🧪 Crafting
Crafting is one of the main resource sinks in Rise of Farms.
It allows players to convert crops into high-impact items that improve efficiency, speed, and XP generation — while permanently removing raw materials from circulation.
Crafting is intentionally:
- 🔥 Deflationary (items are burned on use)
- 🧠 Strategic (trade-offs between XP now vs XP later)
- 💱 Market-relevant (crafted items are tradable)
⚙️ What Can Be Crafted
There are two crafting categories:
-
Perks
- Booster
- Fertilizer
-
Seeds
- By burning crops of the same type
Both paths destroy crops and help regulate inflation.
🧪 Crafting Perks
Perks provide temporary but powerful advantages and are always burned upon use.
🚀 Booster
Boosters increase the XP gained from a harvest.
- Effect: +80% XP on harvest
- Consumed on use: Yes
- Tradeable: Yes
Recipe
| Ingredient | Quantity |
|---|---|
| 🥕 Carrot | 2 |
| 🍅 Tomato | 1 |
| 🌽 Corn | 1 |
When to Craft Boosters
- During high XP seasons
- Before harvesting long-cycle crops (Corn, Chili)
- When pushing leaderboard positions
🌿 Fertilizer
Fertilizers reduce the growth time of planted crops, allowing faster rotations.
- Effect: –50% growth time
- Consumed on use: Yes
- Tradeable: Yes
Recipe
| Ingredient | Quantity |
|---|---|
| 🍅 Tomato | 1 |
| 🌽 Corn | 2 |
| 🌶 Chili | 1 |
When to Craft Fertilizers
- To accelerate slow crops
- To complete time-based quests
- To compress production windows late-season
🌱 Crafting Seeds (Crop → Seed)
Players can burn crops to mint new seeds of the same type.
- Burn Tomato → Tomato Seed
- Burn Corn → Corn Seed
This system:
- Recycles excess crops
- Feeds seed liquidity into the market
- Prevents infinite seed inflation
🎲 Seed Mint Probabilities
| Outcome | Probability |
|---|---|
| 1 Seed | 70% |
| 2 Seeds | 30% |
🌈 Seed Variants Probabilities
When you mint seeds from a burned crop, the seed type is always the same crop (burn tomato → tomato seeds), but the variant received is randomized.
| Seed Type | Effect | Probability |
|---|---|---|
| 🟢 Basic | 1× XP yield, standard growth time | 70% |
| ⚡️ Speed | 1× XP yield, 20% faster growth time | 15% |
| 💥 Yield | 2× XP yield, standard growth time | 15% |
📊 Practical Examples
Example 1: Tomato Seeds (Base: 4h growth, 25 XP per harvest)| Seed Type | Growth Time | XP per Harvest | XP per Hour |
|---|---|---|---|
| 🟢 Basic | 4h | 25 XP | 6.25 XP/h |
| ⚡️ Speed | 3h 12m | 25 XP | 7.81 XP/h |
| 💥 Yield | 4h | 50 XP | 12.5 XP/h |
| Seed Type | Growth Time | XP per Harvest | XP per Hour |
|---|---|---|---|
| 🟢 Basic | 6h | 40 XP | 6.67 XP/h |
| ⚡️ Speed | 4h 48m | 40 XP | 8.33 XP/h |
| 💥 Yield | 6h | 80 XP | 13.33 XP/h |
- ⚡️ Speed Seeds → Best when you can harvest frequently (active play, shorter sessions)
- 💥 Yield Seeds → Best for passive play or when you can't check in often
- 🟢 Basic Seeds → Solid baseline; sell Speed/Yield seeds on market if you don't need them
- The variant roll is applied per minted seed (so if you mint 2 seeds, each seed rolls variants independently).
- This roll is the same whether the crop was harvested or bought on the market.
- Randomness uses a commit → reveal flow to keep it verifiable onchain.
🔄 Crafting vs Silos
Crafting and silos both burn crops, but serve different purposes.
| Mechanism | Output | Primary Use |
|---|---|---|
| 🧪 Crafting | Items / Seeds | Efficiency & strategy |
| 🔥 Silos | XP | Controlled progression |
Players must decide:
- Burn for power
- Burn for XP
- Burn for liquidity
There is no strictly optimal path, only trade-offs.
💱 Crafting & the Marketplace
All perks and seeds are fully tradeable.
This enables:
- Crafter-specialized playstyles
- Arbitrage between raw crops and finished items
- Price discovery driven by seasonal demand
Many players never craft for themselves, they craft for the market.
🧠 Strategic Considerations
-
Crafting is front-loaded
You pay crops now to gain efficiency later. -
Items are ephemeral
Every use destroys value — prices reflect this. -
Markets absorb inefficiencies
If crafting isn’t worth it for you, someone else will do it and sell. -
Late-season crafting spikes
Demand for Boosters and Fertilizers increases near leaderboard deadlines.
🎯 Design Philosophy
Crafting exists to:
- Destroy surplus supply
- Reward foresight over brute force
- Create non-linear advantages
- Support multiple viable roles
You don’t have to farm the most, you just have to convert value better than others.
