40.31.236Locusts (4%)0.8 (regular)
Ariel Canyons400loamy6 ยฑ 611 ยฑ 35530%0.70.70.4544Canyon crickets (3%)1 (regular)
Barnard Mesa340sandy20 ยฑ 611 ยฑ 1255%1.60.150.624Dust lice (4%)0.5 (occasional)
Betelgeuse Dunes550sandy30 ยฑ 612 ยฑ 1385%1.80.151.332Sand fleas (4%)0.6 (occasional)
Callisto Moraine340rocky3 ยฑ 49.5 ยฑ 14015%10.30.436none0.45 (rare)
Capella Vale460loamy18 ยฑ 614 ยฑ 25830%0.60.451.136Aphid swarm (3%)1.1 (regular)
Ceres Salt Flats380sandy8 ยฑ 49 ยฑ 0.53510%1.20.50.646Brine flies (3%)0.9 (regular)
Charon Ravine340goo1 ยฑ 48.5 ยฑ 14820%0.70.650.348Ice mites (3%)0.45 (rare)
Deimos Knolls300sandy2 ยฑ 513 ยฑ 1180%2.40.450.6534Dust lice (2%)0.5 (occasional)
Deneb Tableland550sandy15 ยฑ 716 ยฑ 23610%1.20.851.340Locusts (4%)1.4 (very strict)
Dione Chasm360rocky3 ยฑ 48 ยฑ 14020%10.50.534Frost weevils (4%)1.1 (regular)
Enceladus Fissures420goo0 ยฑ 39 ยฑ 17040%0.30.60.540Ice mites (3%)1 (regular)
Eris Snowfield320rocky-3 ยฑ 58 ยฑ 24025%0.80.80.2548none0.6 (occasional)
Europa Ice Shelf420goo2 ยฑ 39 ยฑ 0.56545%0.20.30.426Ice mites (4%)1.1 (regular)
Ganymede Grooves380rocky5 ยฑ 410 ยฑ 14520%0.90.350.4534Frost weevils (3%)1 (regular)
Gliese Bluffs420rocky30 ยฑ 510 ยฑ 14010%1.40.10.728Sulphur mites (4%)0.35 (rare)
Haumea Fells340rocky1 ยฑ 36 ยฑ 0.55020%0.90.70.340Frost weevils (3%)0.7 (occasional)
Hyperion Hollows330goo4 ยฑ 69 ยฑ 45020%0.70.450.526Sponge worms (5%)0.5 (occasional)
Iapetus Ridge370rocky6 ยฑ 915 ยฑ 43510%1.30.450.5544none0.7 (occasional)
Io Caldera350rocky31 ยฑ 410 ยฑ 0.5255%1.50.150.824Sulphur mites (5%)0.35 (rare)
Kapteyn Karst360rocky16 ยฑ 411 ยฑ 13515%1.20.20.530Cave crickets (3%)0.6 (occasional)
Kepler Prairie480loamy20 ยฑ 714 ยฑ 25530%0.60.51.0538Locusts (3%)1.3 (very strict)
Luna Crater450sandy22 ยฑ 314 ยฑ 0550%1.80.551.230none1.4 (very strict)
Luyten Heath380loamy14 ยฑ 412 ยฑ 16240%0.50.250.5524Heath moths (3%)1 (regular)
Makemake Barrens300sandy0 ยฑ 49 ยฑ 13510%1.40.60.2548none0.5 (occasional)
Mars Basin300sandy6 ยฑ 812.3 ยฑ 1200%20.450.740none0.7 (occasional)
Mercury Escarpment550rocky40 ยฑ 618 ยฑ 1150%30.31.520Cinder ticks (3%)0.4 (rare)
Mimas Crater340sandy5 ยฑ 411 ยฑ 1305%1.50.50.5530none0.8 (regular)
Miranda Cliffs420rocky2 ยฑ 810 ยฑ 44520%10.70.448Frost weevils (3%)0.9 (regular)
Oberon Uplands360rocky-1 ยฑ 69 ยฑ 34520%0.90.750.3548Frost weevils (4%)0.8 (regular)
Pallas Boulderfield330rocky7 ยฑ 58 ยฑ 1250%20.50.5542none0.3 (rare)
Phobos Ridge320rocky4 ยฑ 47.5 ยฑ 0.5220%2.20.450.722none0.6 (occasional)
Pluto Plains380rocky-1 ยฑ 48 ยฑ 14215%10.650.348none0.9 (regular)
Polaris Tundra360rocky4 ยฑ 1011 ยฑ 54520%0.90.550.840Frost weevils (3%)0.9 (regular)
Proxima Glen420loamy14 ยฑ 312 ยฑ 0.56540%0.40.150.620Aphid swarm (3%)1 (regular)
Rhea Downs360rocky9 ยฑ 312 ยฑ 14520%0.90.450.640Chalk moths (2%)0.9 (regular)
Rigel Highlands650rocky12 ยฑ 816 ยฑ 33510%1.20.951.540none1.6 (very strict)
Ross Fen400goo18 ยฑ 312 ยฑ 17550%0.30.250.5526Slime slugs (5%)0.9 (regular)
Sedna Icefield310goo-2 ยฑ 610 ยฑ 23810%10.40.248none0.35 (rare)
Sirius Savanna600sandy26 ยฑ 612 ยฑ 25825%0.90.91.434Locusts (4%)1.4 (very strict)
Spica Delta650goo13 ยฑ 517 ยฑ 26650%0.20.91.438Bog beetles (5%)1.3 (very strict)
Tau Ceti Meadows400loamy18 ยฑ 614 ยฑ 26035%0.50.5132Aphid swarm (2%)1 (regular)
Teegarden Mire450goo26 ยฑ 311 ยฑ 18260%0.20.250.628Slime slugs (7%)0.6 (occasional)
Tethys Valley380loamy10 ยฑ 512 ยฑ 24825%0.80.50.638Aphid swarm (2%)1 (regular)
Titan Lakeshore480goo12 ยฑ 311 ยฑ 17860%0.20.250.348Haze midges (6%)0.8 (regular)
Titania Scarp380goo3 ยฑ 710 ยฑ 35530%0.60.750.446Ice mites (3%)1 (regular)
Trappist Archipelago460goo22 ยฑ 212 ยฑ 0.58060%0.20.20.520Slime slugs (6%)0.7 (occasional)
Triton Flats350rocky1 ยฑ 58.5 ยฑ 1.55020%0.80.750.530Frost weevils (3%)0.8 (regular)
Umbriel Hills320rocky1 ยฑ 69 ยฑ 35025%0.90.70.3544none0.4 (rare)
Vega Steppe500sandy14 ยฑ 1016 ยฑ 33815%10.91.336Locusts (5%)1.5 (very strict)
Venus Lowlands500goo30 ยฑ 213 ยฑ 0.58055%0.30.40.544Acid beetles (6%)1 (regular)
Vesta Rift360rocky10 ยฑ 610 ยฑ 1305%1.60.50.638Gravel grubs (3%)0.7 (occasional)
Wolf Moor380goo12 ยฑ 411 ยฑ 17250%0.30.20.5522Bog beetles (5%)0.8 (regular)

