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🧪 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:

  1. Perks
    • Booster
    • Fertilizer
  2. Seeds
    • By burning crops of the same type

Both paths destroy crops and help regulate inflation.

Crafting Icon
Access crafting from the 'Crafting' icon in the bottom bar

🧪 Crafting Perks

Perks provide temporary but powerful advantages and are always burned upon use.

Crafting Items
Select the perk you want to craft
Crafting Items Confirm
Confirm crafting to create the perk
Crafting Items Drag
Drag crops from your inventory to craft

🚀 Booster

Boosters increase the XP gained from a harvest.

  • Effect: +80% XP on harvest
  • Consumed on use: Yes
  • Tradeable: Yes

Recipe

IngredientQuantity
🥕 Carrot2
🍅 Tomato1
🌽 Corn1

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

IngredientQuantity
🍅 Tomato1
🌽 Corn2
🌶 Chili1

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.

Crafting Seeds
Select the crop to convert into seeds
Crafting Seeds Confirm
Confirm to mint new seeds
Crafting Seeds Drag
Drag crops from your inventory
  • 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

OutcomeProbability
1 Seed70%
2 Seeds30%

🌈 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 TypeEffectProbability
🟢 Basic1× XP yield, standard growth time70%
⚡️ Speed1× XP yield, 20% faster growth time15%
💥 Yield2× XP yield, standard growth time15%

📊 Practical Examples

Example 1: Tomato Seeds (Base: 4h growth, 25 XP per harvest)
Seed TypeGrowth TimeXP per HarvestXP per Hour
🟢 Basic4h25 XP6.25 XP/h
⚡️ Speed3h 12m25 XP7.81 XP/h
💥 Yield4h50 XP12.5 XP/h
Example 2: Corn Seeds (Base: 6h growth, 40 XP per harvest)
Seed TypeGrowth TimeXP per HarvestXP per Hour
🟢 Basic6h40 XP6.67 XP/h
⚡️ Speed4h 48m40 XP8.33 XP/h
💥 Yield6h80 XP13.33 XP/h
When to prioritize each type:
  • ⚡️ 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
Notes
  • 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.

MechanismOutputPrimary Use
🧪 CraftingItems / SeedsEfficiency & strategy
🔥 SilosXPControlled 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

  1. Crafting is front-loaded
    You pay crops now to gain efficiency later.

  2. Items are ephemeral
    Every use destroys value — prices reflect this.

  3. Markets absorb inefficiencies
    If crafting isn’t worth it for you, someone else will do it and sell.

  4. 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.