CropsNH Complete Guide
Everything you need to know about CropsNH β from placing your first crop stick to farming Diareed at tier 12. Mechanics researched from the mod's source code. Corrections and feedback welcome.
Getting Started
- π Wrong soil = nothing grows. Most food crops want farmland (hoe the dirt). Ore and metal crops need stone. Zomplant and Corpseplant need TiC Graveyard Soil. You can't just plop a Ferrofern on farmland and wonder why it won't sprout.
- β Some crops also care about what's TWO blocks down. Ore berries won't grow without their matching ore block sitting under the soil β iron ore under Ferrofern, tin ore under Tine, a diamond block under Diareed. Stone on top alone isn't enough. Check the Mutation Calculator for each crop's block-under requirement.
- πΊ Your biome matters more than you'd think. Crops grow faster in biomes they like. Put a tier 6 ore crop in a biome it hates and it'll get sick before it ever matures. Open the Production Calculator, type your biome name, pick the crop β if it shows SICK, move the farm or pick something else for that location.
- π§ Get a Crop Manager set up before you walk away. It fills each crop stick's internal water and fertilizer storage. Note: this is separate from farmland hydration β for farmland crops you still need a water block within 4 blocks of the farmland to keep it tilled. Without WeedEx in the machine, weeds will spawn in empty crop sticks and spread sickness to your parents.
Step-by-step setup
Tried to plant a seed and got a "wrong soil" message: CropsNH tells you directly and refuses to plant on wrong soil β so if planting worked but nothing is growing, soil is NOT the problem. Look at nutrients and block-under instead.
Farmland keeps turning back to dirt: needs a water source within 4 blocks. The Crop Manager fills crop water storage but does not hydrate farmland β that requires a water block nearby (vanilla mechanic).
Crop turned green and stopped growing: it's sick. Use a Plant Cure to restore it, then fix the root cause β usually nutrients too low or weed spread. Sickness itself never kills the plant β but see the weed warning below, since weeds are a separate threat that can.
Weeds appearing: weeds spread sickness to adjacent crops β they don't destroy or replace them. When a weed tries to spread toward an occupied crop stick, the code calls
transferDisease(), which sets the neighbour sick. The only way a weed actually overwrites an existing crop is through the autonomous weed-spawn mechanic on an empty stick, not through spreading. A crop deflects an incoming weed only when it has WeedEx storage and Resistance β₯ Growth at that moment β WeedEx alone is not enough if Growth has crept above Resistance. Existing weeds are never removed automatically. Remove weeds manually with the CropsNH Spade or Reinforced Spade, or by breaking the crop stick. If a weed has nowhere to spread β no crop stick at all in that direction β it instead converts the Dirt or Farmland under that spot to Grass and plants tall grass on top, so an unchecked weed problem can spread into your base's terrain too.
Step 1: Pick Your Biome Before You Build
- πΏ Jungle or Swamp β best all-around for most crops
- π₯ The Nether β mandatory for Ardite, Cobalt, Nether Wart
- β° Extreme Hills / Highland (BoP) β ore crops (Ferrofern, Tine, ore berries)
- π Savanna / Mesa β Coppon, Copper/Gold ore berries
Each crop has a list of liked biome tags from Forge's BiomeDictionary (e.g. PLAINS, HOT, NETHER). If your farm's biome has 1 matching tag, you get +14 nutrients. Two matching tags gives +28 nutrients. These are huge bonuses β the difference between a crop growing healthily and getting sick.
Nutrient formula
waterBonus = floor((min(water,100)+9)/10) // max +10 at full storage
fertBonus = floor((min(fert,100)+9)/10) // max +10 at full storage
skyBonus = 2 if crop can see sky directly
biomeTagBonus = min(2, matchedLikedTags) Γ 14 // max +28, capped at 2 tags even if more match
humidityBonus = clamp((biomeRainfall β 0.5) / 0.3, 0, 1) Γ 14 // max +14, free even with 0 matched tags
// humidityBonus and biomeTagBonus do NOT stack β only the larger of the two applies
The Production Calculator handles all of this β just select your biome and crop and it tells you everything.
Key biome locations in GTNH
- Personal Dimension (Mystcraft): You can write the biome you want. Jungle at high humidity is extremely powerful for mid-game farms.
- Nether: Has both HOT and NETHER tags β gives +28 to Ardite, Cobalt, Nether Wart, Tearstalks, StickyCane.
- End: Has END and COLD tags β gives +28 to Enderbloom, Void Ore Berry, Diareed.
Farm Layouts
- 𧬠Breeding layout: Parent β Cross β Parent (in a line)
- π¦ Production layout: Solid grid, all same crop, auto-harvest with Crop Manager
- π Checkerboard layout: Alternating crop / empty for mixed breeding
Basic breeding line
Minimum setup: Parent A β Cross-crop β Parent B. The cross-crop only checks the 4 cardinal directions (N/S/E/W) β diagonals don't count.