Crops and growth

There are 30 crops in eight categories. A category decides which shed stores the harvest and which tooling plants and picks it. A ninth category, Animal Goods, holds the materials animals make.

Crops at every stage, from seedling to ripe plant. A tick marks a plant ready to harvest.
Crops at every stage, from seedling to ripe plant. A tick marks a plant ready to harvest.
Market โ†’ Buy Seeds: price, stock and how well each crop suits today's conditions and your soil.
Market โ†’ Buy Seeds: price, stock and how well each crop suits today's conditions and your soil.
CategoryStored inShed costToolingGoods
Animal GoodsProduce Shed300Basic ToolingFrost Eggs, Glow Castings, Goo Milk, Star Cream, Starwool, Ember Truffles
BeansBean Shed250Climbing Crop KitBlue Beans, Red Beans, Rope Beans, String Beans
Botanical BerriesBerry Shed300Berry PickerBananana, Lunar Mango, Saturn Grape, Wyvern Fruit
GourdsMelon Shed250Basic ToolingBlue Gourd, Cyan Squash, Jumpkin, Oilmelon
GrainsGrain Shed200Basic ToolingIo Grass, Pluto Edemame, Purple Wheat, Yellow Wheat
LegumesLegume Shed200Climbing Crop KitMercurian Tamarind, Neaput
Fruit TreesTree Fruit Shed300Orchard KitArcturan Hawthorn, Bulovian Cherry, Bunchberry, Magenta Plum, Odacova, Plaid Apple, Red Apple, Savory Pear
Tubers & RootsRoot Cellar250Root DiggerMartian Potato, Neptunian Yam, Plutonian Carrot, Rotatip

Suitability

Each crop prefers a sun colour, hours of daylight, temperature, humidity and soil. Every factor scores from 0 to 1, and suitability = light ร— daylight ร— temperature ร— humidity ร— soil.

FactorFull score withinScore falls to 0 at
Light (sun colour)ยฑ 0.25ยฑ 0.5
Daylightยฑ 3 hยฑ 6 h
Temperatureยฑ 7 ยฐCยฑ 14 ยฐC
Humidityยฑ 18 %ยฑ 36 %

Soil scores 1 on the crop's best soil, 0.6 on its second soil and 0.15 on anything else. The HUD shows the selected seed's score for today, factor by factor.

Growing each night

Plants go through five stages: planted seed โ†’ seedling โ†’ sprout โ†’ plant (ripe) โ†’ dead plant. Each night a living plant gains

growth = suitability ร— water factor ร— weed factor รท days per stage

  • Water factor is 1 if the tile's moisture meets the crop's need (low 20, medium 40, high 60), otherwise 0.25.
  • Weed factor is 0.5 if a weed grows on the tile, otherwise 1.
  • Each full point of growth advances one stage, so in ideal conditions a crop ripens in 3 ร— its days per stage.
  • Infested plants do not grow at all.
  • If the night's rate (before dividing) is below 0.2, the plant is stressed. After 4 stressed nights in a row it dies.
  • A ripe single-harvest crop rots and dies after 5 nights unpicked. Regrowing crops wait indefinitely.

Harvest and yield

Every night's growth rate is averaged into the plant's quality.

units harvested = round(yield ร— (0.4 + 0.6 ร— quality)), at least 1

Regrowing crops (trees, bushes, beans) go back to a sprout after picking and lose 0.5 of a stage. Single-harvest crops become dead plants that you cut down before replanting.

