Hemp farming
From a wild seed to a god clone. Every number here comes from the game files, and the tools use the same rules.
Hemp at a glance
- Seedling 7 min
- Sapling 6 min
- Crossbreed 2 min
- Mature 35 min
- Fruiting 18 min
Clone from 7 min · crossbreeds from 13 min · ripe at 68 min
Compare crops
Every crop with a GGGYYY clone at 100%. Tap one to open its page.
| Crop | Ripe | A plant | Planter / h | Water | Clones | Ideal at | Food |
|---|---|---|---|---|---|---|---|
| 68 min | 65 cloth | 516 | 5 ml | 3 | 90% | – | |
| 68 min | 65 sunflowers | 516 | 5 ml | 3 | 90% | – | |
| 68 min | 65 roses | 516 | 5 ml | 3 | 90% | – | |
| 68 min | 65 orchids | 516 | 20 ml | 2 | 90% | – | |
| 59 min | 17 potatoes | 156 | 4 ml | 3 | 70% | 125 cal | |
| 51 min | 9 corn | 95 | 4 ml | 3 | 90% | 75 cal | |
| 51 min | 9 wheat | 95 | 4 ml | 3 | 90% | 75 cal | |
| 51 min | 5 pumpkins | 53 | 5 ml | 3 | 90% | 80 cal | |
| 63 min | 5 berries | 43 | 4 ml | 3 | 80% | 5 cal |
guideJfarr
Hemp Farm Guide
The whole farm from seed to god clone, step by step. This page follows the same order, so you can watch a part and then try it with the tools.
Start
Get seeds and build the right planter
Pick every wild hemp you see
Wild hemp always gives 10 cloth and one seed. Every seed rolls its own genes, and most come out with a couple of red ones.
Slots 1 and 4 are usually red
They roll red 78% of the time. Slots 2, 3 and 5 roll green 86% of the time, so expect about 2.5 red genes per seed.
Eat a chicken pie right before you plant
It makes red genes far less likely for 10 minutes. The rich chicken pie is better still: all-green seeds go from about 1 in 75 to 1 in 9.
Pies only work on seeds
They apply at the moment you plant. Clones keep their genes and ignore the pie.
Don't hunt a god clone from seeds
GGGYYY straight from a seed is about 1 in 7,200 (1 in 830 with a rich pie). Crossbreed instead.
Build large planters, not ground plots
The ground caps at 67%, stays dry and kills plants at random. A large planter holds 9 plants and 9,000 ml, and its centre spot touches all eight others.
Planting in the ground is a trap
Ground tops out at 67%, water sits at 35% (12% in snow) and every plant has a 0.5% chance to die each minute.
Large planter wins
9 plants, 9,000 ml and 250 HP. Small and triangle planters hold 3,000 ml and have 100 HP.
The centre spot touches all 8
Edge spots touch 5, corners touch 3, and corners never touch each other.
Overall condition is the weakest link
A plant is judged on light, water, ground and temperature, and its overall condition is the lowest of the four.
Touches 8The centre touches all 8. Put your target here.
Grow
Light, water, ground and heat set the speed
Farm indoors under a ceiling light
The sun only gives full light around midday and none at night. A ceiling light gives 100% around the clock.
Hang it where four planters meet
One light at the corner of a 2x2 of large planters lights all four.
It reaches the floor above
Walls and floors don't block it, so it also lights the four planters right above. It does not reach two floors down.
A lamp only counts when the sun can't reach
Outdoor plants use sunlight first, so roof the farm.
Keep planters about two thirds full
Water is 100% between 51% and 75% full. Under half it drops fast, and a completely full planter only scores 71%.
One sprinkler only just keeps up with four large planters
180 ml/min in, 4 × 45 out. Fill them with a bucket first, and W genes will slowly run them dry.
Sprinklers overfill small setups
They keep topping planters up to full (71% water) and draw 120 ml/min while on. Use a timer if one sprinkler covers fewer than four planters.
Salt water drains planters, radwater kills them
Ocean water through a sprinkler empties the planter. Radioactive water deletes every plant in it.
