Homestead or Starve: Mastering Farming in Project Zomboid Build 42
Homestead or Starve: B42 Farming Planner
Season-based Planting Calendar
Crop | Growth Time | Water Needs | Notes |
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Surviving the zombie apocalypse is no cakewalk â and Build 42âs farming overhaul makes sure youâll work for every carrot and potato. Gone are the days of simply planting, watering, and kicking back until harvest. In Build 42 (B42), Project Zomboid has completely transformed farming into a deeper, more realistic, and more challenging endeavor. This gamer-to-gamer guide will walk you through everything you need to know to keep your crops (and livestock) alive in B42 â from new mechanics and tools to early-game strategies, late-game sustainability, multiplayer tips, and more. Grab your hoe (literally) and letâs dig in!
The Great Farming Overhaul in B42: Whatâs New?
Build 42 introduces massive changes to agriculture. If youâre coming from Build 41 or earlier, brace yourself â farming in B42 is a whole new world. Hereâs a quick overview of the most significant new farming mechanics and how they differ from the old system:
- Crop Health System: Every plant now has health (HP). Crops start at 50 HP (out of 100) and will gradually lose health over time if left unattended. If health hits zero, the plant dies before yielding anything.
- Extended Growth Time: Crops take much longer to grow. Realistic growth cycles mean you wonât be feasting on tomatoes a week after planting anymore. Some crops can take months in-game to mature (up to 240 in-game days for certain grains).
- Seasonal Planting (and the âCursedâ Status): Most crops now have specific growing seasons. Plant in the wrong season and your crop is essentially âcursedâ â it will continuously lose health and likely die. Even if you disable seasons in sandbox settings, an early B42 bug caused crops to still behave as out-of-season (marked âcursedâ), though this will likely be addressed by updates.
- New Pests and Weeds: B42 adds slugs and snails as new garden pests that can infest your crops. Youâll need to deal with them using slug/snail bait or other methods. Weeds can also overgrow â regular weeding is now part of plant care.
- Reworked Diseases: Classic crop diseases like mildew and insect infestations are still around. Youâll need to craft Mildew Spray (with milk) or Insecticide Spray (with cigarettes/soap) to cure them as before. Neglecting disease will slow growth or kill the plant. Slug infestation is essentially a new âdiseaseâ type to watch for.
- Compost and Fertilizer Overhaul: Soil management is crucial. Fertilizer can be applied once per growth stage to restore ~10 HP to a plant â any more than once and youâll âburnâ the crop, reducing its health (just like over-fertilizing in real life). Compost is the real hero: applying compost at each growth stage halts health loss during that stage. Without compost, many plants simply wonât survive to harvest in B42âs default settings.
- New Crops and Herbs: Build 42 greatly expands the agriculture roster. New crops include: Corn, Peas, Garlic, Barley, Flax, Hemp, Hops, Rye, Sugar Beets, Sunflowers, Tobacco, and a variety of herbs (e.g. Rosemary). Many of these have special uses beyond eating (weâll cover these later). You can also use some produce themselves as âseedsâ now â e.g. plant potatoes, onions, or garlic cloves directly to grow more.
- No More Indoor Farming Exploits: In B41 you mightâve grown crops indoors or on rooftops by dumping dirt. B42 shuts that down â attempting to grow normal crops indoors will result in failure (theyâll die or not grow). Youâll need proper outdoor farmland or a true greenhouse. (Houseplants are an exception â they are now living plants that need watering, but only serve decorative purposes and will die over time if neglected).
- âStardewedâ Farming Tools: Farming actions have been streamlined. Equipping a hoe and entering combat mode lets you plow furrows by pressing the attack key, as if swinging a weapon. If you have seeds equipped and face a furrow in combat mode, pressing the attack key will plant seeds quickly. This quality-of-life change makes setting up large farms less fiddly (a nod to Stardew Valleyâs smooth farming controls).
- Livestock and Hunting: Farming isnât just plants anymore! B42 introduces animal husbandry â you can now find and raise chickens, cows, sheep, pigs, rabbits, goats, and more. These animals provide resources like eggs, milk, wool, meat, and leather, integrating farming with the new hunting/trapping systems. Weâll dive deeper into livestock in its own section, but itâs a game-changer for late-game food supply.
- Rebalanced Yields and Seed Returns: Harvest yields now depend heavily on plant health and full growth cycle. A well-tended, healthy plant yields more food. Crucially, you get far fewer seeds back from harvests. Players report often only getting 1 seed per harvest in B42. This means farming is no longer self-sustaining early on â if a crop dies or yields poorly, you could end up with no net gain in seeds, making farming a high-risk, long-term investment.
To sum up: Build 42 makes farming more realistic and challenging, aiming to simulate real agricultural hardships in the apocalypse. Youâll need patience, planning, and persistence â but donât worry, this guide will arm you with the knowledge to survive and thrive as a post-apocalyptic farmer.
Farming 101: Getting Started in Build 42
So youâve decided to start a farm in B42 â where do you begin? In this section, weâll cover the tools, materials, and basic steps for setting up a farm, as well as how the skill progression works for the Farming skill.
Essential Farming Tools & Supplies
Before you can grow anything, make sure you have the following gear on hand:
- Digging Tool: A trowel or shovel (or a gardening hoe) is needed to prepare soil. Use it to plow the ground and create farm plots. In B42, equip the tool, face the ground, and use the attack key to dig a furrow quickly.
- Seeds or Starter Plants: Youâll need seeds packets or certain vegetables to plant. Seeds can be found in hardware stores, garden centers, farm supply stores, sheds, or sometimes in kitchen cabinets. New in B42, you can also use some veggies as seeds: plant whole potatoes, onions, or garlic bulbs to grow more. Scour the world for seed packets â every seed is precious now.
- Watering Can or Water Container: Seeds wonât sprout without water. A watering can is ideal, but a pot, bucket, or even bowls can carry water to your crops. Later, youâll want rain collector barrels for an easier water supply once utilities shut off.
- Composter (for Compost): Highly recommended to build a composter bin early. With Carpentry level 2, you can craft a composter (Wooden stake + planks + nails) to turn rotten food into compost. Given how vital compost is to keep plants alive, setting this up from the get-go will save your cropâs life later.
- Fertilizer (if you find any): Bags of fertilizer may be found in garden stores or warehouses. They provide a one-time health boost to plants. Use sparingly â one dose per growth stage at most.
- Spray Can and Cures: If you come across a Gardening Spray Can, grab it. Youâll need it to apply mildew or insecticide spray if your crops get diseased. The recipes for these sprays can be learned from the âFarmingâ magazine (or you automatically know them if your character is a Farmer or has the Gardener trait). Keep some milk (even rotten milk works) for mildew spray, and cigarettes or soap for insecticide.
- Protective Fencing: While not strictly a âtool,â having some wooden walls or fences to enclose your farm is a lifesaver. Zombies can trample and destroy crops if they wander through your fields. A simple wooden fence around your garden plot will prevent accidental zombie crop massacres. (Players can walk on crops without harming them, but zombies cannot.)