All 30 crops
CropCategoryLightDaylight hTemp ยฐCHumidity %Soil (best / next)Water needDays to ripenRegrowsYieldSeedPriceHarvest value
Blue BeansBeans0.75151850loamy / rockyMedium (40)3Yes481248
Red BeansBeans0.4142055loamy / sandyMedium (40)3Yes46936
Rope BeansBeans0.3112670goo / loamyHigh (60)4.5Yes4101664
String BeansBeans0.5132260loamy / gooMedium (40)3Yes55735
BanananaBotanical Berries0.4133080goo / loamyHigh (60)6Yes6301484
Lunar MangoBotanical Berries0.95122660sandy / loamyMedium (40)7.5Yes4422496
Saturn GrapeBotanical Berries0.65141845rocky / sandyLow (20)4.5Yes1028880
Wyvern Fruit illegalBotanical Berries0.1103445rocky / sandyMedium (40)6Yes35085255
Blue GourdGourds0.9171265goo / loamyHigh (60)6No2113876
Cyan SquashGourds0.8151655loamy / sandyMedium (40)4.5No392884
JumpkinGourds0.45132260loamy / gooHigh (60)6No2124590
OilmelonGourds0.2123040sandy / rockyMedium (40)6No21450100
Io Grass illegalGrains0.15103225rocky / sandyLow (20)3No51540200
Pluto EdemameGrains0.69445rocky / gooMedium (40)4.5No561155
Purple WheatGrains0.7161435sandy / rockyLow (20)4.5No63636
Yellow WheatGrains0.5141840loamy / sandyLow (20)4.5No62424
Mercurian Tamarind illegalLegumes0.05184020rocky / sandyLow (20)6Yes45575300
NeaputLegumes0.45132440sandy / loamyLow (20)4.5No65954
Arcturan HawthornFruit Trees0.9161235rocky / sandyLow (20)6Yes84515120
Bulovian CherryFruit Trees0.55141450loamy / rockyMedium (40)6Yes8351080
BunchberryFruit Trees0.4121070goo / loamyHigh (60)4.5Yes1025770
Magenta PlumFruit Trees0.7152055loamy / sandyMedium (40)6Yes6381696
Odacova illegalFruit Trees0.2112875goo / loamyHigh (60)6Yes46090360
Plaid AppleFruit Trees0.6151850loamy / sandyMedium (40)7.5Yes54022110
Red AppleFruit Trees0.5141655loamy / rockyMedium (40)7.5Yes6301272
Savory PearFruit Trees0.35132060loamy / gooMedium (40)7.5Yes5351890
Martian PotatoTubers & Roots0.4512825sandy / rockyLow (20)4.5No54735
Neptunian YamTubers & Roots0.859260goo / rockyMedium (40)4.5No471456
Plutonian CarrotTubers & Roots0.658-240rocky / sandyLow (20)4.5No551050
Rotatip illegalTubers & Roots0.3111570goo / loamyMedium (40)4.5No41845180

Light: preferred sun colour (0 red, 1 blue). Water need shows the moisture the tile needs. Harvest value is yield ร— base price in ideal conditions.

Water, rain and soil moisture

  • Every plot tile has moisture from 0 to 100. Watering adds 45, using 4 units from the Farmoton's onboard tank, which you fill at the farm tank.
  • The farm tank holds 200 / 400 / 700 units by level and is refilled at the market for the planet's water price per unit.
  • Rain: on a rainy morning every tile gains 50 moisture and the tank gains 60. While it keeps raining, tiles gain 12 per hour and the tank 5 per hour.
  • Evaporation overnight: clamp(14 + (temp โˆ’ 15) ร— 0.8, 6, 40) ร— (1.2 โˆ’ humidity รท 125). Hot, dry planets lose the most.
  • Thirsty plants show a blue drop on their tile.

Weeds and pests

Weeds

  • A new farm starts with 8 weeds. Each night each of the map's 496 cells has a 0.8% chance to start a new weed (in the grass only, about four a night).
  • Weeds age each night. From age 2 a weed spreads to each free neighbour with 2.5% chance, plot tiles included.
  • Weeds stop spreading once they cover 25% of the map (124 cells).
  • Weeds block robots, halve the growth of a plant sharing their tile, and raise pest odds. Cut them down (tool 4).

Pests

Each night every healthy plant on a planet with pests may be infested. Its odds are

planet pest chance ร— (1 + 0.04 ร— weeds on the farm) + 0.03 for a weed on or beside it (each) + 0.2 per infested neighbour

Infested plants stop growing and die after 5 nights. Spraying clears them; pesticide costs 4 nibs a dose at the market and one dose clears one tile.

The farm and its buildings

A new farm has a 5 ร— 5 plot, a water tank, a seed shed and its own stock Farmoton. The map is 31 ร— 16 tiles and scrolls as you drive. Buildings stand along the top and are each two tiles wide.

A grown farm zoomed right out: the plot, a row of sheds, the garage and barn, and the workers' village in the top-right corner.
A grown farm zoomed right out: the plot, a row of sheds, the garage and barn, and the workers' village in the top-right corner.
Upgrades โ†’ Farm: expand the plot, enlarge the water tank, and build sheds, the garage, the barn and amenities.
Upgrades โ†’ Farm: expand the plot, enlarge the water tank, and build sheds, the garage, the barn and amenities.
UpgradeLevelsCosts (nibs)
Plot size5ร—5 โ†’ 7ร—7 โ†’ 9ร—9 โ†’ 11ร—11 โ†’ 13ร—13 โ†’ 15ร—15 โ†’ 17ร—17 โ†’ 19ร—19 โ†’ 21ร—21400 / 900 / 1,800 / 3,000 / 4,500 / 6,500 / 9,000 / 12,000
Farm water tank200 โ†’ 400 โ†’ 700200 / 500
Crop shed storage (each shed)120 โ†’ 200 โ†’ 300 โ†’ 450200 / 400 / 800
GarageBuilt once350
Animal Barn (animals housed)4 โ†’ 8 โ†’ 12600 to build, then 500 / 1,200
Remote Relay StationBuilt once20,000
  • Sheds: the seed shed has no limit. Every other crop category needs its own shed before its harvest can be stored; see the category table. Build them under Upgrades โ†’ Farm.
  • Garage: park in it to sleep with charging and maintenance. Standing beside it charges the battery at 2ร— the solar panels' full-sun rate, for 1 nib per 1% of battery (the same price applies overnight).
  • Moving buildings: the Move tool (7) picks one up for 3 energy and puts it down free. Sheds must be empty first. The plot cannot grow over a building, so move it out of the way first.
  • Animal Barn and Produce Shed: the barn houses your animals; the Produce Shed (a crop-style shed) stores the materials they make.
  • Selling the Farmoton (Upgrades โ†’ Farmoton): 1,000 nibs, whatever its upgrades. You then work that farm on foot as a colonist: no battery, wear or breakdowns, any soil and crop, but slower, carrying a few seeds, a little water and a small basket, picking pests off by hand and unable to move buildings, and a manager has nothing to drive. A new stock Farmoton costs 3,000 nibs, or you can rent a top-spec one (every part at level 3, all tracks and tooling) for 50 nibs until midnight, when it's collected and what it carried goes back to the farm.
  • Remote Relay Station: see Other planets.
  • Selling buildings: an empty shed, the garage, the barn (once its animals are sold) or the relay sells for 75% of what was spent on it, including upgrades. The seed shed cannot be sold.