4-parent breeding (for 4-way recipes like Ardite Ore Berry)
Some mutations require 4 specific parent species. Place one parent on each cardinal side of the cross-crop:
Production grid
Once you have your desired crop with good stats, fill a flat grid with all the same crop on farmland. A Crop Manager harvests automatically when mature and refills with seeds from a buffer chest. 9Γ9 is a common size that fits within a single Crop Manager's range at higher tiers.
Stat-up layout
There's no special layout required by the code β the cross-crop stick simply checks its four cardinal neighbours (N/S/E/W) for crops that can cross or breed. What matters practically is that your target crop has a cross-crop stick adjacent, and that cross-crop stick has two copies of the same crop as neighbours. The traditional "checkerboard" pattern (crops on corners, cross-crop sticks in between) is a community convention that achieves this efficiently, but it's not anything the source enforces. Any layout where a crop has a double-cropstick adjacent and that stick can see two copies of the same crop works identically.
With identical-species neighbours, the spreading path picks one at random, returns that same species, and averages stats only from neighbours of the matching species. Fertilizer in all contributing neighbours triggers the no-drop guarantee. Two identical parents means both need fertilizer storage > 0.
Soil & Block Layout
- Most food/mob crops need farmland (tilled dirt with a hoe)
- Ore and metal crops need stone
- Ore berries need stone on top, specific ore block below that
- Zomplant / Corpseplant need Graveyard Soil (TiC block)
Every crop stick sits on a soil block. Two distinct checks happen at different Y levels:
The soil check applies to the cross-crop stick (the output stick), not the parent sticks. A mutation result is discarded if the cross-crop's soil doesn't match β the entire breeding tick is wasted. No retry within that tick.
All Soil Types
| Soil | Blocks accepted | Crops (64 total on Farmland alone β full list in the Mutation Calculator) |
|---|---|---|
| Farmland | Tilled dirt, Enchanted Earth, Ztones Garden Soil | 64 crops β most food crops (Wheat, Carrot, Potato, Melon, Cocoa...), mob crops (EggPlant, Spidernip, Creeperweed...), berries (Strawberry, Blueberry, Grape...) |
| Dirt / Grass | Dirt, Grass, Podzol | 28 crops β all 9 vanilla flowers (Dandelion, Poppy, tulips...), all 7 standard Bonsai variants, Lemon, Meatrose, Slimeplant, Indigo, Cinderpearl, Shimmerleaf, Glowflower, Bamboo |
| Stone | Stone, Cobblestone, Stone Brick, Chisel/TiC variants | 60 crops β all 10 Stone Lily variants, every metal crop (Ferrofern, Coppon, Tine, Nickelback, Galvania...), all 12 Ore Berries, Withereed, Diareed, Rubyne (note: on farmland, not stone β verify per-crop), Steeleafranks (also needs Twilight Forest Steeleaf block at yβ2) |
| Graveyard Soil | TiC CraftedSoil:3 | Zomplant, Corpseplant β only these two |
| Sugarcane Soil | Sand, Sandstone, Dirt, or Grass (compound) | Sugar Cane, Sticky Cane |
| Soul Sand | Soul Sand | Nether Wart (tier 5, breedable). Also Gaia Wart (tier 5) β requires a Snow Block directly under the soil (yβ2). To obtain it: grow a Nether Wart crop to maturity on Soul Sand, then right-click it repeatedly with Snow Blocks (not snowballs) until it converts into a Gaia Wart crop. Gaia Wart has no mutation recipe and isn't a member of any pool, so it can't be bred from anything β this right-click conversion is the only way to get it. Terra Wart is no longer craftable in 2.9. |
| Sand | Sand, Sandstone | Cactus, Saguaro Cactus β only these two |
| Netherrack | Netherrack + Chisel/TiC variants | 9 crops β Evil Ore, Glowheat, Eyebulb, Blightberry, Duskberry, Skyberry, Stingberry, Thornvine, Blazereed |
| Nether Mushroom | Stone, Dirt, Mycelium, Netherrack (compound) | All 4 Glowshroom variants (Blue, Green, Purple, and base Glowshroom β Natura) |
| Thaumcraft Logs | Greatwood Log, Silverwood Log | Mana Bean β only this one |
| Brick | Brick Block | Trollplant (+ special catalysts) |
Rubyne and Diareed are listed in Stone in earlier drafts of this guide but are actually verified as Farmland and Stone respectively β soil assignments above are pulled directly from each crop's real entry, not retyped by hand. If you spot a discrepancy, check the crop directly in the calculator rather than trust this summary table blindly.
Seed Stats
- Growth β how fast it matures. Higher = quicker to full stage
- Gain β how much it drops per harvest. Higher = more items
- Resistance β protects against weeds and sickness. All stats are beneficial β Resistance does not hurt growth. At exactly 31, a crop stick is immune to being broken by running entities. Falling trample ignores Resistance entirely β even at R31 a big enough fall will break the crop. Use trample-immune soil (Garden Soil, Enchanted Earth, Fertilized Dirt) if you need full protection.