5,850 of 9,000 ml in a large planter. Right in the sweet spot.
One fertilizer per plant fixes ground
Without fertilizer a planter's ground is stuck at 67%. Put fertilizer in the planter: each plant uses one when it goes in and stays at 100% for life.
9 per large planter, not hundreds
Extra fertilizer just waits in the planter for the next crop. Adding it after planting fertilizes the plants already in.
Splitting compost stacks doesn't help
The composter does one item a minute in total, shared between stacks.
Dung is king
Horse, cow and sheep dung give 10 fertilizer each. Tame cows and sheep drop it about every 10 minutes.
Bones are a dice roll
Each bone has a 1 in 4 chance of one fertilizer. Four bones give nothing about a third of the time.
Leave the heater on
A planter never drops below 15 °C, but hemp needs about 24 to 34 °C for 100%. At 15 °C it's at 53%, so an unheated temperate farm never reaches 100%.
Temperate, tundra and snow: heater on 24/7
That keeps them at 100% day and night.
Desert and jungle: night only
A hot afternoon plus a heater is too much: desert midday with a heater drops to 18%.
One heater per two large planters
Full strength reaches about 2.8 m from a planter's centre, so place it where two planters meet. Heaters don't stack.
Four planters, one light, two heaters
Four large planters in a square inside your base, a ceiling light where they meet, a sprinkler above, a heater for each pair and a water pump outside.
Power adds up to 13
Pump 5, light 2 and two heaters at 3 each. The sprinkler needs no power.
A couple of solar panels and a battery
A large panel gives up to 20 only while it faces the sun, and nothing at night.
Unlock it on two benches
The large planter is on the level 1 workbench tree, after the water bucket. The light, heaters, sprinkler, water barrel, solar panels, small battery and water pump are all on the engineering workbench tree. About 375 scrap in all, most of it on the way to the pump.
4 large planters–
Ceiling light2 power
Sprinkler–
2 heaters6 power
Water pump5 power- Total13 power
2 large solar panels + small battery
Breed
Read the genes and crossbreed a god clone
G grows faster, Y gives more
Every plant has six gene slots. Green genes help, red genes hurt, and the order of the letters never matters.
GGGYYY is the classic god clone
About 68 minutes to ripe, 65 cloth a plant and 3 clones in perfect conditions.
GGYYYY gives more per harvest
About 79 minutes, 73 cloth and 4 clones. Per hour the two are about even.
Log in once a day? Go heavy on Y
Ripe hemp waits 24 hours, so speed matters less than cloth per harvest.
H barely matters in a planter
Each H only adds about 5% temperature.
Red genes count for more
When a plant reaches the crossbreed stage, each gene slot looks at the plants touching it in the same planter. The strongest total replaces your gene only if it beats your own gene.
One red neighbour flips a green slot
1.0 beats 0.6, even your plant's own green gene.
Two matching greens replace a red
1.2 beats 1.0. Your own gene never votes.
Plant the target first, donors at sapling
Donors must not crossbreed before the target. It only counts what's around it at that moment.
Corners only means no crossbreeding
In a large planter. Not in a triangle planter, where all four spots touch.
Tap the neighbours to change their gene in this slot. Tap the centre to change your plant's own gene.
Harvest
Clone, protect and spend the cloth
Clone at the sapling stage
You get the same number of clones from a sapling as from a ripe plant, so clone early. Ripe hemp then waits 24 hours for you.
Cloning and harvesting both use up the plant
One mis-click and your god clone is cloth.
Fill the planter with copies
Identical neighbours can't change each other, so your genes stay perfect.
Keep a spare god clone in a stash
One raid or mistake shouldn't cost you your genes.
Spend it, then sell the rest
Cloth goes into sleeping bags, bandages, syringes, rope, sewing kits, low grade, C4 and the tarps for more planters.
Prices start at half each wipe
5 scrap per 80 cloth on a fresh wipe, climbing to 20 if nobody sells.
Satchels no longer use cloth
Only through their rope.
Clones beat cloth
A god clone is worth more to other players than its cloth.