Animals

Alien livestock live in the Animal Barn and wander the grass by day (they never block the robots). Buy them, and Animal Feed at 2 nibs a unit, in the market's Animals tab. An animal sells back for 50% of its price.

Animals wandering by the barn: Gelatinous Goats, Plutonian Chickens, a Woolbug and a Hexhog.
Animals wandering by the barn: Gelatinous Goats, Plutonian Chickens, a Woolbug and a Hexhog.
AnimalPriceMakes (full comfort)EatsJob each nightTemp ยฐCHumidity %
Plutonian Chicken300Frost Eggs ร—1 every nightPests off one infested plant a day (3 hours of pecking), else feedClears pests by eating them (see Eats)18 ยฑ 1450 ยฑ 35
Dimidium Swamp Cow1,400Star Cream ร—3 every 2 nightsRain, else 5 tank waterWaters 3 thirsty tiles (+30 moisture)8 ยฑ 1075 ยฑ 20
Woolbug1,200Starwool ร—4 every 3 nightsAnimal FeedPlants grow 5% faster per Woolbug (up to 3)18 ยฑ 850 ยฑ 20
Gelatinous Goat900Goo Milk ร—2 every nightWeeds and dead plants, else feedEats up to 2 weeds (plot weeds first) and 2 dead plants24 ยฑ 1075 ยฑ 20
Hexhog1,500Ember Truffles ร—2 every 2 nightsFree on rocky soil, else feedClears pests from 1 plant30 ยฑ 1025 ยฑ 15
Beef Beetle1,000Glow Castings ร—3 every 2 nightsDead plants, else feedClears up to 2 dead plants16 ยฑ 1065 ยฑ 25

Each night

  1. Eating: foragers find their own food first and only eat Animal Feed when there is none; the rest eat one unit of feed. An animal that doesn't eat makes nothing that night, and after 3 hungry nights in a row it wanders off for good.
  2. Its job, if it ate (Fluffwings pollinate whenever they are on the farm).
  3. Its material: each fed night adds its comfort (0โ€“1) towards the next batch; a batch is made once the total reaches the nights in the table. Comfort scores temperature and humidity like a crop's suitability: full within the tolerance, falling to nothing at twice it. Batches go to the Produce Shed; with no shed, or no room, they spoil.

Materials

Animal goods sell like crops: traders may want the Animal Goods category (in testing, about half of all days had such a trader), and stations, the manager's sell mode, the Surplusoton, the Dealoton and the Planet Hopper all take them.

MaterialBase price
Frost Eggs6
Glow Castings14
Goo Milk9
Star Cream18
Starwool30
Ember Truffles22

Markets, traders and money

The market (M)

  • Buy seeds at each crop's seed price; they go to the seed shed. Illegal seeds are not sold here.
  • Supplies: refill the farm water tank and buy pesticide.
  • Planet: deliver the crops on the Liaisonoton's request once you have agreed to supply the planet (see Visiting robots). Every so often the planet also appeals here for a donation of 100โ€“1,000 nibs; giving is up to you, but the people remember who helped. Its food drive takes everything in your sheds (contraband stays) as a gift to the planet's people: an easy way to clear out full sheds, and they think better of you for it. The tab is also where you hire up to 10 farm hands, local colonists and the planet's own people. Each lives in a one-tile house in a village of workers' homes that starts in the farm's upper right corner (150 nibs to build, kept if they leave) and is paid 50 nibs when hired and every 10 days; one you can't pay quits. Choose each one's task there (any task a helper robot can do). They are slower than helper robots, work a shift of 8โ€“10 hours a day starting between 7:00 and 9:00, and pick pests off by hand without pesticide. They keep working while you are away. Give them their tasks in the Helpers menu (H). The planet's people like it when you hire them, and dislike it on any day you spray pesticide.
    Workers take 2 hours off for lunch in the middle of each shift and have lives of their own off shift. They go to bed at night for 7โ€“8 hours, and with time to spare they visit the amenities you've built, stroll about, stop to chat with each other and pet the farm's animals. Some own a pet, a little jelly goat in one of several colours, which they walk, take to the park and walk at lunch, before eating at the restaurant if the farm has one (otherwise at home). What they're thinking pops up now and then in a bubble over their heads, and a sleepy one floats over the house of anyone asleep. The Helpers menu shows when each sleeps and their pet.
    Each hand and your farm manager has a mood. Some mornings one asks for the day off (give it and they stay home and like you more; refuse and they like you less), and every 90 days worked you're asked whether to pay them a 100-nib bonus. Moods drift each night towards a resting level that each amenity you build raises (the library, mini-mall, park, recreation center, restaurant, theater, under Upgrades โ†’ Farm). Someone left unhappy for too long quits ("Fed up" is the last warning), which upsets the planet, though less than letting them go.
    Keep a farm's whole staff happy for a long stretch and they pull together to thank you: first with the Admirable Humanoidatarian award for your awards case, then with furniture for your Personal Space Base. But a worker who stays unhappy may sneak in and steal that award back. Some hands are happier with a helper robot on the harvest, and none of them like working under a Manager Robot. A happy staff may also catch locals trying to steal your animals or set fire to your buildings.
  • Loans, Robots and the Planet Hopper are also bought here.