- Buckets or Towels (For Frost): In cold seasons, frost can kill crops. B42 is still ironing out season specifics, but covering plants or using greenhouse techniques is implied. If winter is coming and you have delicate crops, consider harvesting early or finding ways to shelter them. (If youâre role-playing, you could cover crops with sheets/towels in a pinch, though the game mechanics may not simulate this yet.)
Once you have your farming kit, find a suitable location for your farm:
- Sunlight & Sky Access: Choose an outdoor plot on bare grass or dirt. Remember, indoor farming wonât work in B42 (unless itâs a proper greenhouse). The spot should be under open sky for rain and sun.
- Nearby Water Source: If possible, set up near a water source (lake, river, well) or have rain barrels ready. B42 farming consumes a lot of water â hauling water long distances gets old fast. You can also fill a rain barrel and then refill your watering can from it.
- Secure Area: Try to clear zombies from the area and, if in multiplayer, choose a spot within your base or safehouse zone. Youâll be revisiting this location frequently to tend crops, so it needs to be relatively safe.
How to Plow and Sow in B42
Got your tools and plot picked out? Here are the basic steps to start planting:
- Plow the Land: Equip your trowel or shovel. Right-click the ground and choose âDig Furrowâ (or âPlowâ if using a mod) on a grass/dirt tile. In B42, you can also just hold the tool, go into combat mode (pressing Ctrl by default), and press Left Click/Attack to furrow the ground directly. Each furrow creates a prepared soil tile for planting. Dig as many furrows as you have seeds for, but remember you may need to space them out (clumped farming can increase disease spread, though the game doesnât explicitly require spacing, itâs a good habit).
- Sow Seeds: Make sure you have opened your seed packet (right-click -> Open Seed Packet, which splits it into actual seed items). Each packet typically contains enough seeds for several tiles (e.g., a packet might sow 50 units, and each tile uses a certain number of seeds like 5 or 10 depending on crop). Right-click a furrow and select âSow Seed -> [Crop Name]â to plant the seed. Alternatively, hold the seeds in your hand, face the furrow in combat mode, and press attack to quick-plant it (Stardew-style). The furrow will change to a seeded graphic.
- Water the Seeds: Immediately water your seeds. Dry seeds wonât germinate and quickly lose health. Right-click the planted tile and choose âWater -> 5 units / 10 units / 25 unitsâ, etc. Itâs wise to start with at least 50 units of water per crop. In B42, crops have specific water needs, typically a range of minimum to maximum water. For example, carrots might need at least 35 units to start, whereas thirsty crops like strawberries need 85+ units. You want the status to say âWell Wateredâ but not âOverwatered.â A good practice: water in increments (5 or 10 units at a time) until the plantâs info panel says well-watered. If it rains heavily, consider covering crops or moving them if possible (though in B42 you canât move them easily). Overwatering can promote mildew or even reduce health if extreme.
- Monitor and Maintain: After sowing and initial watering, your job has only begun. Check the plants daily (or as often as possible):
- Right-click and âCheck Plantâ to see its status. At Farming level 0, you get very limited info â basically, you can tell if itâs sick or healthy-looking in generic terms. As your Farming skill increases, youâll see more details (exact water level, health, growth phase, etc. â more on this in the Skill section below).
- Water as needed: Donât let soil dry out. Each cropâs ideal water range is different (e.g., carrots tolerate medium, while rice if it existed would need high, etc.). Keep an eye on âThirstyâ or âDryâ status and add water. Be careful not to flood them â âOverwateredâ status can lead to mildew.
- Weed and Inspect: If you see a message about weeds or pests, take action. Right-click and remove weeds if the option appears. If a crop shows signs of mildew or insects (you might notice spots on leaves visually, or the inspect menu says disease detected), use the appropriate spray. For slugs/snails, if you have slug bait, apply it; otherwise, consider planting rosemary nearby or letting chickens roam â seriously, rosemary plants and chickens help reduce slug infestations naturally.
- Apply Compost/Fertilizer: When your plant enters a new growth stage (seedling -> young plant -> mature plant, etc.), it will lose some health due to the passage of time. This is the moment to apply compost if you have it. One pile of compost per stage can halt health loss for that stage. Fertilizer can also be applied once per stage to boost +10 health â itâs less potent than compost for halting decay, but does give a direct HP bump. Do NOT spam fertilizer more than once per stage; that will harm the plant (simulating nutrient burn). Basically, feed your plants compost like youâd feed a survivor food â periodically to keep them alive.
- Be Patient: B42 crops wonât sprout overnight. Many will stay in the ground for weeks (or months) of game time. Donât be discouraged if nothing is harvestable for a long while, and donât harvest too early. Harvesting as soon as itâs technically âreadyâ might yield minimal produce and zero seed returns, especially if the plantâs health is low. Itâs often better to let it fully mature (reach the final growth stage) to maximize yield and seed output â though balancing that against the risk of the plant dying if you wait too long is the tricky part of B42 farming!
Farming Skill and XP Progression
Farming in Project Zomboid is a skill-governed activity. As you level up your Farming skill, you gain more insight into your crops and a few crafting abilities. B42 adjusted how you gain XP and what info is shown at each level. Hereâs how it works:
How to Gain Farming XP: In Build 41, you got a tiny bit of XP for planting seeds, but B42 changed this. Now, the only way to earn Farming XP is by harvesting crops that you planted. Actions like digging, watering, weeding, or harvesting someone elseâs plants give no XP. This means you must successfully bring plants to harvest to level up. The XP gained from a harvest depends on the plantâs health and condition: Itâs roughly (Plant Health / 2) + 25 XP if the plant was healthy at harvest, or (Plant Health / 2) â 15 if it was in bad shape, capped at a max of 100 XP per plant. Example: a perfectly healthy 100 HP crop yields 50/2 + 25 = 75 XP; a 100 HP crop that is considered âbadâ (diseased or struggling) might yield 50 â 15 = 35 XP. If your crop dies before harvest⊠well, thatâs zero XP and back to square one. đą
Occupations and Traits: If you want a head start, consider the Farmer occupation or Gardener trait when creating your character. Farmer starts with Farming skill level 3 (and grants knowledge to craft Mildew/Insecticide sprays without reading). Gardener is a trait that gives +1 Farming (and also knows the spray recipes). These can help you begin with some farming knowledge, which is especially useful in multiplayer or late-start scenarios. Even without them, you can find Farming skill books (Beginner, Intermediate, etc.) in libraries to boost your XP gain multiplier, and VHS tapes labeled with farming content that grant a bit of XP or skill experience when watched.
What Each Farming Level Does: As your farming level increases, you get better information from âCheck Plantâ and a few subtle perks. Hereâs a breakdown of notable benefits by level:
Level 0â1: Very basic info. You might only see messages like âflourishingâ or âdiseasedâ but no specifics. You cannot tell how much water is in the soil or exactly what stage the plant is in.
Level 2: You can see the current growth phase name (e.g. seedling, young, etc.), and crop health is now shown with a color code (green good, yellow okay, red bad). This helps identify at a glance which plants are hurting.
Level 3: You can see disease names if a plant is sick (e.g. it will explicitly say Mildew or Infected by Insects, rather than just âdiseasedâ). This lets you apply the correct spray. Health might still be color-only at this level (exact number comes later).
