Features
The eight headline systems, specified in full in design/SPEC.md, plus the advancements that mark your progress through them.
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.
The two crops that never grow on farmland come along too: nether wart on soul sand and the sweet berry bush on dirt tire their ground under repeat harvest — wart on the break, berries on each pick — and grow slower as it wears, recovering the same way. They keep the fertility model only; the polyculture, bee, and Fertilizer bonuses stay a farmland affair.
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.
Border a qualifying row with the sniffer's finds — torchflower or pitcher plant — and that bonus doubles, to 40%. It gives the game's rarest crops a job as premium polyculture partners: the crown jewels of a striped field. A lone sniffer crop earns nothing extra on its own; it has to border a row that already qualifies.
Bees join the field too. A crop within eight blocks of a populated beehive or bee nest grows 10% faster, stacking with polyculture and fertility — a striped field beside a hive is faster than either alone. Keep bees near the rows and vanilla's own pollination visuals become a bonus you can plan around; an empty hive does nothing.
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. It also prints the food's hunger and saturation outright — and, once fatigue is biting, the reduced values for this bite alongside the originals, so the numbers you weigh foods by are never hidden. When AppleSkin is installed the mod defers the hunger/saturation line to it. Fatigue is strictly per-player and clears on death.
Worth the Bowl
The crafted bowl meals finally repay their cost — and stack to 16, so a shelf of them travels with you.
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. Pumpkin pie and cookies join in smaller: each carries one of those buffs for a single minute — a cookie quickens your step like Rabbit Stew, a slice of pie curbs hunger like Mushroom Stew — sized below the crafted bowls. Cake is the celebration meal: each slice grants all three buffs at once for 1 minute — the only meal that hands you the whole trio. Every meal replaces your current buff rather than stacking it.
The four crafted bowl foods stack to 16 — a shelf of stews for whatever the day demands — and eating one hands back its empty bowl, dropped at your feet if your pack is full.
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.
Enriched ground also resists your own trampling — a stray jump won't stomp a diamond- or netherite-tilled plot back to dirt the way it would plain farmland. Mobs still trample it, so the world stays as dangerous as it was.
Enriched ground wears a sparse warm loam fleck so you can pick out your improved rows at a glance, the same way Fertilizer shows its darker compost flecks.
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.
For a stray crop rather than a field, right-click a fully grown crop with an empty hand: it harvests that one block and replants a seed from its own drops — the single-block sibling of the sweep. There's no tool in hand, so no Fortune, no durability, no scale; the scythe stays the tool for harvesting rows at a time. Immature crops are left alone, and the toggle turns the gesture off for anyone who'd rather break and replant by hand.
To lay a fresh field there's a companion tool, the iron rake: hold it, keep a stack of seeds in your off-hand, and right-click farmland to sow the surrounding 3×3 at once — one seed and one durability per block, skipping any block already planted or unsuitable. It's the planting half of the field tool pair — the scythe replants what it reaps, and the rake seeds the bare ground it can't. Without a rake, seeds plant one block the vanilla way. Wheat, carrots, potatoes, beetroots, torchflower, and pitcher are in scope, one seed type per pass, so alternating polyculture rows stay a deliberate layout act. Crafted from three iron ingots and two sticks.
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%. Farmers pick up Fertilizer the way they pick up seeds and apply a dose to any fully spent block — never topping up a partial one — so a village's composters feed its own fields and the grow-compost-dose loop runs unaided. 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.
Marks of Mastery
Five advancements in the vanilla Husbandry tab acknowledge the systems as you learn them.
Cultivation extends the vanilla Husbandry tab rather than opening its own. A Balanced Table marks the first time three different foods reset your dietary fatigue; Long-Term Investment the first Fertilizer dose applied to farmland; Reap What You Sow a single scythe sweep that fells all nine crops around it; Full Broadcast its planting mirror, a rake pass that sows all nine blocks of a 3×3; and Old Growth a harvest from soil that is both enriched and still carrying a dose. No custom tab and no fanfare beyond the game's own — just the quiet acknowledgment vanilla already gives.
Part of Concord
Cultivation is one of eight independent overhauls in the Concord collection. Install any, combine all — each stands alone, and with none of the others installed nothing here is missing.
- Meridian — Chart your enchantments.
- Mercantile — Every villager remembers.
- Tribulation — Survive what comes next.
- Prosperity — Every chest, yours to discover.
- Respite — Make the night count.
- Distillation — Every drop counts.
- Instinct — Worth raising.