Gnosis Farming Wiki
This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces. For exact live catalogs and tuning values, use the source-driven...
Gnosis Farming Wiki
Documentation Freshness (2026-04-19)
- This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces.
- For exact live catalogs and tuning values, use the source-driven portal compendiums:
/bestiary/spell-omnibus/technique-omnibus/item-omnibus/recipe-omnibus
- In-game references are available through the
Wwiki menu (including generated spell/component compendiums). - World/floor map reference is in-game via
P; the website map page is intentionally hidden. - Multiplayer host/deployment details live in
docs/multiplayer_server_wiki.mdanddocs/server_portal_setup.md.
Current Build Delta (2026-04-19)
- Deep floors now have a depth-scaled chance to spawn Lizard Kingdom Gates (
FeatureLizardKingdomGate). - Using a Lizard Kingdom Gate enters Lizard Kingdom side sites (
SiteLizardKingdom) with lizard society-biased populations. - Lizard Kingdom floors use dedicated cave themes (
Outer Warrens->Royal Sinkhalls) and integrate with map/examine/senses/clairvoyance text. - This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.
This is the implementation-level farming reference for the current Go terminal build.
It covers:
- how farming is started and operated
- crop growth timing and yields
- skill progression from farming actions
- how farming feeds cooking and alchemy loops
1. Farming Model
Farming is a sanctum-based system focused on steady material sustain.
Current loop:
- claim/stand in a sanctum
- open workshop with
r - prepare nearby plots
- plant seeds
- wait while crops grow over turns
- harvest ripe crops
- feed cooking/alchemy recipes and replant
2. Access and Controls
r: open workshop menu- farming actions appear in workshop only while in a sanctum
Workshop farming actions:
- prepare plot (
Scrap:1) - plant fungal spores
- plant herb seeds
- plant ashroot seeds
- harvest ripe crops
If you are not in a sanctum, workshop shows crafting but farming remains locked.
3. Core Rules
- Farming is only allowed in sanctums.
- Plot/crop interactions are local: your tile plus orthogonal adjacent tiles.
- A plot must be prepared before planting.
- Planting consumes one seed item.
- Harvesting only works on ripe crops.
- Successful farming actions consume a turn.
Growth simulation:
- crop growth advances during global turn ticks
- growth runs on loaded worlds, not just your current tile visibility
- world state persists through saves, so farm state is retained
4. Plot and Crop States
Tile cultivation states:
- unprepared floor
- prepared plot (
FarmPlot) - planted crop stage 1 (sprouting)
- stage 2 (grown)
- stage 3 (ripe)
Inspection support:
Xexamine shows plot/crop info- includes stage label and turns until next growth step
Map glyphs:
- prepared empty plot:
, - crop stages use rising glyph intensity per crop (
'->;-> final ripe glyph)
5. Crop Catalog
Fungal Cap
- seed:
Fungal Spores - growth timing:
6turns to stage 2, then8turns to ripe (14total after planting) - harvest results:
Fungal Capx1-2Fungal Sporesx128%chanceMold Filamentx1
Herb
- seed:
Herb Seeds - growth timing:
8turns to stage 2, then10turns to ripe (18total after planting) - harvest results:
Herbsx1-2Herb Seedsx124%chanceWater Flaskx1
Ashroot
- seed:
Ashroot Seeds - growth timing:
10turns to stage 2, then12turns to ripe (22total after planting) - harvest results:
Herbsx1Ashroot Seedsx145%chanceFungal Capx135%chanceMold Filamentx1
6. Skill Progression From Farming
Farming actions grant direct skill practice:
- prepare plot:
+2farming - plant fungal spores:
+2farming - plant herb seeds:
+2farming - plant ashroot seeds:
+3farming - harvest ripe crops:
+3farming and+1cooking
This makes farming both a supply loop and a long-term progression loop.
7. Farming Economy and Crafting Synergy
Farming feeds key recipe chains:
- cooking examples:
Charred Cap Skewer(Fungal Cap)Mold Broth(Mold Filament,Water Flask)Forager Hotpot(Fungal Cap,Herbs,Mold Filament) for longer sustainLongwatch Feast(Fungal Cap,Herbs,Mold Filament,Water Flask) for maximum sustain- alchemy examples:
- many potions/oils/bombs/decoctions depend on
Herbs,Fungal Cap,Mold Filament,Water Flask - cookpot examples:
- free-mix cookpot meals now combine farm output with harvested meats for derived sustain/buff/toxicity results
Practical result:
- one stable sanctum farm can strongly reduce supply volatility
- herb/water loops stabilize sustained alchemy usage
- fungal/mold loops stabilize hunger and baseline consumables
8. Operational Strategy
- Start plot prep early after claiming a sanctum.
- Prioritize at least one herb line and one fungal line.
- Harvest on pass-through turns so crops are not idle.
- Keep spare
Scrapfor plot expansion. - Use farmed output to convert volatile runs into repeatable consumable production.
9. Troubleshooting
No farming options in workshop
- You are not in a sanctum.
Planting fails even with seeds
- No prepared empty plot in your tile/adjacent tiles.
Harvest says nothing is ripe
- Crop stage is below ripe (
stage 3). - Wait more turns and recheck with examine.
Growth feels slow
- Growth is turn-based. Any turn-consuming actions advance timers.
10. Related Docs
- player onboarding: player_guide.md
- player systems wiki: player_wiki.md
- cooking wiki: cooking_wiki.md
- crafting/scrapping/base-building wiki: crafting_scrapping_basebuilding_wiki.md
- spellcraft wiki: spellcraft_wiki.md