Level 4: Water level becomes visible as a color bar, and you can see a bar graphic indicating moisture. Also, if a disease is present, its name is shown (if not already at 3). Importantly, at level 4 hovering over a crop shows the water level, saving you from constantly opening the info panel.
Level 5: Now you get numerical data. Youâll see the exact growth stage number out of the total stages (e.g. 5/7), the plantâs health as a number out of 100, and the precise water level (0â100) both in the panel and on hover. This is huge for fine-tuning water and compost needs.
Level 6: Diseases show a severity number (0â100), which tells you how bad an infestation is. Higher numbers might mean itâs affecting growth more.
Level 7â9: (Not much documented info, likely further minor improvements.)
Level 10: Master farmer! At max level, you basically get all possible info and maybe subtle boosts in how effective your actions are (some games let higher skill slightly improve yields, though if PZ does, itâs not clearly documented).
With higher farming levels, you become a human crop scanner â able to precisely monitor your farmâs status. This knowledge greatly increases your chances of a successful harvest. Tip: Even if you donât start as a Farmer, reading skill books (Farming for Beginners, etc.) early and aiming to get a few harvests under your belt will ramp up your levels. Harvesting a plot of 10 healthy cabbages, for example, can shoot you from level 0 to level 2 or 3 easily. Just⊠getting to that first harvest is the tough part!
First Crops: Best Choices for Early Survival
When starting out in B42, not all crops are equal. Some are friendlier for beginners due to shorter grow times or hardiness. Here are a few considerations for your first planting:
- Fast Growers: Radishes and Lettuce are known to have the shortest growth cycles. They wonât feed you for long (they have low calories), but they grow relatively quickly. In B42 âfastâ is relative â they still take significantly longer than in B41, but you might see a harvest in a few (in-game) weeks rather than months. These are great to get a quick XP boost and maybe something to eat or use in salads. Just note they also decay quickly after harvest, so have a plan to eat or preserve them.
- Beginner-Friendly Crops: Cabbages were the old meta in B41 (fast-growing, high yield, high calories). In B42 theyâve been nerfed by seasons and health mechanics but are still decent â they grow in the cooler season and yield a lot per harvest if you can keep them alive. Potatoes are another solid choice: they take longer but are hearty, can survive in-ground longer, and one potato can be cut up to plant multiple plots (each potato can be cut into pieces for more âseedsâ). Carrots and Tomatoes are moderate â they require a fair bit of water and have moderate growth time. Tomatoes have the benefit of giving some seeds back (tomato seeds from the fruit pulp), but in B42 they might be limited too.
- Avoid Long-Term Crops at Start: Crops like Barley, Wheat, Rye, Hops, Hemp â essentially the long-season crops â should probably not be your first farming experiment. They have growth times on the order of many months (6+ months) and very strict seasons. If you plant these in spring, you might not see a harvest until fall or winter. As one player lamented, finding hemp seeds âout of seasonâ meant waiting nearly 10 in-game months before any payoff. These are investments for an established survivor or a multiplayer server running long-term. Early game, you need food within a month or two, not next year!
- Herbs for Quick Wins: B42âs new herb plants (like Basil, Rosemary, Thyme, etc.) have shorter growth periods and can be harvested repeatedly (they regrow). They wonât fill your stomach much, but herbs can spice up your cooking and they propagate easily (you can replant cuttings). Rosemary is particularly useful to have around your farm because it helps deter slugs. Consider planting a patch of rosemary or other herbs among your main crops early on.
- Yield vs. Effort: Given the harsher mechanics, you might want to plant a variety of crops rather than mass-planting a single type. Different plants have different vulnerabilities â e.g. some handle drought better, some are more resistant to disease. Also, if one fails, the others might succeed. Having a mix improves the odds that youâll get something to harvest. That said, donât overextend with too many plots while youâre learning â tending 5 plots properly (watering, composting, curing) can be better than 15 plots that all die because you couldnât keep up.
Early Game Strategy: Farming or Foraging?
A key question in early-game is how much to rely on farming versus other food sources. In Build 42âs early game, farming is not a quick fix for hunger â itâs a long-term survival strategy. Here are some early-game tips in relation to farming:
- Use Loot and Foraging First: Your first couple of weeks as a survivor, you should focus on looting perishable foods (fridge stuff, etc.), foraging for wild edibles (berries, mushrooms â careful, some can be poisonous!), fishing, and trapping small game. These will keep you fed while your crops are still just sprouting. Farming is not going to save you from starvation in the first month â unless you tweaked settings for super-fast growth. Treat farming as an investment in the future.
- Plant a Small Garden ASAP (If Season Permits): Even though you wonât reap immediate benefits, itâs wise to get a few seeds in the ground early, especially if itâs spring or summer and conditions are right. This starts the clock on those long grow times. Even a couple of plots of radishes and cabbage can be your lifeline a month or two down the road. Just donât rely on them exclusively.
- Keep Some Seeds for Later: Donât plant all your seeds at once. Thereâs a real risk, especially if youâre learning, that your first batch might fail (drought, disease, zombie stomp, etc.). If you planted every seed and they die, youâre left with nothing. A prudent approach is to hold back a portion of each type of seed as a reserve. That way, if the first attempt fails, you can try again when youâve learned from mistakes or when the season changes.
- Watch the Calendar: Pay attention to the in-game month. If seasons are enabled (default in B42), certain crops will only grow in certain windows. For instance, peas and carrots might prefer early spring planting, whereas pumpkins and corn do best if planted in late spring to grow through summer. If you spawn in July (the default start), youâre in mid-summer: good for many crops, but if you only have, say, wheat seeds (autumn crop), it might be better to wait until the correct planting time instead of planting immediately out of season (and seeing them get âcursedâ). The game doesnât yet have an in-game almanac, so use meta knowledge or the crop tooltips (some seeds packets might state optimal seasons, or youâll see the cursed status if you plant wrong).
- Prepare for Winter Early: If itâs early game and you foresee winter (where farming outdoors is basically impossible for most crops in Kentucky), plan ahead. Try to get a late fall harvest of potatoes, carrots, or other relatively cold-tolerant crops that you can store. Potatoes and some veggies can last a while if kept cool. Also, consider building a stockpile of non-perishables or learning preservation (see Late Game strategies) to make whatever you harvest last through the winter.
In summary, early-game farming in B42 should be done in moderation and with caution. Itâs no longer a trivial task that guarantees food â itâs a project. Start it early, tend it diligently, but always have a backup food source in case mother nature (or the Knox Event) doesnât cooperate.
Advanced Growing: Late-Game Farming and Sustainable Food Supply
If youâve survived long enough to consider yourself in the âlate-game,â congrats! Youâve probably raided all nearby houses, the powerâs out, the water is shut off, and food stores are dwindling. Now is when farming (and its companion, animal husbandry) truly become critical. Late-game farming in Build 42 is about sustainability and self-sufficiency. Letâs discuss strategies for making your farm a long-term success:
Planning Around Seasons and Crop Rotation
Think like a real farmer: use seasonal planning and crop rotation to get continuous yields:
Create a Planting Calendar: Itâs helpful to literally jot down a calendar of the game months (or just keep mental notes) for what you will plant when. For example:
March & April: Plant spring crops such as carrots, peas, potatoes (cool weather tolerant). Avoid summer crops now because they wonât thrive in early spring cold.