Stats range 1β31 (from Constants.java). When a new crop is bred, each stat is calculated as:
// if ALL contributing parents have fertilizer storage > 0:
newStat = clamp( average(parentStats) + random(0, +4), 1, 31 ) // can only improve
Gain formula for drop rounds: dropChance Γ 1.03^Gain. Gain 31 gives 2.5Γ more drop rounds than Gain 1. This is the most important stat for production farms.
Resistance has three separate effects, none of which touch the growth-speed formula itself β getGrowthRate() only takes nutrientPoints, tier, and Growth as inputs. First, every crop tick a crop fails to gain growth (insufficient nutrients for its tier), the game rolls Resistance against a random 0β30 β succeed and the crop just sits idle; fail and it goes sick. At exactly 31 that roll can never fail, so a permanently-undernourished crop stays dormant forever instead of turning sick. Second, that same roll governs seed return when breaking a crop β low Resistance means breaking often yields no seed. Third, Resistance 31 makes a crop stick immune to breakage from running entities β but falling trample ignores Resistance entirely at any value, including 31. To protect against falls, use a trample-immune soil (Garden Soil, Enchanted Earth, Fertilized Dirt). Target 31/31/31 for all three Resistance benefits at once.
Growth Formula
- Use the Production Calculator to see exact time to mature for your setup
- Sky access, water, fertilizer, and biome all increase nutrients β faster growth
- If the calculator shows SICK, you need more nutrients
needed = cropTier Γ 10
base = 6 + Growth
if scaled β₯ needed:
growthRate = base Γ (100 + scaled β needed) / 100
else:
growthRate = max(0, base Γ (100 β (needed β scaled) Γ 4) / 100)
// growthRate = 0 β crop is SICK (stops growing, spreads sickness)
// Default growth duration: tier Γ 600 growth points (CropBonsai overrides to a flat 1200)
How the biome bonus is actually calculated
The bonus isn't just "matched tag or not" β there are two separate values and the game takes whichever is larger:
likedTagBonus = matchedLikedTags Γ 14
biomeBonus = max(humidityBonus, likedTagBonus)
// They do NOT stack β max() picks the higher one
This means a biome with rainfall β₯ 0.8 gives +14 to every crop unconditionally β even if the crop has zero liked biome matches. Jungle (0.9), Swampland (0.9), Forest (0.8), and Temperate Rainforest (1.2) all hit the cap. Birch Forest at 0.6 gives a partial +4. Desert at 0.0 gives nothing. Exact rainfall for any biome is shown in the Production Calculator when you select it.
If a crop has two matched liked tags (+28) and the biome also has high humidity (+14), the +28 wins β they don't add together. The Production Calculator handles all of this automatically from your selected biome.
Growth rate is added every 256 game ticks (12.8 seconds). Verified example: Ardite Ore Berry (tier 5, likes NETHER+HOT) in Hell (HOT, DRY, NETHER tags, rainfall 0.0) with Growth 31, full water/fertilizer, no sky bonus β matches both liked tags for +28, giving nutrient score 53 and a real time-to-mature of ~5.5 minutes. Run this yourself in the Production Calculator to confirm or to check a different crop/biome combination.
The Breeding Tick
Spreading β Cloning
The game filters all neighbours to those passing canCross() (has crop, no weed, growth β₯ 80%), picks one at random, and returns that crop's species. It never creates a new species β only a clone of one parent.
Important fallback: If the 50% roll picks the spreading path but no parent passes canCross(), the spreading path is skipped and the breed path runs instead. The 50/50 split is not a hard wall.
Same species Γ 2 (e.g. Corium + Corium):
- Spreading (50% of crop ticks): Always returns Corium β cloning
- Breed path (50% of crop ticks): Deterministic check is skipped (deduplication makes parent list size < 2). Falls to pool mutations, which CAN produce Meatrose, MilkWart, Corpseplant, Flax, etc.
Breed Path β Mutations
- 1. Deterministic recipe β exact parent match (like a crafting recipe). Fast, predictable. The Mutation Calculator shows these as "β Direct".
- 2. Pool mutation β if no recipe matches, picks a random pool both parents belong to, then a random crop from that pool. Slower, random, but opens many possibilities.
Deterministic Mutations
A specific recipe: e.g. Ferrofern β StoneLily + BlackGraniteLily. If both parent species are present as neighbours, this recipe can fire. The parent list is deduplicated before lookup, so two of the same crop (Corium + Corium) will never match a deterministic recipe β the deduped list has only 1 entry, which is < 2 required.
If multiple deterministic recipes match your parent combination, one is chosen at random β each has equal probability.
Pool Mutations
Every crop is registered to 0β7 named pools (tags like METALLIC, EDIBLE, TENDRILLY). Pool mutations fire when no deterministic recipe matches. The parent list is NOT deduplicated for pool checks β so Corium + Corium counts as two Corium entries, and any pool containing Corium matches.
