What you are deciding

The pot is empty

Match the crop to the room before anything else: a crop needs its light every day it grows and dies on a day colder than it takes. The crops list has both numbers per crop, and what to plant turns them into a choice. Then use a fertiliser: it is the only thing that changes the grow time itself.

Something is wrong with a pot

The game calls it a crop anomaly and names three: Pests, Weeds, Drought. Each pot carries 50%, 50% and 20% for them, the same on every crop, and the panel’s own buttons clear them: Remove Pests, Remove Weeds, Water. A planter can hold them off instead: 13 do, at 20% on the ordinary boxes and 80% on the resistant pots, and Hydroponic Station (Large) holds off all three completely while it has power.

The crop is ripe

You have 108 hours before it starts to go, and 24 hours after that until it is gone. What is left then is fertiliser rather than food: Basic Fertilizer on 11 crops, Premium Organic Fertilizer on 3 crops, Compound Fertilizer on 20 crops. Harvesting on time is worth more than any planter.

I want more out of the same pot

Three levers, in order of how much they give: a fertiliser (Basic Fertilizer +30% speed, Compound Fertilizer +50% speed, Premium Organic Fertilizer +100% speed), a planter that grows faster (9 of the 14 planters below do, up to +50% speed), and Farming levels, which add +40% to the perfect roll by the top level, taking it from 20% to 60%, and cut the anomaly chances by 40%.

Open the crops list Every crop with its grow time, the light and cold it needs, what it yields and what it leaves if it withers.

Watering the Plants
A pot is a fixed number of cells; what a crop returns per cell per day is what decides whether it earns its place.

What a crop brings of its own

Most of growing is the same whatever you plant. What a crop actually decides is short:

The figures that differ from crop to crop, with the range across the game's crops.
What the crop decides Range
Grow time 1.3 days (Spinach) to 7.5 days (Matsutake)
Cells it fills 1 to 4
Light it needs 0 to 2
Cold it survives 0 to 3
Units a harvest returns 1 to 3, and 2 to 4 on a perfect roll
Farming experience 30 to 450 a harvest
What it leaves if it withers Basic Fertilizer, Premium Organic Fertilizer, Compound Fertilizer

Yield alone is not the measure. What decides whether a crop earns its cells is the Satiety it returns per cell per day, and on that Spinach leads at 3.38. What to plant ranks every crop that way; the mushrooms are grown for the dark room and for cooking rather than for eating raw, which is why they sit low on it.

What every pot shares

The same on every crop in the game, so they are properties of growing rather than of a crop.
What it is The figure What it means
Pests 50% The chance the pot rolls pests when the game checks it
Weeds 50% The chance it rolls weeds on the same check
Drought 20% The chance it rolls drought
A perfect harvest 20% An extra unit and, on most crops, a seed
A seed back 50% Every crop can return its own seed, so a line can pay for itself
The ripe window 108 hours How long a ripe crop stands before it starts to decay
Decay 24 hours From the end of the window to nothing but fertiliser

What moves those figures

Every planter that holds an anomaly off or grows faster, with how much of each it holds off. A share of 100% is immunity.
Planter Price Cells Pests Weeds Drought Growing speed Needs power
Clay Flowerpot (Small) $15 1 20% 20% none nothing no
Temperature-Stable Grow Box (Small) $20 1 20% 20% none +30% speed yes, a draw of 2
Plant Grow Box (Small) $25 1 20% 20% none +30% speed yes, a draw of 1
Clay Flowerpot (Medium) $25 2 20% 20% none nothing no
Fertilized Flowerpot (Small) $30 1 none none none +30% speed no
Temperature-Stable Grow Box (Medium) $40 2 20% 20% none +30% speed yes, a draw of 3
Plant Grow Box (Medium) $50 2 20% 20% none +30% speed yes, a draw of 3
Clay Flowerpot (Large) $50 4 20% 20% none nothing no
Pest-Resistant Flowerpot (Medium) $50 2 80% none none nothing no
Exquisite Flowerpot (Medium) $50 2 20% none none +20% speed no
Temperature-Stable Grow Box (Large) $80 4 20% 20% none +30% speed yes, a draw of 4
Weed-Resistant Flowerpot (Large) $80 4 none 80% none nothing no
Plant Grow Box (Large) $100 4 20% 20% none +30% speed yes, a draw of 4
Hydroponic Station (Large) $150 4 100% 100% 100% +50% speed yes, a draw of 6

The strongest is Hydroponic Station (Large), which holds off all three completely. It draws 6 power while it runs, and its light and heat stop with the power, so it belongs in a house whose generator is already settled; what it takes to keep the lights on has that budget. The resistant pots hold off 80% of one anomaly for no power at all, and the ordinary boxes 20% of two.

What each fertiliser takes off a grow time, and what that is worth on the slowest crop.
Fertiliser Price Speed Off the grow time Matsutake, 7.5 days
Basic Fertilizer $3 +30% speed 23% 5.8 days
Compound Fertilizer $5 +50% speed 33% 5.0 days
Premium Organic Fertilizer $10 +100% speed 50% 3.8 days

Farming levels move the two rolls rather than the time. In the game’s own words: level 2, Unlocks planting overview in the main interface. Crop Anomaly (Pests/Weeds/Drought) Chance -20% Perfect Planting Chance +10%; level 4, Crop Anomaly Chance -20% → -30% Perfect Planting Chance +20% → +30%; level 5, Crop Anomaly Chance -30% → -40% Perfect Planting Chance +30% → +40%.

What to do

  1. Plant to the room: the light a crop needs every day, and the cold it survives on the day the forecast turns.
  2. Fertilise. Premium Organic Fertilizer Fertilizer Satiety +10 200 g 1×1 cells 50.0 Satiety/kg $10 Keeps indefinitely Speed +100% at $10 is +100% speed, which takes 50% off the grow time, the only figure that shortens a crop.
  3. Buy a planter for what it holds off, not for its size. Hydroponic Station (Large) holds all three off completely but draws 6 power while it runs; with no generator to spare, the 80% resistant pots cost nothing to run.
  4. Harvest inside 108 hours. After that you have 24 hours before the crop is fertiliser.
  5. Keep the seed. Every crop returns its own at 50%, so a planted line pays for itself if you replant from it.

Quick reference

  • Grow time: 1.3 to 7.5 days, minus 50% with the best fertiliser.
  • Anomalies: Pests, Weeds, Drought at 50%, 50%, 20% a check.
  • Perfect roll: 20%. Seed back: 50%.
  • Ripe window: 108 hours, then 24 hours of decay.
  • Withers into: Basic Fertilizer, Premium Organic Fertilizer, Compound Fertilizer.