June & July: Focus on summer crops like corn, tomatoes, melon, berries, etc. These love the warmer weather and long days.
September & October: Plant fall crops (cabbage, wheat, barley) that like cooler temps and will mature in late fall.
Winter (NovâFeb): Generally off-season for outdoor crops. Use this time to plan, tend indoor herbs, or rely on greenhouse if available. You might grow a small batch of winter-hardy greens in a greenhouse or cold frame if you have one (in B42, only way to do this is find/build a greenhouse â some farmhouses have greenhouses on the map). Otherwise, winter is the time to rely on your food stores or livestock.
Example Seasonal Plan:
| Month | Good Crops to Plant | Avoid Planting | | ââââââ | ââââââââââââââââââââââââââ | âââââââââââââââââ | | March (Spring) | Cabbage, Potatoes, Peas (cool weather crops) | Summer crops (theyâll suffer in cold) | | JuneâJuly (Summer) | Corn, Tomatoes, Bell Peppers, Strawberries | Lettuce (bolts in heat), other spring crops | | October (Fall) | Wheat, Barley, Cabbage (second planting), Garlic (plant in fall for next year) | Delicate summer crops (theyâll die as cold sets in) | | December (Winter) | Maybe indoor herbs or greenhouse lettuce | Most outdoor crops (too cold) |
Note: B42 is quite realistic with seasons, so adhering to these will prevent the dreaded âcursedâ status. If you try to bend the rules (e.g., plant corn in winter), expect failure. As one player noted, many plants have as little as a two-month viable window â miss it and you must wait till next year.
Crop Rotation & Soil Health: While the game doesnât explicitly simulate soil nutrients (beyond the compost mechanic), itâs good practice to rotate crops if you plan multiple growing seasons. For example, donât plant cabbage in the same spot back-to-back; switch it up with a different crop or leave it fallow for a while. This mirrors real life where rotation prevents soil nutrient depletion and disease buildup. In-game, this might help avoid disease â e.g., if a patch got mildew badly, perhaps plant something else there next cycle. Also, alternating heavy feeders (like corn) with lighter feeders (like beans/peas which actually âfixâ nitrogen) could be a future strategy if PZ adds deeper soil sim. Even now, think of rotating your compost usage: spread your compost priority to different plots each cycle to keep all soil healthy.
Stagger Planting for Continuous Harvest: Instead of planting 20 cabbages all on the same day (and then they all become ripe the same day and rot around the same time), consider staggered planting. Plant 5 cabbages one week, another 5 a week later, etc. This staggers the harvest, so youâre not overwhelmed with more produce than you can eat or preserve at once. B42âs long growth means this is a long-term stagger (maybe plant some in early spring, more in late spring). It can ensure you have a rolling supply of food rather than a huge glut then famine.
Greenhouses and Winter Crops: B42 hints at greenhouse usage (there was a note that you can grow in winter under the right conditions). If you secure a greenhouse (somewhere like the Country Club or certain farms might have one) or construct a makeshift one (might require modding/glitch â by building a glass roof structure, as some players reported being able to âYes, you can grow plants indoors. But only in greenhousesâŠâ), you could extend your growing season. Inside a greenhouse, treat it like a special zone where maybe even winter crops can survive. For example, plant some extra lettuce and tomatoes in late fall inside a greenhouse to have fresh veggies in winter. Itâs advanced play and not necessary, but worth noting for true homesteaders.
Compost, Fertilizer, and Soil Management (Permaculture Aspects)
By late-game, you should aim to have a robust composting system and maybe even utilize animal manure as fertilizer (if it worked â more on that below). Hereâs how to keep your soil and plants healthy long-term:
Scale Up Compost Production: If you had one compost bin, build more! Position 2â3 compost bins near your garden. Youâll be generating a lot of rotten food over time (all those extra veggies you canât eat before they rot â toss them in the bin, not the trash). Also, with animals, youâll get things like cow dung, sheep droppings, etc.. In theory, these can be used as compost material â e.g., adding cow dung to a composter increases its compost percentage (in PZ, one cow pie adds about 10% compost progress). However, note: Some players have reported that currently animal dung doesnât turn into compost on its own (possibly a bug). Even so, you can toss them in with other food waste. Keep those compost bins âcookingâ constantly. It takes time for food to break down, so have a rotation: one bin actively composting, one being filled, one ready to harvest compost from.
Use Compost Every Growth Stage: As mentioned, the optimal strategy in B42âs current balance is to apply compost at least once each growth stage for each crop. This halts the health decay and is almost required to get anything resembling a full harvest. Yes, itâs labor-intensive and material-intensive â you need a lot of rotten veggies to make enough compost for a large farm. This is where having livestock help (ex: excess milk can rot into compost, excess meat too, not just veggies).
Fertilizer for Strategic Boosts: If you have any commercial fertilizer (or if youâre able to craft some via mods or finding chemicals), use it sparingly. A good tactic: apply fertilizer right when a plant enters its fruiting stage â that final push to mature crops. That +10 HP might mean the difference between a full yield and the plant dying shy of harvest. But again, only once per stage max. Some players completely skip fertilizer and just rely on compost, since compost stops health loss entirely for the stage, which is arguably more important.
Permaculture Mindset: Try to set up a mini closed-loop system: use your farmâs waste to feed your farm. For example:
Have a patch of fast-growing radishes mainly to produce compost material (harvest, let them rot, compost them).
Use chickens to eat bugs and produce manure. Chickens in your garden can naturally reduce slugs, so you wonât need as much slug poison. They also produce droppings which, if functional, could fertilize soil (in reality and maybe future updates).
Use rainwater harvesting (barrels) to water plants, instead of lugging river water. You can even set up barrels on rooftops and plumb them to sinks near your farm for easier filling.
Plant companion plants: e.g., Rosemary near your crops to ward off pests (as devs explicitly added). Other herbs might have similar minor effects (not confirmed, but you could role-play lavender to deter insects, etc., much like real-world gardening).
These techniques emulate permaculture, a sustainable approach where each element (plants, animals, water, waste) supports others. While PZ is a game and not a full permaculture sim, B42 definitely pushes you to think in that direction to succeed long-term.
- Beware of Diminishing Returns: As it currently stands, B42âs farming can feel a bit imbalanced toward difficulty. Many players have observed that even with good care, yields are low. For example, you might put in 60 days of work and only get a couple vegetables out. Keep in mind, the devs are likely tweaking this. If you find that despite perfect care your harvests are meager, know that youâre not alone and that this is a known community concern. Itâs part of why diversifying into livestock and other food sources is important â pure crop farming as of now isnât very calorie-efficient (lots of work for little food). We anticipate adjustments to make it a bit more rewarding.
Integrating Livestock: Farming Meets Ranching
By late game, you should strongly consider raising animals as part of your farming setup. B42âs animals can provide reliable food and resources that nicely complement crops:
Petting a chicken in a rainy farmyard. Chickens are a cornerstone of B42 farming â supplying eggs and pest control, but they require proper care and feeding.