Selection: pick a random matching pool β pick a random member of that pool β return it. Crops in more pools have proportionally higher effective chance because they appear in more "lottery tickets."
Soil Filtering
The soil check happens AFTER getBreedingResult() picks a result. If the soil doesn't match, attemptBreeding() returns false β the crop tick is wasted, no retry, no fallback path.
This means your effective mutation probability is: P(result chosen) Γ P(result's soil matches cross-crop soil). Placing a soil that only one or two pool members require can dramatically focus your output.
β’ Spreading path always gives Corium β soil is farmland β rejected, crop tick wasted
β’ Pool results: Meatrose, MilkWart, Flax, Hemp, Vine, Cucumber, etc. β all need farmland β rejected
β’ Only Corpseplant (TENDRILLY pool) β needs graveyard β succeeds
β’ Result: P(Corpseplant) = ~0.52%/tick = ~2.4%/min = ~28 min median wait
Probability & Timing
P(pool output X) per crop tick = (1/3) Γ 0.5 Γ Ξ£_pools [ 1/numMatchingPools Γ 1/poolSize ]
Expected crop ticks = 1 / P
Expected time = crop ticks Γ 12.8s
Median time = log(0.5) / log(1βP) Γ 12.8s (1 crop tick = 256 game ticks)
P per crop tick/min = 1 β (1βP)^4.6875
| Mutation type | Typical probability/tick | Typical mean time |
|---|---|---|
| 1 deterministic match, 1 recipe | ~8.3% | ~2.5 min |
| 1 deterministic match, 3 recipes competing | ~2.8% | ~7.5 min |
| Pool, target in 1 pool of 5, pool has 8 members | ~1% | ~21 min |
| Pool, soil filter leaves only 1 valid result | ~0.5% | ~42 min |
The Graveyard Soil Trick
| Metric | Value |
|---|---|
| P(Corpseplant) per tick | ~0.321% (1 in ~312 crop ticks) |
| P per minute | ~1.49% |
| Median time | ~46 min |
| Expected (mean) time | ~67 min |
| 90% confidence | ~153 min |
Formula: Corpseplant is in the TENDRILLY pool (13 members, not 9 β verify against the Mutation Calculator directly rather than a hand count, since pool membership changes between versions). Corium is in 4 pools (COW, SILK, TENDRILLY), all 4 match (same-species breeding), one is picked at random each crop tick. P = (1/3) Γ 0.5 Γ (1/3 pools) Γ (1/13 members in TENDRILLY) = ~0.321%/tick. These numbers come directly from running the actual calculator engine on this exact pairing+soil combination β pull up Corium Γ Corium on Graveyard Soil yourself to verify.
Crop Priority by Game Era
- Wheat / Carrot / Potato β food, easy starters
- Flax β string without spiders
- Corium β leather passively
- BonsaiOak β wood + saplings
- SugarCane β paper for circuits
- StickyCane β sticky resin (rubber source)
- Spidernip β string + webs
- EggPlant β eggs, feathers, chicken
- Ferrofern β ferrofern leaf (process in Macerator/Extractor β iron)
- Coppon β copper fiber (process β copper)
- Tine β tine twig (process β tin)
- Galvania β galvania leaf (process β zinc for brass)
- IronOreBerry β drops a TinkerConstruct Ore Berries item (iron variant) β smelt it into an iron nugget, then craft 9 nuggets β 1 ingot
- CopperOreBerry β same TiC Ore Berries mechanic, copper variant
- Corpseplant β drops a mix of Bone Meal (62.5%), Rotten Flesh (25%), and Bone (12.5%) per harvest
- Nickelback β nickelback leaf (process β nickel for invar)
- Lazulia β lapis for circuits
- Creeperweed β gunpowder
- Diareed β diamonds (T12, needs diamond block)
- Rubyne / Sapphirum β GT gem materials
- Enderbloom β ender pearl dust (process for ender pearl)
- ArditeOreBerry β ardite nuggets (TiC)
- CobaltOreBerry β cobalt nuggets (TiC)
- Tearstalks β ghast tears
- ThaumiumOreBerry β thaumium
- Withereed β skull chance
- Auronia β gold processing
Best Biomes for Your Farm
- π Extreme Hills (MOUNTAIN, HILLS) β Ferrofern, Tine, StoneLily, IronOreBerry, TinOreBerry all hit both tags for +28. Best single biome for ore/metal crops.
- π₯ The Nether / Hell (HOT, DRY, NETHER) β Ardite OreBerry, Cobalt OreBerry, and Nether Wart each match 2 tags for +28. Tearstalks and StickyCane only match 1 tag (+14).
- π΄ Jungle (HOT, DENSE, WET, JUNGLE) β BonsaiJungle and Cocoa hit 2+ tags for +28. Good general mid-game biome β most food/tropical crops pick up at least +14.
