Cultivation

Features

The eight headline systems, as specced in design/SPEC.md. Cultivation is in development — these are commitments, not yet a shipped jar.

Living Soil

Every farmland block carries its own fertility — draining under harvest, recovering when rested.

Harvesting drains a block about 3% of its fertility each time — half that if you plant a different crop than last season. Leave a block fallow and it recovers fully over roughly three in-game days; a sprinkle of bone meal on empty farmland restores a quarter instantly. Tired soil (below 25%) grows crops 25% slower and turns visibly pale and cracked; exhausted soil grows at half speed and yields the bare minimum.

Soil is shared world state, exactly like vanilla hydration — every player works the same ground. Read any block's exact fertility with /cultivation soil, or at a glance with Jade/WTHIT installed.

Polyculture

Mixed fields grow faster than monoculture — the layout is the mechanic.

A crop bordered by at least two cardinal neighbors of a different crop grows 20% faster. Plant in alternating rows — wheat, carrots, potatoes — and every interior row qualifies. Monoculture is never punished; it simply grows at the vanilla rate. The fastest farm on the server is a striped one.

A Varied Table

Eating the same food again and again dulls it; three different foods reset the fatigue.

Each consecutive repeat of the same food restores 10% less hunger and saturation, bottoming out at half effect. Eating three different foods clears the fatigue entirely — a three-food rotation always eats at 100%, while a two-food alternation grinds both down together. Food effects are never touched: golden apples, suspicious stews, and meal buffs apply at full strength regardless.

The food's tooltip tells you plainly when it's losing its appeal and by how much. Fatigue is strictly per-player and clears on death.

Worth the Bowl

The crafted, unstackable meals finally repay the inventory space.

Each bowl food carries a 2-minute buff: Rabbit Stew grants 5% movement speed (Nimble), Beetroot Soup grants 10% faster block breaking (Diligent), Mushroom Stew slows your hunger drain by 10% (Sated), and Suspicious Stew gambles as always — but grants one of the three at double strength alongside its usual rolled effect. Cake is the celebration meal: each slice grants all three buffs at once for 1 minute — the one exception to one-meal-at-a-time. Otherwise a new meal replaces the buff rather than stacking it.

Enriched Tilling

Diamond and netherite hoes till better farmland — permanently.

Till with a diamond hoe and that block gains a permanent 10% chance of one extra drop per harvest; netherite makes it 15%. The bonus lasts until the block reverts to dirt, and stacks with Fertilizer. There is finally a reason to carry a late-game hoe.

Compost Fertilizer

The composter produces Fertilizer — a renewable amendment instead of a growth accelerant.

Emptying a full composter yields one Fertilizer instead of bone meal (skeletons and fishing still supply bone meal as ever, and one option restores the vanilla output). Apply a dose to a farmland block and its next 15 harvests each yield a guaranteed +1 of the crop's product; top up any time, and exhausted ground never spends a dose it doesn't pay out. A dosed block shows dark compost flecks, so the investment reads at a glance. A netherite-tilled plot on healthy soil with an active dose is the investment ceiling — sustained by re-dosing, so a working farm keeps its composter busy forever.

The Scythe

A harvesting tool in iron, diamond, and netherite: one swing reaps and replants a 3×3.

Break a fully grown crop with a scythe and it harvests the full 3×3 around it, withdraws one seed per block from the drops, and replants each block at age zero. Immature crops are skipped; each block harvested costs one durability; Fortune on the scythe applies per block. Crafted from three ingots (or diamonds) and two sticks, with the netherite tier through the vanilla smithing upgrade. It harvests — it never plows or fights beyond an ordinary tool.

Farmers Who Farm

Villager farmers live by the same soil you do.

Villager harvests drain fertility exactly like yours. When a plot tires, its farmer replants a different crop; when a block drops below 25% fertility they leave it fallow until it recovers to 50%. Village fields settle into rotating patchworks with resting strips — visibly tended ground. Nothing about who the villager is changes: names, trades, prices, and reputation are untouched.

Better Together

With siblings from the Concord collection installed, Cultivation lights up further — never required, and with none installed nothing is missing.

  • Meridian — scythes and hoes are first-class enchanting targets; a charted enchantment on a netherite scythe is the endgame of the harvest.
  • Mercantile — farmer villagers who remember you deal in the good stuff: high-reputation trades offer Fertilizer and buy your surplus at its worth.
  • Tribulation — when the world pushes back, a stocked and varied pantry is armor you can eat.
  • Prosperity — chests far from home can hold caches of Fertilizer and rare seeds worth carrying back to your fields.
  • Distillation — the still drinks from your fields: crops you grow turn up among its brews' ingredients.