Why Livestock? Animals like chickens, cows, goats, and sheep offer renewable food: eggs, milk, and the possibility of breeding for meat. Chickens will lay eggs regularly which are a fantastic protein source. Cows and goats can be milked for milk (which can be turned into other food like butter or cheese eventually, if you have the know-how). Sheep provide wool for crafting warm clothes (tailoring), and can be eaten for mutton too. Pigs⊠well, pigs are basically walking bacon and ham. They donât provide a secondary product like milk or wool, but they breed and grow, giving meat down the line. In B42âs long-term survival vision, a mix of farming and ranching is ideal â just like a self-sufficient homestead.
Finding and Taming Animals: In Build 42, many farm animals spawn in the world at game start, especially around farmland areas (like the Echo Creek region which is rural, or other new towns with farms). You might find chickens in coops, cows or sheep in pastures, rabbits in the wild. To âcaptureâ animals:
Small animals (chickens, rabbits): You can pick these up if you get close. For instance, you can catch rabbits using traps first (a trapped rabbit can be either killed or kept alive to breed). Chickens can often be grabbed by hand â one player humorously recounted running up to a chicken, petting it, and leashing it. In game, you might need a rope or twine to leash it, or just an empty hands to grab (the exact mechanic might be: right-click -> âPick up chickenâ or âLeash chickenâ if you have a rope).
Large animals (cows, sheep, pigs): These you usually need a rope or leash. If you have a rope equipped, you can approach and an option âLead cowâ or âTie up cowâ might appear. Sometimes animals can be guided by just walking into them once theyâre tamed. Alternatively, if you have a vehicle, livestock trailers exist at farms (trailers you can tow with a car, used to transport animals). If you find one, you can load big animals into it for easier transport.
Wild animals (deer): Deer cannot be tamed; those are for hunting only. Same with wild birds or squirrels etc. Focus on the domesticated species for farming purposes.
Building a Barn/Enclosure: Once you have animals, designate a safe area for them. Build at least a fenced pen for each type of animal you keep. Ideally, enclose them in a barn or shed at night (this protects from zombies and possibly will keep them from getting wet or cold â not sure if that affects them now, but itâs good practice). In-game, B42 introduced a âdesignated zonesâ system for animals. You can open the zone menu (icon on the left panel) and create a âLivestockâ zone by dragging over an area. This tells the game that area is where animals live. Dropping an animal inside that area will assign it to the zone. Make sure fences or walls surround it, because currently if thereâs a gap, animals might wander off (there were reports of animals ârunning awayâ if not fenced).
Feeding Your Animals: Animals need food and water, just like crops (but thankfully, you donât have to micromanage them as much). Hereâs what you need:
Feeding Troughs: Build or obtain feeding troughs. These are crafted with carpentry (planks + nails) and act as containers for food for animals. Place one or more in each pen.
Water Trough/Buckets: Similarly, have a water trough or even just a large bowl/bucket for water. As one tip noted, you can place a cooking pot or bucket full of water inside a livestock zone and it will act as a water source for them. Probably better is to build a proper trough and fill it.
What to Feed: Different animals have different diets:
- Chickens: Theyâll eat chicken feed (found as sacks of grain feed), as well as seeds, insects, or grain. In a pinch, chickens will peck at the ground eating worms/bugs. You can also feed them kitchen scraps (though this isnât explicitly simulated, throwing some corn or bread to chickens is logical). Best to keep a supply of chicken feed or cracked corn. They also eat grass if they roam (not sure if PZ simulates chickens eating grass, but real ones do).
- Cows/Sheep/Goats: They eat hay, grass, and vegetables. If your pen has grass ground, they will graze (a sheep grazing in a field was observed). But grazing might not fully sustain them if the pasture is small or in winter (grass doesnât regrow in winter). So you should stockpile hay bales or freshly cut grass (you can use a scythe or hand scythe to cut tall grass and possibly dry it into hay). Also, vegetable matter can supplement: extra cabbages, carrots, etc. can be thrown in the trough for herbivores to eat. There is also generic âAnimal Feedâ bags which can be used for various livestock.
- Pigs: Pigs will eat almost anything â grains, veggies, even rotten food (though feeding them rotten stuff might not be healthy in game either). They particularly benefit from corn and wheat (traditional pig feed). Any surplus produce you have, you can dump to pigs. Theyâll happily chow and fatten up.
- Rabbits: If you keep rabbits (small pens), feed them vegetables (carrots, lettuce) or grass/hay. Essentially treat them like smaller herbivores.
Feeding Frequency: You will need to refill troughs periodically. If you see the trough is empty, toss more food in. Animals in PZ will probably not instantly die if they miss a meal, but they can starve over a few days if neglected. Keep an eye out for any signs of malnutrition (maybe they stop producing milk/eggs if underfed).
Water for Livestock: Ensure your animals have water. An easy method is to place a full rain collector barrel adjacent to the pen and leave an open bucket under it, or directly fill their trough after each rain. You can also lead them to water, but itâs easier to bring water to them. In winter, watch out for freezing (though not simulated in game yet, but in lore you might need to break ice in trough).
Animal Breeding and Growth: If you have both male and female animals (e.g., a rooster and some hens, a bull and cows, a ram and ewes, boar and sows), they will breed given time. Chickens will lay fertilized eggs that hatch into chicks (if you leave eggs in the coop/trough rather than taking them all). Mammals will get pregnant and after some (long) time produce offspring. B42 is realistic here too: for example, a cow takes about 2 years to grow from calf to adult. That means you wonât be butchering that calf for quite a while! Pigs and rabbits breed faster (rabbits especially â they can multiply quickly if you have a pair, just like real life). Manage your breeding: too many animals and you canât feed them all. Too few and a single death might wipe out your stock. A good approach is to let them breed to get at least one extra generation, then occasionally cull (butcher) the older ones for meat, keeping the younger ones to continue the lineage.
Benefits of Animals: Letâs enumerate what each animal can give you in a late-game base:
Chickens: Regular eggs (for eating or baking). Possibly feathers (if they included feathers you could use for arrows or pillows). They also serve as pest control by eating bugs and slugs around the farm. Excess chickens can be butchered for chicken meat.
Cows/Goats: Milk supply. Milk can be consumed as is, used in cooking (pancakes, anyone?), or even turned to butter (B42 might allow churning butter from milk) and cheese (if you find/craft a cheese press or recipe). Milk is also an ingredient for mildew spray (so your cow literally helps your crops by providing anti-mildew ammo!). Cows also yield leather and lots of beef if slaughtered. Goats yield hide and goat meat; goats might be more efficient in requiring less feed than cows.
Sheep: Wool can be sheared (you likely need scissors or a special tool) and used for yarn/thread, which ties into the crafting system (tailoring or making clothes, perhaps rugs). Wool regrows, making sheep a renewable textile source. Sheep also give mutton when butchered and hides (which maybe can be tanned into leather as well).
Pigs: Theyâre primarily for meat (pork). They grow relatively fast and have large litters. They might produce lard or fat which could be used in cooking or soap-making (if implemented). Pigskin maybe for leather as well.