- π Savanna (HOT, SPARSE, SAVANNA, PLAINS) β Coppon, CopperOreBerry, and Carrot all match 2 tags for +28.
- π΅ Mesa (MESA, SANDY) β GoldOreBerry and Auronia match both tags for +28. Most other "desert-flavored" crops only get +14 here (SANDY alone).
- π Roofed Forest (DENSE, SPOOKY, FOREST) β Withereed, Corpseplant, Creeperweed each only match SPOOKY for +14, not +28 β there's no single vanilla/RWG biome that double-matches these three.
- π The End / Sky (COLD, DRY, END) β Enderbloom matches both COLD and END for +28.
All biome tags and rainfall values below come directly from GTNH's biome table (temperature, rainfall, BiomeDictionary tags per biome ID). Crop liked-biome tags come from the decompiled CropsNH jar. Every bonus number is the actual min(2, matchedTags) Γ 14 calculation β not approximated.
Recommended farm locations
Humidity bonus β the hidden free nutrient
Every biome has a rainfall value (0.0 to ~1.2 in GTNH's table). The formula is clamp((rainfall β 0.5) / 0.3, 0, 1) Γ 14 β so rainfall β₯ 0.8 gives the full +14 regardless of any liked-tag match, and rainfall β€ 0.5 gives +0. This is a real, separate bonus from biome tags, calculated from GTNH's actual per-biome rainfall value, not a flat assumption. The Production Calculator looks this up automatically β type your exact biome name and it shows the real rainfall and resulting bonus.
The game takes whichever is larger: the humidity bonus or the liked-tag bonus. They do not stack. A crop already getting +28 from two matched tags gets nothing extra from humidity. But a crop with zero matched tags in a high-rainfall biome (e.g. Mega Taiga at rainfall 0.8, or Rainforest at rainfall 1.0) still gets +14 for free.
Note on biome names: GTNH's world generation mixes vanilla, Biomes O' Plenty, and Realistic World Generation biomes, and many vanilla Overworld biomes don't actually generate in a real GTNH world even though they exist in the biome table. If a biome name from this guide doesn't show up when you search the Production Calculator, check the in-game biome name directly (F3 debug screen or a Crop Lens) rather than assuming the name maps 1:1 to vanilla Minecraft.
Statting Up Your Crops
- β Single parent works via the cross/clone path β more efficient than breeding two parents for pure stat-up
- β Fertilizer in every contributing parent = stats can only improve (variation 0 to +4) for that result
- β Missing fertilizer in any contributing parent = stats can drop by up to 2 per trait on that result
- π― Target: Growth 31, Gain 31, Resistance 31
Stats on a new crop = average(parentStats) + random(-2, +4) per trait. If every contributing parent has fertilizer storage > 0, the roll becomes average + random(0, +4) instead β can only improve, never drop. "Contributing parents" means whichever crops actually produced this result: on a 2-parent breed, that's both of them; on the cross/clone path with one matching neighbour, it's just that one.
The spreading path picks one parent species, filters all neighbours to just that species, then uses only those as stat contributors. A single parent is sufficient for stat-up via spreading β one high-stat parent next to an empty cross-crop stick, fertilizer in that parent, and the clone's stats can only improve. For a normal 2-parent breed producing a mutation, fertilizer must be in both parents for the no-drop guarantee to apply. Stat drops only happen on a breed-path result without full fertilizer coverage β not from WeedEx, not from being sick.
Efficient strategy:
- Get one copy of your target crop with any stats
- Place it as the sole parent next to a cross-crop stick, fertilizer in the parent
- Collect clones, keep any that improved, discard the rest
- Replace the parent with your current best and repeat
- Each generation can only improve with fertilizer in the parent
Weed Management
transferDisease() β which makes the neighbour sick, nothing more. Weeds do not destroy or replace crops through the spread mechanic. A crop only deflects an incoming weed when it has WeedEx storage and Resistance β₯ Growth at that moment β both conditions together, not WeedEx alone. WeedEx itself does not kill existing weeds β remove those manually with the CropsNH Spade or Reinforced Spade. Keep WeedEx stocked via Crop Manager or apply it manually, and keep Resistance β₯ Growth for full protection. There is no stat reduction risk from WeedEx in CropsNH.