Traders

Each morning 1โ€“3 traders dock. Each buys 2โ€“4 crop categories at 0.9ร—โ€“1.8ร— base price, and has room for 20โ€“60 units that day. Sales draw from the sheds first, then the Farmoton's trailer, then each helper's trailer.

Market โ†’ Sell to Traders: each trader docked today, what it buys, and any seeds it sells.
Market โ†’ Sell to Traders: each trader docked today, what it buys, and any seeds it sells.
Helpers โ†’ Farm Hands: each worker's shift and lunch, sleep, pet, mood and tasks in order.
Helpers โ†’ Farm Hands: each worker's shift and lunch, sleep, pet, mood and tasks in order.
Evening in the village: workers chatting and seeing a show, a pet jelly goat out for a walk, and the animals asleep.
Evening in the village: workers chatting and seeing a show, a pet jelly goat out for a walk, and the animals asleep.

Smugglers and illegal crops

  • Each trader is a smuggler with chance clamp(0.3 รท strictness, 10%, 70%), so lax planets attract more.
  • Smugglers also buy illegal crops at 1ร—โ€“1.5ร— base price.
  • 60% of smugglers sell 1โ€“3 kinds of illegal seed, 5โ€“20 of each, at 1ร—โ€“1.6ร— the seed price.
  • Stings: each sale of contraband has a 8% ร— strictness chance that the buyer is an undercover inspector.

Inspections, fines and strikes

Every farm you own may be inspected each night:

chance = 6% ร— strictness + min(35%, 1.5% ร— illegal items) ร— strictness

Illegal items are every living illegal plant plus every unit of illegal goods or seeds in the sheds, robots and the Planet Hopper. If anything illegal is found (or a sting catches you), it is all confiscated and you are fined

fine = 250 + 2 ร— value of the illegal items

and receive a strike. The farm is shut down at 3 strikes, or seized at once if you cannot pay the fine.

Loans

  • Credit limit = 800 + 400 per plot expansion across all your farms, plus a good-standing bonus: +50 for every 14 nights in a row you owe nothing. A loan resets that count, which starts again once the loan is paid off; rises already earned stay.
  • Interest of 2% is added every midnight.
  • If the debt passes 2ร— the credit limit, the lender repossesses the farm you are on.
  • Losing a farm moves you to another one you own. With none left, the lender takes what it is owed from your savings.

Helper robots and the Manager Robot

Helpers

A helper is an automated Farmoton that works one task at a time: Water, Weed, Pest control, Harvest or Plant. Weed and Pest control also clear dead plants. A farm can have 5, costing 2,500, 5,000, 10,000, 20,000, 40,000 nibs in turn.

Helpers โ†’ Robot Help: choose each helper robot's task and backup task, and see its supplies.
Helpers โ†’ Robot Help: choose each helper robot's task and backup task, and see its supplies.
  • Helpers are slower than you (0.6 s a tile, 1.4 s a job) but use only 25% of the energy and wear.
  • They fetch their own water, seeds and pesticide, carry their own trailer, and need their own tracks, tooling and parts (Upgrades โ†’ Helper Robots). They wait above the plot when there is nothing to do.
  • A Brain Chip (1,500 nibs) gives a helper a backup task for whenever its main task has no work.
  • Sell a helper you no longer need from the Robot Help tab of the Helpers menu (H), for 75% of the latest helper's price and of what you spent upgrading it. The next helper is then cheaper again.
  • They are repaired and charged when you park in the garage, and take weather wear when you don't.
PartStatLevelsUpgrade costs (nibs)
BatteryCapacity40 โ†’ 70 โ†’ 110 โ†’ 160150 / 350 / 700
Seed HopperSeeds carried8 โ†’ 16 โ†’ 30 โ†’ 50120 / 300 / 600
MotorsSpeed1 โ†’ 1.15 โ†’ 1.28 โ†’ 1.4250 / 550 / 1100
Solar PanelsCharge / daylight hour4 โ†’ 7 โ†’ 11250 / 550
Pesticide TankDoses carried5 โ†’ 10 โ†’ 20150 / 350
TrailerGoods carried0 โ†’ 10 โ†’ 18 โ†’ 30 โ†’ 50180 / 150 / 350 / 700
Water TankWater carried16 โ†’ 30 โ†’ 50 โ†’ 80120 / 300 / 600

Everyone working the farm is set up in the Helpers menu (H), with a tab each for Robot Help, the Robot Manager, Farm Hands and the Farm Manager.

The Manager Robot

A small hovering robot for 20,000 nibs. It is the farm's autopilot, and can be sold back for 75% of its price from the Robot Manager tab of the Helpers menu. A farm has one manager: this robot, or a Farm Manager hired in the market's Planet tab, who does everything below but only during a shift of 8โ€“10 hours a day, steering the Farmoton by remote control from beside their house. A Farm Manager is paid 300 nibs when hired and every 10 days, and lives in a house like the farm hands.