Rabbits: Rabbits breed extremely fast and are small, so theyâre like a living food storage. Two rabbits can turn into dozens over a few months. They provide rabbit meat (and fur, though rabbit fur usage isnât fleshed out in vanilla). Some players might set up a ârabbit hutchâ as a reliable meat source that doesnât require as much space or effort as larger livestock.
Horses (if they existed?) / Others: Not in B42, but future maybe. For now, no horses or dogs yet â if that comes, horses would be transport not food, and dogs perhaps help guard or hunt.
Animal Care and Issues: Animals in B42 need care but not daily micromanagement like crops. Still, be aware of:
Predators: Zombies will attack your animals if they can reach them. Also, wolves or coyotes arenât in vanilla, so no wild predators. But a zombie horde breaking into your barn can slaughter all your chickens in seconds. So defend your livestock like your life depends on it (because it might, food-wise).
Animal Health: They can get sick or injured too. If an animal is looking unhealthy (maybe it stops eating or lies down too much), there might not be much you can do unless there are veterinary items (not sure if B42 added any). The best cure is prevention: keep them fed, watered, and safe.
Escapes: If you donât fence properly or shut the barn door, animals will wander off. A chicken that escapes might roam and attract zombies or just be lost. Always double-check gates; consider building an airlock (two gates/doors) so if one is open the other stops them.
Resource Usage: Animals eat a lot. In late-game, dedicate some of your farming towards feed crops: e.g., a portion of your corn and wheat harvest should go to feeding chickens and pigs. If you have a big farm, maybe set aside a âpasture fieldâ where you grow grass or hay for cutting to feed cows/sheep in winter.
Many players find that in B42 livestock can actually be more reliable for food than crops. Eggs and milk come continuously once animals mature, whereas crops are huge waits and can fail. One community tip encapsulates this: âCurrently, livestock provides better food: eggs, milk, butter, and meat. Complement this with fishing and trapping. Scavenge for food and only farm as a long-long-term backup.â. While ideally you want both, donât sleep on the ranching side of farming â it might save your bacon (literally and figuratively).
Water and Irrigation in Late-Game
Water management becomes a big chore by late game for both crops and animals:
- Build Water Infrastructure: Hopefully by now youâve built several Rain Collector Barrels (the level 4 carpentry ones hold a lot of water). Set them up near your farm and animal pens. You can even connect them to sinks via plumbing (needs a wrench and some pipes) â allowing you to fill watering cans from a faucet thatâs fed by rain collectors. This effectively creates an irrigation system. If youâre fancy, build a barrel tower (barrels on a higher floor) so that you have water pressure to a tap at ground level.
- Well or Lake Usage: If youâre lucky to be near a water well (some farms have wells) or a lake/river, consider making a direct path to it. You could dig a trench in RP terms (not actual mechanic) or just clear a safe route to haul water. Since watering one tile can take 50+ units of water, having hundreds of units on hand is necessary for large farms. Many players find it tedious to water manually â one tip is to only plant what you can reasonably water. If that means only 10 tiles because you have to haul water, so be it. Donât plant 40 tiles and watch them die of thirst.
- Possible Future: Irrigation Systems: As of B42, thereâs no official âirrigation pipeâ system you can lay, but with the crafting update, who knows â maybe you can jury rig something. If youâre inclined, you could set up a generator-powered pump from a lake to sprinklers (if you had mods or simulate with repeatedly filling cans). Without mods, the best is the rain barrel + plumbed sink trick.
- Conserving Water: Group crops by water needs so you donât waste water. For example, keep all your high-water-demand crops (like strawberries) in one area so you know to water them more, and drought-tolerant ones (like maybe potatoes) in another that you water less. If rain is forecast (if you find a radio and get the weather report), try planting just before a rain so nature does the initial watering for you. Conversely, if a heavy storm is coming, maybe hold off watering to avoid overwatering.
- Winter Water: In winter, rain may come as snow. Snow doesnât directly water crops in PZ (they might just go dormant or die). Also your rain collectors could freeze (not sure if simulated). Either way, store some water ahead of winter for any greenhouse or animal needs. Melting snow for water might be needed (gather snow in pots â not a base game feature yet, but roleplay-wise).
- Use High-Resilience Settings if Frustrated: If you reach late game and find watering is too much of a chore, remember you can adjust settings even mid-game (some sandbox settings can be changed via debug or editing files). For instance, setting âPlant Resilience: Highâ will make them need less water and suffer less from neglect. This is a bit meta, but your sanity might thank you if youâre essentially spending all your time as a full-time farmer (which, realistically, is what surviving off land means, but hey, maybe you want some zombie action too).
Harvesting, Preservation, and The Food Cycle
At long last, when your crops do give a bountiful harvest, youâll have piles of vegetables. Late-game strategy is as much about preserving food as growing it, to ensure nothing goes to waste and you have rations for lean times.
- Timing the Harvest: In B42, leaving a crop in the ground after itâs fully ripe might cause it to start to rot or lose health. Ideally, harvest at peak ripeness (when growth phase is final and health is still high). If you notice health starting to drop again after full maturity, thatâs the time to pick. Donât delay harvest too long just because youâre not hungry yet â you can always preserve it, but if it dies, you get nothing.
- Seed Gathering: Many crops now barely replace their seed count. When you harvest, check if you got any seeds back. E.g., harvesting a bell pepper might give you 1â3 seeds. Tomatoes might give a few from the tomato itself (as in real life you can get seeds from the pulp). Grains like wheat, barley might give some grain that can be used as seed for next planting. Always reserve some of your harvest as next seasonâs seeds. Eat the rest. A cautionary tale from players: âIâve lost numerous crops waiting for them to mature, and the return is disheartening since you only get one seed backâ. To not fall into a death spiral, immediately take a part of your harvest and store them in a dry, safe place as seeds for replanting. For example, keep a jar of dried beans from your pea crop, or set aside a potato to plant instead of eating it.
- Preservation Methods: B42âs crafting expansion doesnât explicitly list all food preservation, but even in B41 we had: jarred pickling, drying, and cooking to extend life: Canning/Jarring: If you find empty jars, lids, vinegar, and sugar, you can preserve certain foods like pickles (cucumbers) or jarred fruits. Possibly with the new update, you can jar more things. This can make vegetables last for months unrefrigerated.
- Drying/Smoking: If you have the ability to smoke meat or dry fruits (maybe via a smoker or just leaving by a fire), use it. Dried foods last long and are lightweight. B42âs expanded crafting might allow building a food smoker or drying rack.
- Cool Storage: Without electricity, a cellar or basement stays cooler than outside. B42 added basements â perfect for storing your produce to make it last longer! As the GamesRadar author quipped, he ended up with a basement full of food stores for his animals. You can mimic root cellars â keep potatoes, carrots, etc., in a dark, cool place (they last weeks that way vs days in the heat). Also consider clay jars or sand layering for things like carrots (old-time methods).
- Cooking and Freezing: Cook what you canât preserve raw. Make stews, soups, and then either consume or put them outside in winter (outdoor can act as a fridge if below freezing). Or if you still have a generator with some fuel, maybe power a freezer just to store a big harvest (not infinite though â fuel will run out).