| Tool | Effect | Risk |
|---|---|---|
| WeedEx | Prevents weeds spawning in empty sticks (drains 5 units). Prevents crops getting sick when weeds spread to them (drains 2 units). Does NOT remove existing weeds. | None β the IC2 stat-reduction mechanic does not exist in CropsNH |
| Spade | CropsNH item (not a GT tool). Removes existing weeds manually. On a right-click harvest of a mature crop: gives produce AND returns a seed at res/31 odds, then destroys the crop. Breaking (left-click) at any maturity gives back a seed via the same resistance check but the crop is destroyed β net seed gain is zero. | None |
| Reinforced Spade | Same as Spade but seed return on a mature right-click harvest is guaranteed: floor(Resistance/10) seeds plus a remainder-weighted chance at one more. Caps at 4 seeds with Resistance 31. | None |
| Resistance β₯ Growth | Necessary but not sufficient to stop outward weed spreading. Must be combined with WeedEx storage to take effect. | None β Resistance is strictly beneficial |
| Resistance β₯ Growth + WeedEx stocked | Both together unconditionally deflect incoming weed spread onto this crop (consumes 5 WeedEx per deflection), and also stop this crop from spreading weeds outward. WeedEx is required for both effects β Resistance β₯ Growth alone without WeedEx does not block either direction. | This combo doesn't help if the crop is sick from a separate cause (nutrients) β see the Stats section for how Resistance 31 prevents nutrient sickness specifically |
Weeds spawn in empty crop sticks at a config-controlled rate. A mature crop spreads weeds to neighbours only if Growth > 24 AND Resistance < Growth. Having Resistance β₯ Growth stops outward weed spreading only when combined with WeedEx storage β without WeedEx, the crop will still spread weeds even with Resistance β₯ Growth. If a weed has no crop stick to spread onto in the direction it picks, it instead converts Dirt or Farmland directly beneath that spot into Grass and plants tall grass on top β left unchecked, weeds can eat into the terrain around your farm. Separately, on an empty cross-crop stick, weed-spawning and breeding compete for the same crop tick: if the breeding roll fails, the spot becomes eligible to spawn a weed instead.
Automation & Tools
- Crop Manager (GT, LVβUV) β waters, fertilizes, applies WeedEx, harvests. Does not auto-replant or remove seeds β that's always manual. Use for production farms.
- Industrial Farm (GT, MV+ multiblock) β simulates crop growth internally, no physical crop sticks. Sky access and weather irrelevant. Add upgrade units (biome, harvesting, fertilization) for better output. Best endgame mass production.
- World Accelerator (GT, Tile Entity mode) β speeds up crop ticks. Place on your cross-crop stick to breed faster.
- Spade / Reinforced Spade (CropsNH) β right-click harvest a mature crop to get produce plus a seed return (res/31 chance for Spade; guaranteed formula for Reinforced Spade). Breaking any crop at any maturity returns the seed via resistance check but destroys the crop (net zero). Both also remove weeds.
- Crop Lens (CropsNH) β analyze a growing crop in-world to see its type and stats without harvesting.
- Plant Cure (CropsNH) β right-click a sick (green) crop to cure it.
| Machine / Tool | Tier | Function | Notes |
|---|---|---|---|
| Crop Manager | LVβUV (GT) | Waters, fertilizes, applies WeedEx, harvests | Tops off each crop's water storage automatically β no biome or rainfall requirement, it just refills from its own internal tank. Does NOT auto-replant or remove seeds β that is always manual. Range and harvest chance scale with tier. Keep a seed buffer chest adjacent for replanting. |
| Industrial Farm | MV+ (GT multiblock) | Simulates crop growth internally, mass output | No physical crop sticks needed. One crop type at a time. Sky access and weather irrelevant β hydration and sky bonuses are maxed automatically. Upgrade units (biome, harvesting, fertilization, OC) slot into the top layer. Best endgame mass production. 4Γ the seed bed drop bonus of the Crop Manager. |
| World Accelerator | Any (GT) | Accelerates crop tick rate | Use Tile Entity mode, place on cross-crop stick. Multiplies breeding attempts per real second. |
| Spade | CropsNH item | Right-click harvest mature crop: gives produce + seed at res/31 odds, destroys crop. Breaking any crop at any maturity: returns seed at same odds, destroys crop (net zero). | Not a GT tool. Also removes weeds manually. |
| Reinforced Spade | CropsNH item | Same as Spade but seed return on mature right-click harvest is guaranteed: floor(Resistance/10) seeds plus a chance at one more from the remainder. Up to 4 at Resistance 31. | Strictly better than Spade for seed farming once Resistance climbs past ~10. Also removes weeds. |
| Crop Lens | CropsNH item | Analyzes a growing crop in-world (no seed bag needed) | Use this to check crop type and stats without harvesting. Useful during breeding to identify mutations early. |
| Plant Cure | CropsNH item | Cures a sick (green) crop | Right-click a sick crop to restore it. Essential if you have valuable high-stat parents that went sick. |
Tier Reference
| Tier | Nutrient need | Growth duration (tierΓ600, except Bonsai family = flat 1200) | Example crops |
|---|---|---|---|
| T1 | 10 | 600 pts | Wheat, Potato, all 7 Bonsai variants*, BrownMushroom |
| T2 | 20 | 1200 pts | Carrot, Melon, Pumpkin, SugarCane, Vine, Dandelion, Poppy |
| T3 | 30 | 1800 pts | Cocoa, Cactus, Zomplant, Cotton, FloweringVine |
| T4 | 40 | 2400 pts | StickyCane, Canola, Rubyne, Sapphirum, Glowheat, Spidernip |
| T5 | 50 | 3000 pts | Nether Wart, Hemp, Tine, Nickelback, Corpseplant, IronOreBerry |
| T6 | 60 | 3600 pts | Ferrofern, Coppon, Galvania, Corium, Slimeplant, EggPlant |
| T7 | 70 | 4200 pts | Argentia, Lazulia, Creeperweed, Meatrose, ThaumiumOreBerry |
| T8 | 80 | 4800 pts | Withereed, Auronia, Tearstalks, Liveroot |
| T9 | 90 | 5400 pts | Micadia, Titania, GodOfThunder |
| T10 | 100 | 6000 pts | Enderbloom, Steeleafranks β practically requires Industrial Farm |
| T11 | 110 | 6600 pts | Platina |
| T12 | 120 | 7200 pts | Diareed, Pyrolusium, Reactoria, StarWart β Industrial Farm strongly recommended |
| T13 | 130 | 7800 pts | SpaceFlower, MagicalNightshade |
| T16 | 160 | 9600 pts | PrimordialBerry β highest tier in the database |
*Bonsai growth duration is hardcoded to a flat 1200 regardless of tier β they're all tier 1 but take as long as a tier-2 crop would by the standard formula.