  • Autopilot: it drives the Farmoton through every task no helper covers (as main or Brain Chip task), most urgent first: Pest control, Water, Harvest, Weed, Plant. Driving or using a tool switches the Farmoton to manual; P hands it back.
  • Planting: it plants the seeds ticked in its list, choosing the one that suits today best. With Next available on, it also plants any legal seed you have in stock, best suited first (it still only buys the ticked ones). Helper robots and farm hands have a Next available choice for their seed too.
  • Restocking (each can be switched off): water when the tank drops below 30%; pesticide up to 10 doses when under 3, if a robot there has the sprayer; each chosen legal seed the Farmoton has tooling for, up to 20 when fewer than 5 are left. It never spends below the reserve you set (0, 250, 1,000, 2,500, 5,000 nibs; default 1,000).
  • Animal Feed (can be switched off): keeps 6 nights of feed for the farm's animals, topping up below half of that.
  • Sell mode (off by default): sells shed goods to the day's traders, each unit to the best offer. It never sells contraband. If you have agreed to supply the planet, it first delivers what the Liaisonoton's request still needs (filling a request and then the next), and only sells what is left over. Money made on farms you are away from goes straight to your savings; the night report gives the total near the top.
  • Garage nights: on autopilot with a garage, every 3 nights it parks the Farmoton for charging and repairs.
  • Away from the farm: a farm with a manager keeps working while you are elsewhere. Its helpers and (on autopilot) its Farmoton work from morning to midnight. Farms without a manager only grow, charge from the sun and catch the rain.
  • Its purchases, sales and garage nights appear in the nightly report.

Other planets and space stations

The Planet Hopper (8,000 nibs) flies between planets (T). Flying takes the night: the day ends with the Farmoton left outside, every farm has its night, and you land at dawn.

The Planet Hopper's map: your farms, other planets and the space stations.
The Planet Hopper's map: your farms, other planets and the space stations.
A space station: its market, shipyard and flights on.
A space station: its market, shipyard and flights on.

The travel menu's Map tab is a star chart of every planet and space station: the Sol system on the left, with moons grouped around their giant planets, and the worlds of other stars on the right, each beside its sun. Drag it or use the scroll wheel (Shift+wheel scrolls sideways). Your farms are ringed in green and where you are in gold. Click a planet or station to see its details on the right (soil, today's weather, pests, inspections, the crops that grow best there now, and your farm if you have one) and what you can do: fly there, or fly there and start a farm. Previous and Next step through every destination, and the Your farms buttons jump to each farm.

  • Fly to one of your farms, or to a new planet to buy a farm there (each farm has its own robots, sheds and storage).
  • The hold carries goods and seeds between farms. Load at a farm in the Travel menu's Cargo tab; unloading needs the matching shed and room in it. Illegal cargo in the hold counts in every farm's inspection.
  • Money, the loan, the calendar and the Planet Hopper are shared by all farms.
HoldUnitsCost (nibs)
Level 110Comes with the ship
Level 2153,000
Level 3205,000
Level 4258,000
Level 55012,000
Level 610018,000
Level 720030,000

Remote Relay Station

A building (20,000 nibs) that links its farm to the Command Center Chair in your Personal Space Base. The relay list is only in the base: the chair lists every farm you own with its crops, goods, water, thirsty and infested plants, weeds, helpers and strikes, and Connect takes control of any farm with a relay at once (no night passes and the clock is shared). While connected, press R (or the Base button) to return to your Personal Space Base. You stay at the farm with the Planet Hopper, so flying and loading cargo wait until you return; anything that starts a flight returns you first.

Space stations

Stations have no farm, only a market that buys from the hold in bulk. Each day their capacity refills and each category's price drifts by up to ยฑ10%.

StationPaysBuys per dayContrabandNotes
Ceres Exchange65% of base400RefusedA busy trading hub in the asteroid belt. It buys every kind of crop in bulk at modest prices.
Helios Ring75% of base200RefusedA solar research ring close to the sun. Its crews pay a little more for fresh produce but take less each day.
Kuiper Freeport50% of base80060% of baseA lawless port at the edge of the system. It takes huge loads of anything, contraband included, at rock-bottom prices.

Breakdowns and repairs

Robots break down at random while they work. Every bit of wear a job or a move adds carries a chance:

Repairing a mechanical fault: slide the plates to free the gold gear, or call the mechanic.
Repairing a mechanical fault: slide the plates to free the gold gear, or call the mechanic.

chance = 0.003 ร— wear added ร— (1 + current wear รท 25)

A fresh Farmoton breaks down about once in 1,300 jobs; at 50% wear, about once in 500 (moves count for a fifth of a job). Helpers wear more slowly, so they break less often. Robots never break on farms you are away from, and idle robots never break.

A broken robot does nothing until it is fixed: the Farmoton will not drive or use tools, and helpers and the autopilot stop. Press B (or the red wrench) to fix it yourself with the puzzle for its fault, or pay the mechanic 800 nibs to fix it at once. A puzzle you leave stays the same until you come back to it.

FaultPuzzle
Mechanical: a jammed gearA gearbox of steel plates on a 6 ร— 6 grid. Plates slide only along their length; free the gold gear and slide it out through the gap on the right. There are 10 layouts, from 8 to 21 moves.
Hydraulic: a broken lineA 6 ร— 5 rack of hose sections. Turn them so pressure flows from the pump to the outlet valve; pressurised hoses turn blue.
Electrical: burned-out partsA schematic of 4 branches. Each number sits on a component, and the wires between them carry + โˆ’ ร— รท. A branch's end part needs the value the branch works out to, doing ร— and รท before + and โˆ’. Some branches are fed the answer of the branch above by a blue wire, so that one comes first. A wrong part burns out another.