- Trading/Sharing (MP): In multiplayer, excess food can be an incredibly valuable trade commodity. Perhaps you have jars of homemade tomato sauce and your buddy has ammo â barter! The game doesnât have NPCs yet (until Build 43+), but on servers players absolutely establish trading. If youâre swimming in cabbage and starving for carbs, trade with another group that grew a lot of wheat.
- Replanting and Continuous Loop: Now that you have a successful harvest and some preserved food, cycle back and replant for the next season with your saved seeds. Late-game farming becomes a continuous loop: plan -> plant -> tend -> harvest -> preserve -> plan next round. Each year (if you survive multiple in-game years) youâll refine your process and ideally expand. Maybe year 1 you managed a small veggie patch and a few chickens. Year 2, you have two large fields, a greenhouse, a herd of cattle, and youâre making your own bread and butter. Thatâs the dream of Build 42 â turning the zombie apocalypse into a self-sufficient farm life (with occasional undead interruptions).
Single-Player vs Multiplayer: Farming in Different Modes
Farming in Project Zomboid B42 can feel quite different depending on whether youâre solo or in multiplayer. Letâs discuss those differences and how you might approach things:
Solo Play Farming Challenges
In single-player, youâre on your own. All the labor of farming falls to you, on top of all other survival tasks. Key points for solo farmers:
Time Management: Farming is time-consuming. Watering, composting, and tending several plots can take hours of in-game time each day. In SP, you have the luxury of fast-forwarding when safe (e.g., speed up time while your character waters plants or while waiting for crops to grow, skipping boring parts). Use this wisely â but never fast-forward when thereâs risk of zombies sneaking up. Perhaps barricade yourself in your farm area if you plan to fast-forward through a long watering session.
Full Dependency: If your farm fails, you have no one elseâs stockpile to rely on. A multiplayer group might collectively have reserves; you only have what you managed to gather or grow. Thus, as a solo player, itâs even more critical to diversify food sources. Make use of fishing, trapping, and foraging to supplement your diet so youâre not 100% reliant on crops that might wither.
Skill Books and XP: Solo, you might have more freedom to grind skills. You can decide to spend two weeks on a farm just to get from Farming 0 to 4 by planting lots of quick crops. You donât have competition for books or VHS tapes â find those farming tapes and watch them for free XP. In MP, someone else might grab the only âFarmerâs Almanac VHSâ. Solo, itâs all yours.
Game Settings: As a single-player, donât feel bad about adjusting sandbox settings if farming feels unfun. You can tailor the experience to your liking. For example, if you want a chill farming experience, you might turn Plant Growth Speed to 4x or 5x so crops grow in a reasonable time, and maybe set Plant Resilience to High so they donât die so easily. These tweaks can make solo farming viable without a team â otherwise it might genuinely be too much for one person to handle with default hardcore settings. Some recommended settings for a balanced but not punishing solo farm play are:
- Seasons: **Enabled** (for realism, but you can disable if you want year-round planting)
- Plant Growth Speed: **4x** (fast-forward those long growth cycles to something closer to B41 pace):contentReference[oaicite:79]{index=79}
- Farming XP Multiplier: **2x** (level up a bit faster, since no one can help you)
- Plant Resilience: **High** (plants lose health slower, forgiving if you miss a day of watering):contentReference[oaicite:81]{index=81}
- Nature Abundance: **Normal or High** (for foraging, to find wild plants and maybe some seeds easily)
- Farming Difficulty: **Normal** (keep diseases and such at default, unless you want easier)
Setting these at world start (or via debug later) can greatly improve the solo farming experience without trivializing it. Youâll still need to work, but it wonât be an impossible full-time job.
- Mods for Solo QoL: If youâre open to mods, there are already a few aimed at smoothing B42 farming. For instance, mods that let you craft fertilizer from animal poop, or see plant health info easier. Thereâs even an **âImproved Farming Infoâ mod that shows crop health at level 1 and prevents crops from dying from high mildew automatically. Using a couple of these can make solo play less frustrating â effectively patching what many consider balance issues in the current build.
Multiplayer Farming Dynamics
On a multiplayer server or coop game with friends, farming becomes a team endeavor (or a trade profession):
Division of Labor: In MP, itâs wise to assign a dedicated farmer if possible. If one player focuses on farming (and maybe cooking), others can focus on looting, base defense, carpentry, etc. B42âs philosophy even encourages specialization â one person likely canât master everything due to skill XP rebalances. Having a âFarmerâ role means that player can pour their time into crops and animals without worrying about, say, also having to be the mechanic or doctor.
XP Sharing (or Lack Thereof): One drawback: Only the person who harvests gets the XP. If Joe plants and tends a field but then Jane comes and harvests it, Jane gets the XP (and only if she was the one who originally sowed it â if not, possibly none of them get XP!). The new system appears to limit XP to the one who planted. This can be tricky: if- XP Sharing (or Lack Thereof): One drawback in MP is that only the character who performs the harvest gets the farming XP, and only if itâs that characterâs own planted crop. B42âs XP system creates a weird scenario: if Player A plants and Player B harvests, neither might get XP (because B didnât plant it, and A didnât do the harvesting). To avoid XP loss, coordinate so that whoever planted a crop is the one to pick it. If you have a dedicated Farmer player, they should both sow and reap to gain the skill. This also means new players joining an established server canât just harvest existing farms to catch up in skill â theyâll need to start their own plots or work under the guidance of the main farmer. Some communities solve this by giving each player a personal plot in a community farm, so they can each level their skill on their own crops.
Team Farming: The workload can be split. One player can water while another applies compost, etc. Even if those actions donât yield XP, it helps manage a large farm efficiently. The downside: the helpers wonât gain Farming levels unless they also do some harvesting. But if everyone is okay with one specialist leveling up, that specialist can then guide the efforts. This is very much like a real community farm â lots of helpers, one lead farmer who has the expertise.
Persistent World Advantages: On a dedicated server that runs 24/7, crops will keep growing even when youâre offline (provided the chunk is loaded or the server simulates passage of time globally). This can be a blessing and a curse:
The good: Those 200-day crops might actually reach harvest on a busy server that runs for weeks of real time (since 200 in-game days might pass in, say, 50 real days depending on day length settings). Multiplayer servers can realistically reach multi-year timelines, where late-game farming and breeding fully play out.
The bad: If time passes and no one is there to water or compost, your plants might die. Some servers pause plant growth when players are away (by unloading cells). But if not, you could log in after a weekend away to find your farm wilted. To mitigate this, communicate with faction members or friends to tend the crops if youâll be offline. Or only plant what you can maintain with the people who are regularly online.
Community Trading and Economy: Multiplayer opens the door to barter. You might grow tons of veggies and trade them for ammo, medicine, or services from other players. Farming can become your âprofessionâ in the server economy. Late-game foods like tobacco (for cigarettes) or brewing ingredients like hops can be especially valuable for trade. A farmer might swap a keg of home-brewed beer or a batch of cigarettes for a new axe or a favor clearing zombies. If NPCs were in (planned for future builds), we can imagine farmers being vital members of NPC communities too.
Security in Numbers: In MP, you can have others guard you or the farm while you work. One can be on watch for zombies while you water rows of crops (since your characterâs head is down and you might not notice a creep-up). Also, a well-fortified base with multiple players can defend a much larger farm area than a solo player could. Just be cautious about player raiders if youâre on a PvP server â your farm could become a tempting target to steal food. In PvP scenarios, keep your farm hidden or within a guarded compound.
