G
GNOSIS
ASCII prison-cosmos roguelike
Menu
Browse
Home Product Characters Web wiki Bestiary Spell omnibus Technique omnibus Item omnibus Recipe omnibus Leaderboards Steam
Live server
Active characters: 5
Gryphtopher under the Black Bell
Server mode
Access
Log in Register
More
Support Privacy Terms
farming_wiki

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...

Updated
2026-04-19T11:06:55+00:00

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 W wiki 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.md and docs/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:

  1. claim/stand in a sanctum
  2. open workshop with r
  3. prepare nearby plots
  4. plant seeds
  5. wait while crops grow over turns
  6. harvest ripe crops
  7. 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:

  • X examine 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: 6 turns to stage 2, then 8 turns to ripe (14 total after planting)
  • harvest results:
  • Fungal Cap x1-2
  • Fungal Spores x1
  • 28% chance Mold Filament x1

Herb

  • seed: Herb Seeds
  • growth timing: 8 turns to stage 2, then 10 turns to ripe (18 total after planting)
  • harvest results:
  • Herbs x1-2
  • Herb Seeds x1
  • 24% chance Water Flask x1

Ashroot

  • seed: Ashroot Seeds
  • growth timing: 10 turns to stage 2, then 12 turns to ripe (22 total after planting)
  • harvest results:
  • Herbs x1
  • Ashroot Seeds x1
  • 45% chance Fungal Cap x1
  • 35% chance Mold Filament x1

6. Skill Progression From Farming

Farming actions grant direct skill practice:

  • prepare plot: +2 farming
  • plant fungal spores: +2 farming
  • plant herb seeds: +2 farming
  • plant ashroot seeds: +3 farming
  • harvest ripe crops: +3 farming and +1 cooking

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 sustain
  • Longwatch 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 Scrap for 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