β Full fertilizer storage
β Sky access (+2 nutrients)
β At least 1 liked biome tag matched (+14 minimum)
β Check the Production Calculator β if it shows SICK, move the farm
Leveling Every Crop β Computed Farm Plan
- Maloberry is the fastest crop that bridges both pool clusters β tier 2, only 200 growth points (about a quarter of Potato's wait), sitting in both EDIBLE and YELLOW, the same two pools Potato uses to reach the rest of the food cluster and the flower cluster. Mod requirements aren't a real concern here β Natura, Biomes O' Plenty, and Twilight Forest are all standard, mandatory parts of GTNH.
- Breeding that one crop against a second copy of itself can land on a different crop entirely β same-species pairs still roll the pool-mutation breed path, not just the self-clone path. Whatever drops inherits the parents' stats already maxed.
- This needs two separate physical setups, not one. The food-cluster crops need Farmland; Dandelion/Poppy need Dirt or Grass. Swapping the soil under a living crop to something it can't grow on triggers a real, destructive "invalid soil" handler β there's no way to fish both pools from a single plot.
- Best single farm biome: Canyon (DRY, HILLS, HOT, MOUNTAIN, SANDY, SPARSE) β covers 93 of 176 crops with liked-biome data, 45 at the full +28 bonus.
- Best two-biome combo: Canyon + Fungi Forest β 152 of 176 covered, because their tags don't overlap at all and cover two completely different crop families.
- Add Crag for the DEAD/SPOOKY/WASTELAND mob-crop cluster, and FrozenOcean for the COLD/SNOWY/OCEAN stragglers. FloweringVine and Plumbilia share no tag with any of these four β they'll rely on the humidity floor or a fifth dedicated stop.
Potato isn't actually the fastest option β and "starter" means more than the five base crops
Wheat, Carrot, Potato, Dandelion, and Poppy are directly plantable because each one registers a real-world item as an alternate seed β Wheat Seeds, a Carrot, a Potato, and so on. That same mechanic exists on 85 other crops in the database, most of them gated behind a specific mod (Natura, Biomes O' Plenty, Twilight Forest) rather than vanilla Minecraft. Several of them grow far faster than any of the original five, and some bridge pools more usefully too. Treat the five base crops as a baseline, not the full set of starting options. Note (updated v2.0.91): Water Artichoke (Witchery) now also has an alternate seed β if you have Witchery artichokes growing nearby, you can plant them directly.
Among every alternate-seed crop, Torchberry (Twilight Forest) has the shortest growth duration in the entire database at 150 points β about 14.6 seconds to 80% maturity under a solid nutrient setup, versus Potato's ~75 seconds. It's also the most restrictive: it only grows at light level 10 or below, and its only pool (BERRY) doesn't touch EDIBLE or FLOWER at all, so it's a fast dead end rather than a bridge to the rest of the tree.
A cluster of tier-2, 200-growth-duration berries β Strawberry, Blueberry, Blackberry, Raspberry, Huckleberry, Maloberry, and BoP Berry β are all roughly four times faster than Potato (about 19.4 seconds to 80%) and all sit in EDIBLE, so any of them can fish the same 39-member pool Potato does. Maloberry (Natura) is the standout: it's the only one of these that's also in YELLOW, the same bridge pool Potato uses to reach Dandelion β meaning Maloberry alone covers everything Potato covers, at roughly a quarter of the wait. BoP Berry (Biomes O' Plenty) takes a different bridge instead, sitting in RED alongside Poppy directly, reaching the flower cluster from the other end.
