FAQ
Is Cultivation released? +
Not yet — it is in development. The design is committed (vision, full behavioral spec, brand), the repo builds, and features are being implemented against the spec. Watch GitHub Releases.
Does soil fertility punish farming? +
No — it rewards tending. Fresh soil starts at full fertility, a monoculture block sustains 33 harvests before exhausting, rotation doubles that, and a fallow block fully recovers in about three in-game days. Even exhausted soil still grows and still feeds you; it's just slower and leaner than ground you care for.
How does it work in multiplayer? +
Soil is honest shared ground — one fertility per block for everyone, exactly like vanilla hydration, with no per-player instancing and no login races. Dietary fatigue and meal buffs are strictly per-player.
The composter doesn't make bone meal anymore? +
By default it yields Fertilizer — a renewable amendment that guarantees +1 yield for a block's next 15 harvests — instead. Skeletons, fishing, and bone blocks still supply bone meal as ever, and a single option (
composterProducesFertilizer=false) restores the vanilla output.
Can I turn parts of it off? +
Every system independently: soil fertility, polyculture, dietary fatigue, meal buffs, enriched tilling, Fertilizer, the scythe sweep, and villager stewardship each have their own toggle. Turn everything off and farmland behaves exactly like vanilla.
Do I need the other Concord mods? +
No. Cultivation is complete on its own — with siblings installed some integrations light up (enchanted scythes, Fertilizer trades, far-tier seed caches, farm-grown reagents), but none are ever required.
Will it work with Sodium / Iris / performance mods? +
Yes by design — Cultivation never replaces farmland or crop blocks; soil condition renders as a post-pass overlay, the same approach Prosperity's indicators use. Mods that replant by silently swapping block states may bypass soil drain; ones that break crops normally are fully compatible.
Client, server, or both? +
Both, like its siblings: the gameplay is server-authoritative, and the client side carries the config screen, soil overlays, and food tooltips.