Reference
Plants & Allotments
A Yard Allotment is a six-bay garden building for your lawn, with four terracotta pots along the front. Turn the soil, sow a Plant Seed, and keep the pot watered and fed — about 24 hours later something comes up. What comes up is one of 30 ordinary potted plants, and not always the one you were hoping for. They are decorations and nothing more: they stand indoors or out, and no rule in the game resolves against them.
Building one
CarpentryThe Allotment is crafted, not bought — it is on no shop shelf anywhere. It is the only thing on the Carpentry bench that asks for Grandmaster skill.
| Carpentry | Materials |
|---|---|
| 100 | 5,000 Iron Wood Planks + 500 Iron Ingots + 3 Pristine Wood |
It is a yard piece and will not go indoors — six cells of building squeezed into a hall would be drawn a third of its size in a single tile. Right-click it to take it back up, though it will refuse while anything is still growing in it rather than destroy your plants.
Finding seeds
GatheringPlant Seeds are found, never sold. Any gather can turn one up — mining, lumberjacking or fishing, it makes no difference which. Roughly one unit in 1,300 carries a seed, which works out at a seed every couple of hours for somebody gathering steadily.
There is also a floor under your luck: a seed is guaranteed every 3,500 units gathered over your lifetime. That is a backstop and not a schedule — a lucky find pushes the next guarantee further out, so most seeds arrive as surprises and the counter only ever catches the unlucky. Offline gathering pays the guarantee too, but never the random roll.
Growing
24 hoursEach of the four pots runs on its own clock, so they need not be planted together or tended together.
| Step | What it costs | What it does |
|---|---|---|
| Turn the soil | — | Readies a bare pot for a seed. |
| Sow a seed | 1 Plant Seed | Which plant it will be is decided now, and the pot tells you at once. You are growing a known thing, not opening a box. |
| Water | 1 Water Bucket | Keeps the soil damp for 8 hours. |
| Feed | 1 Bag of Fertiliser | Feeds the pot for 24 hours. |
| Pick it | — | The plant goes into your pack, potted and ready to place. |
A pot advances one stage every 6 hours, and there are 4 stages from seed to bloom — but only while it has both water and feed at that moment. Water runs out far sooner than fertiliser on purpose: watering is the twice-a-day visit, while one bag of fertiliser very nearly covers a whole plant.
Neglect costs you time and nothing else. A pot that runs dry simply stops where it was and waits — it never loses the plant, the stage it had reached, or the seed that started it. Water it and the clock picks up with a full stage ahead of it. Nothing in the yard dies while you are not looking at it.
What comes up
30 plantsEvery seed rolls against the same four bands. Within a band each plant is equally likely, so the more plants a band holds the rarer any one of them is.
| Band | Plants | Chance of the band | Chance of one plant |
|---|---|---|---|
| Common | 12 | 62% | 5.2% |
| Rare | 9 | 25% | 2.8% |
| Very Rare | 6 | 10% | 1.7% |
| Ultra Rare | 3 | 3.0% | 1.0% |
Common
5.2% eachThe hedgerow. What a first allotment fills up with, and what makes a Rare feel like something when it finally comes up.
Rare
2.8% eachThe garden proper — recognisable flowers worth deliberately growing a second of, to make a pair by the door.
Very Rare
1.7% eachThe ones worth walking somebody across your lawn to look at.
Ultra Rare
1.0% eachAbout one plant in thirty-three. A gardener growing one a day is looking at roughly a month between these.