Visiting robots

Special robots roll in from the right along the bottom of the farm screen, and now and then a person walks in. The clock pauses while they talk.

The Weatheroton with the season's forecast and the best crops to grow.
The Weatheroton with the season's forecast and the best crops to grow.
VisitorWhenWhat it does
Surplusoton (dark gold)About every 30 days: day 30, 60, 90โ€ฆ moved a day early or late at random for each farmOffers to buy every legal good in the sheds and trailers for one price: half their base value (the game never says this). It leaves contraband alone. You accept or decline; the planet's people like to see a farmer turn it away.
Dealoton (coral, lilac box)Every 10โ€“20 days on each farm, a new random wait after each visit (if you're elsewhere when it's due, it comes on your next day there)Names one good chosen at random from every legal crop and animal material in the game, whether you have any or not, and a price per unit of 1.5โ€“3ร— its base price. If you have some, it offers to buy every unit in your sheds and trailers at that price; otherwise it tells you what you missed and leaves.
Weatheroton (teal)When a season starts, or on your first visit to a farm during a season you haven't seen thereGives the outlook for the rest of the season (temperature and daylight ranges, humidity, rain) and the four crops that suit it best on average.
Liaisonoton (blue-grey with a tilted track, blue box)Day 4 on each farm (counting the day you arrive as day 1) to introduce itself. If you say no, it comes back with a new request every 90โ€“180 days. Once you agree, it comes each time you fill a request, bringing the next.Speaks for the planet's local government. A request is 3 different legal crops, 10โ€“30 of each, picked from the better-suited half of crops on that planet over its year. It pays minimum market value (0.9ร— base price) and takes only the amounts asked. Deliver in the market's Planet tab, a crop at a time and in part if you like; goods come from the sheds and trailers. A regrowing crop stays on the requests for at least 3 in a row. Each planet keeps its own agreement; the tab also shows requests filled and nibs paid there. It also brings the planet's appeals for donations, at least 45 days apart.
Industroton (sooty orange, orange box)Once for each building below on every farm, on that farm's own days (day 1 is the day you arrive): the Industrial Waste Incinerator around day 18โ€“22; the Small Robot Factory around day 45โ€“55; the Containment Facility around day 90โ€“110; the Farmoton Assembly Plant around day 200โ€“210.Offers rent for putting an industrial building in the far corner of your farm, off the plot. Accept and it goes up at once, moving anything in its way; it can't be moved or removed. Each pays its rent at night on its days: Industrial Waste Incinerator (2ร—2 tiles), 100 nibs every 10 days; Small Robot Factory (4ร—4 tiles), 200 nibs every 10 days; Containment Facility (8ร—4 tiles), 250 nibs every 12 days; Farmoton Assembly Plant (12ร—6 tiles), 500 nibs every 15 days. The planet's people dislike industry on their farmland, and they like it less with every payment. Upset them enough and some will steal animals and sabotage robots overnight, and in the end the local government stops buying from you. Keep them furious for months on end and they start burning your buildings down, and in time they drive you off the planet. You can't farm there for 90 days, and then a farm there costs double, doubling each time. Keep them happy, through donations, and they may weed or clear pests for you in the night.
Kyrn (a man in a suit)Once, 3 days after you have both sold a Farmoton and hired a farm hand (in either order, on any farms)A representative of the local government, who offers to speak to you instead of the Liaisonoton. Say yes and he brings every planet's requests and appeals in its place from then on; nothing else about them changes.
Smuggler (a man in a hat with a satchel)Every 20โ€“45 days on each farm, a new random wait after each visitOffers 5โ€“15 of one illegal good at a price per unit a little under its base price (it never says how much). You buy them all, or as many as fit in that good's shed, or send him away. Smuggling traders at the market may pay more for them; just remember they are contraband.

Visitors only come to the farm you are on, and not while you are at a station.

Milestones and your Personal Space Base

The Interplanetary Growers Alliance (IGA) rewards farmers who keep producing food. It can't pay cash, so each milestone gives something for your Personal Space Base (PSB). Milestones count every farm you own, are checked whenever anything changes, and once reached stay reached. The Tipoton announces each one. The trophy button on the bottom bar, right of the seed and status buttons (or L), lists them all with their rewards, ticking each one off with the day you reached it.

Milestones: the IGA's goals, when you reached each one, and its reward.
Milestones: the IGA's goals, when you reached each one, and its reward.
A Personal Space Base with several rooms unlocked.
A Personal Space Base with several rooms unlocked.
MilestoneGoalReward
Livestock KeeperBuild an Animal Barn on any farm.An aquarium for your Personal Space Base, with two fish to start.
Local HireHire a farm hand.A workshop room for your Personal Space Base.
Trusted DeputyHire a farm manager.A lounge for your Personal Space Base.
A Roof OverheadBuild a garage on any farm.Keys to a small Personal Space Base.
Extra HandsBuy your first helper robot.An awards case for your Personal Space Base, to keep your IGA medals in.
LiftoffBuy the Planet Hopper.A 5ร—5 rocket rug for your Personal Space Base.
Bigger HoldUpgrade the Planet Hopper's cargo hold.A furniture kit for your Personal Space Base.
Management MaterialBuy a Manager Robot.A new 7ร—9 room for your Personal Space Base.
Two WorldsStart a second farm.A Command Center Chair for your Personal Space Base. Sit in it to take control of any farm with a Remote Relay Station.

Awards

The IGA also gives awards: medals for farming well, with no base reward. The Tipoton delivers each one, and their medals sit in the awards case. The Awards tab of the milestones screen shows how close you are to each.