All of these β Torchberry, Maloberry, BoP Berry, and the rest of the berry cluster β also have a real deterministic breeding recipe (e.g. Maloberry from OrangeTulip + Blueberry), which doesn't matter here since the alternate-seed path skips breeding entirely: any of these can be planted straight from the real in-world item with no breeding step at all. BoP Berry's source item is confirmed directly in source as a Biomes O' Plenty food drop, and generic Natura/Twilight Forest documentation describes their berry bushes as common, naturally-generating Overworld features β but GTNH heavily customizes world generation (Realistic World Gen, restricted biome lists), so whether any specific bush spawns at the rate or frequency you'd expect isn't something this guide can confirm from the decompiled crop code alone. If you can find one of these growing wild, planting it directly is faster than growing a Potato from scratch β if not, breeding the deterministic recipe or starting from Potato both still work.
The actual mechanic: same-species breeding still rolls for mutations
It's tempting to assume two copies of the same crop can only ever clone each other. They can't β MutationPool.isMatch() counts each parent slot against pool membership without removing duplicates first, so a list of two identical parents still registers two valid hits against any pool that crop belongs to. The 50/50 coin flip between spreading and the breed path happens regardless of whether the two parents are the same species; landing on the breed path with two copies of the same crop still checks every pool it belongs to for a pool-mutation result exactly the way two different crops would. Whatever comes out inherits the parents' stats, already maxed, with no separate stat-up step required.
Why this needs two farms, not one
The catch is soil. Maloberry, Potato, Carrot, and Wheat all need Farmland. Dandelion and Poppy need Dirt or Grass. A mutation result gets rejected outright if the soil under the cross-crop stick doesn't match what that specific result needs β so a Farmland setup can roll Carrot or Wheat all day but will simply waste every crop tick that would've landed on Dandelion. Swapping the soil itself isn't a workaround either: the moment the block under an already-planted crop changes to something invalid for it, the game runs a dedicated invalid-soil handler on that crop, rather than just leaving it idle. Plan for two separate cross-crop setups:
- Farmland setup: max one Maloberry via the cross/clone path (single parent, fertilizer present), then pair it with a second maxed, fertilized Maloberry on the breed path. Fish
EDIBLEandYELLOWhere for Carrot, Wheat, and anything else those pools contain β all come out already maxed. - Dirt/Grass setup: once a maxed Dandelion drops from the Farmland setup, move (or re-grow) it onto Dirt or Grass, then pair it with a second maxed, fertilized Dandelion. Fish
FLOWER(29 members) here for Poppy.
Everything else that happens to drop from EDIBLE (36 other members), YELLOW (7 other members), or FLOWER (27 other members) along the way comes out maxed too, as a free side effect of running either loop β there's no need to chase those individually.
How the biome locations were picked
Every crop's liked-biome tags were checked against every real GTNH biome's actual tag list (not vanilla Forge defaults β GTNH runs mostly BoP/RWG biomes, and most vanilla Overworld biomes aren't even generated). For each biome, a coverage score was computed: min(2, matchedTags) Γ 14, summed across all 179 crops. Canyon won outright among single biomes. For a second location, the top 30 biomes were paired against each other, scoring each crop by whichever side of the border gave it the better bonus β Canyon + Fungi Forest won because their tag sets don't overlap at all, so together they cover two completely different crop families instead of doubling up on the same one.
| Location | Tags | Crops best served here* | At full +28 |
|---|---|---|---|
| Canyon | DRY, HILLS, HOT, MOUNTAIN, SANDY, SPARSE | 90 | 45 |
| Fungi Forest | WET, LUSH, MAGICAL, MUSHROOM, FOREST, SWAMP | 61 | 28 |
| Crag | DRY, SPOOKY, DEAD, MOUNTAIN, WASTELAND | 12 | 8 |
| FrozenOcean | COLD, OCEAN, SNOWY | 13 | 6 |
*"Best served here" means this location gives that crop a better bonus than any of the other three β many crops get a smaller, incidental bonus at more than one location (e.g. a DRY-liking crop picks up +14 at both Canyon and Crag), so these four columns don't sum to a simple total. Counting any crop that gets any bonus at all, Canyon alone covers 93 of 176, and Canyon + Fungi Forest together cover 152 of 176. Canyon's MOUNTAIN tag also overlaps Sacred Springs, Highland, and Rainforest if you'd rather substitute one of those for Fungi Forest. Run any candidate biome name through the Production Calculator to confirm its real tags and rainfall before committing a farm to it.
Past the starters
A graph search over every deterministic recipe in the database found only 13 of 179 crops reachable through pure deterministic chains β the other 166 require at least one pool-mutation step. Stone Lily (reached from Vine + Pumpkin, both downstream of the food cluster) is the deterministic root of nearly the entire metal and stone-crop branch β Ferrofern, Coppon, Tine, every Ore Berry, and every other Lily variant all trace back to it directly. Max Stone Lily once it appears, and the rest of that branch starts from a maxed baseline. Past that, there's no single fixed sequence β pick whatever's reachable from your current maxed crops' pools, breed toward it, max it, and move outward. The Mutation Calculator's "Find Path to Target" mode shows the real route to any specific crop you're still missing.