AwardHow to earn it
Admirable HumanoidatarianKeep a farm's whole staff happy for a long time.
Interplanetary LegendComplete 10 Planet Local requests on each of 4 planets.
Kindest HeartGive your surplus food to a planet's food drive 10 times.
Local LegendComplete 10 Planet Local requests on the same planet.
Pest Free FarmerEnd five days in a row with crops growing and no pests on any of your farms.
Prolific PlanterStart farms on 5 planets.

Pest Free Farmer counts nights: a night counts if crops are growing on any farm and none has pests; any pest starts the count again, and a night with nothing growing anywhere neither counts nor breaks it. Prolific Planter counts every farm you have started, including any lost since.

The base

The base is in orbit and comes with its own mini-shuttle from the planet; when you fly to another planet, the Planet Hopper tows it along. Once you have it, the Base button next to the milestones button (or K) takes you there from any farm; no time passes while you are there, and leaving brings you back. It is seen from above with everything outside it black: at first a 7ร—7 room joined by a single door tile to a 7ร—5 room, each with its own floor colour, and later a 7ร—9 room below the first. There is no one to walk around: click the aquarium, the awards case or the Command Center Chair (or use the buttons along the top) to use them. The rocket rug and the furniture kit's sofa, bed, table, shelves, lamps and plants are for show.

  • Awards case: shows the medal for every award earned, with empty places for the rest.
  • Command Center Chair: opens the relay list, so you can take control of any farm with a Remote Relay Station.

The aquarium

It comes with 2 fish and a few decorations. Feed them in the aquarium screen: once more than 14 days pass without food they all die (the night report warns you the morning before). Dead fish lie on the sand until you clear them out. Up to 12 fish and 10 decorations fit; fish bought into an empty tank arrive fed.

FishPrice
Neptune Tang300
Plutonian Puffer600
Venusian Wrasse350
Asteroid Bass250
Martian Goldfin200
Nebula Guppy150
Red Dwarf Snapper450
DecorationPrice
Flat rock80
Tall rock100
Sea grass40
Tall green weed60
Green weed50
Orange coral120
Pink coral weed90
Short pink weed70

In the base you walk about with the arrow keys or W A S D. Face the aquarium, awards case or Command Center Chair and press Space to use it (or click it). 7, the Move key, picks up the furniture in front of you and puts it down again wherever it fits inside a room; Esc puts it back. Time runs on at half speed while you are in the base, with the day and time on its top bar, and your farms keep working; if midnight passes, the night report appears there.

The base's Store button sells furniture (an armchair, bean bag, desk, telescope and planet globe), a workbench for practising the repair puzzles whenever you like (each kind of fault needs its own practice kit, sold there too), and an arcade cabinets, each keeping your best score: Space Snake, Shapey Blocks (turn and drop falling shapes to fill whole rows) and Swap-n-Match (swap neighbouring gems to line up three or more of a colour, with a limited number of swaps a game). What you buy appears in a free spot in the base.

On screen

The Inventory: what each robot carries and what is in the farm's storage.
The Inventory: what each robot carries and what is in the farm's storage.
  • Top bar: the planet; the day, time, sun (tinted the planet's sun colour; a moon at night) and hours of daylight, season, temperature, humidity and a rain cloud when raining; then your nibs, the Farmoton's battery (a bolt while charging at the garage) and onboard water, and a red warning with your debt and strikes.
  • Bottom bar: the tools 1โ€“7, the seed selector with โ“˜ for the seed's details and a button to show or hide the status pane, then the menus as icons with their keys. Every icon names itself when you hover it.
  • Bottom right: what the Farmoton is facing or carrying, and the status pane (hopper, trailer, tank, pesticide, animals, wear, autopilot, helpers).

Controls

KeyboardControllerAction
W A S D / arrowsLeft stick / D-padTap to turn and face a direction; hold to drive.
1โ€“7Select a tool.
Space / EnterAUse tool or building
LBPrevious tool (menus: previous tab)
RBNext tool (menus: next tab)
QLTPrevious seed
E / TabRTNext seed
MYMarket
UXUpgrades
HBackHelpers
PManager autopilot
IInventory
TPlanet Hopper travel
RReturn to the base from a remote farm
BRepairs
LMilestones
KPersonal Space Base
GGame speed
NL3End day
F5R3Save game
+ / mouse wheelZoom in
- / mouse wheelZoom out
FFullscreen
EscStartPause menu

Controller buttons can be rebound in Pause โ†’ Controller Setup. In menus, LB and RB switch tabs.

The pause menu lists every control, for keyboard and controller.
The pause menu lists every control, for keyboard and controller.

Music and credits

Quiet background music plays on the farm (Comfortable Mystery 2, Lasting Hope, Serene, Trio for Piano, Cello, and Clarinet, Magic Forest, and Virtutes Vocis) and in your Personal Space Base (Floating Cities, Unpromised, and String Impromptu Number 1), in a shuffled order. The title, story, planet choice and stations are silent. Switch music on or off with the note button left of the seed selector on the bottom bar, or in the pause menu; the choice is remembered. Buttons, menus, tabs, errors, robot messages and milestones have short interface sounds, and the robots make sounds as they work (ploughing, planting, cutting, harvesting, unloading, moving buildings, breaking down and being repaired), heard from where they are on the farm, with a motor hum while they drive. Animals make a quiet call of their own kind every so often. Switch all sounds off with Sounds in the pause menu. Credits, on the title screen and in the pause menu, name the art (Game Art by Kenney.nl) and the music (Kevin MacLeod, incompetech.com, under Creative Commons: By Attribution 4.0).

Saving

  • The game autosaves after every night and every flight, and when you quit to the title or close the window. F5 saves at any time.
  • Load Game on the title screen continues from the last save.