Server Settings and Mods: Many servers adjust settings for a slightly easier farming experience given the consensus that default B42 is overtuned. Donât be surprised if a server admin has boosted crop growth or turned off seasons to make farming more playable for their community. As a multiplayer farmer, clarify what settings youâre operating under. If seasons are off, you donât worry about âcursedâ crops. If growth is accelerated, you might get more frequent harvests, changing strategy (youâll spend more time processing yields and replanting, less time twiddling thumbs). Check also if any farming-related mods are installed on the server (common ones might allow more compostables, craftable fertilizer, etc.).
Roleplay and Satisfaction: Thereâs something very rewarding about feeding not just yourself but an entire group of survivors thanks to your farming know-how. Multiplayer can amplify the satisfaction of farming when your friends eagerly come to you for fresh produce or that clutch bag of flour you milled from wheat. Just be prepared: you might jokingly become known as âFarmer [Username]â on the server, with people constantly asking âHey, are the potatoes ready yet?â.
In short, multiplayer farming is about cooperation and specialization. The new systems in B42 encourage players to work together and even rely on dedicated farmers and ranchers. If you love the idea of being the groupâs provider, B42 farming will let you shine in that role.
New Crops and Crafting: Beyond Just Food
Build 42âs farming overhaul isnât only about putting vegetables on your plate â itâs also deeply tied into the expanded crafting and survival loop that this update brings. Many of the new crops have industrial or secondary uses that enrich the late-game experience. Letâs look at what new plants are available and what you can do with them:
New Crops Overview
B42 adds a bunch of new plant types. Hereâs a table summarizing the notable new crops and their potential uses:
Crop | Primary Use | Secondary Uses / Notes |
---|---|---|
Corn | Edible as vegetable or grain | Can be dried into popcorn kernels or ground into cornmeal (for cornbread, tortillas). Also used as animal feed (great for chickens/pigs). Potential for distilling (corn whiskey) in future. |
Peas | Edible vegetable (legume) | Peas improve soil nitrogen in reality (not sure if in-game). Can be dried and stored long term as split peas for soup. Good spring crop. |
Garlic | Edible (flavor, minor calories) | Use as seasoning (cooking gives happiness boost). Can be planted from bulbs directly. Possibly can make insect repellent (garlic is a natural pest deterrent, though game doesnât state it). |
Barley | Grain (not directly eaten) | Brewing: key ingredient for beer. Also can be milled into flour (barley flour) or used as animal feed. Long growth (plant in fall, harvest in summer). |
Wheat (if present; not explicitly listed but likely) | Grain for flour | Use to make bread, pasta. Straw (the stalk) could be used as bedding or compost. Expect long growth and need for a quern/mill to process into flour. |
Flax | Not food â fiber crop | Textile crafting: harvest flax fibers, rett and spin into linen thread. Requires processing tools (flax brake, spindle, loom possibly). End result: linen clothing or linseed oil from seeds. |
Hemp (Industrial) | Fiber, seeds | Rope and cloth: Hemp fibers can be processed into strong rope or cloth (like a canvas). Possibly used for making sturdy bags or crafting makeshift armor padding. Seeds might be edible or for oil. (This is industrial hemp, not for smoking!) |
Hops | Not directly edible | Brewing: Hops are used to make beer (adds flavor and acts as a preservative). Youâll need hops plus barley and a brewing setup (fermenter, etc.) to craft beer. Beer can be a morale booster and trade good. |
Rye | Grain | Similar to wheat/barley. Use for making rye flour (bread) or perhaps brewing (rye whiskey or beer). Could also be animal feed. |
Sugar Beets | Edible root (but mostly for sugar) | Sugar production: Can be processed to extract sugar. Expect a crafting step like boiling and evaporating the beet juice to get crystallized sugar. Sugar is crucial for baking and preserving (jam, etc.). Could also ferment into alcohol. |
Sunflowers | Seeds for oil/food | Sunflower seeds can be eaten or pressed for sunflower oil. Oil is valuable for cooking (frying) and maybe making biodiesel or soap. Also, sunflowers are pretty â maybe morale deco. |
Tobacco | Not food â recreational | Dry the leaves to produce tobacco for cigarettes or pipes. This is huge for characters that are smokers (no more dependence on looting cigarettes) and a trade item. Requires drying and rolling (paper or make cigars). Rare seeds, but high value. |
Herbs (Basil, Oregano, Thyme, Rosemary, etc.) | Cooking flavor, minor medicinal | Herbs regrow and can be harvested multiple times. They improve meal happiness (fresh herbs = tasty soup). Rosemary specifically helps with pests in the garden. Some herbs might be used in remedies (e.g., herbal tea for colds, not sure if implemented but plausible). Also, you can propagate more by planting cuttings. |
Table: New Build 42 Crops and Their Uses in the Post-Apocalypse.
As you can see, B42 shifts farming from just calorie crops (like the old staples cabbage and potatoes) to also crafting crops. Youâre now farming for materials â be it making your own clothes (flax, hemp, wool from sheep), producing your own alcohol (hops, barley, sugar beet), or keeping a community happy with smoke and drink (tobacco, beer).
Crafting Systems Impacting Farming
Build 42âs broader crafting overhaul means there are new tools and crafting stations that tie into farming outputs:
- Milling & Baking: If you grow grains (wheat, barley, rye), youâll likely need a mill or mortar & pestle to grind them into flour. B42 might allow a crafted stone quern or a retrofitted blender (if power, but likely youâll do it manually). Once you have flour, you can bake bread (with water and maybe yeast â yeast could be made from fermenting fruit or using beer hops sediment). Bread and pies could become staples if you set this up, giving huge morale and calorie boosts. But it all starts at farming enough grain.
- Brewing: Brewing is explicitly mentioned as a new feature. A survivor can craft fermentation tanks (maybe using carpentry and metalworking) to brew beer or other spirits. For beer, you need malted grain (barley), hops, water, and time. For stronger liquor like whiskey, maybe a distillery (copper still) plus grains or potatoes (vodka). Farming provides the base ingredients â the rest is a mini-game of crafting and waiting. The result: beverages that can reduce unhappiness (or make tough survivors very happy) and serve as trade items or disinfectant (high-proof alcohol can sterilize wounds).
- Cloth and Clothing: With cotton/flax/hemp, expect crafting like spinning wheels and looms to appear. For example, Flax Processing: dry the flax, use a âflax brakeâ to break straw, spin fibers into thread, then weave on a loom into linen. This is advanced but allows you to make new clothes, repair gear without relying on looted thread, or create sails/tarps. Hemp rope could be crafted by braiding hemp fibers â useful for many recipes (like log walls or traps).
- Leather and Fur: This ties into farming via animals. If you raise cows, pigs, or catch deer/rabbits, you get hides. B42âs crafting likely includes tanning â turning raw hides into usable leather. Tanning uses tannin (from tree bark or oak gall â foragers can get that) plus time. Leather could then be used to craft durable clothing, bags, or armor. So your farmâs cows arenât just meat and milk; theyâre future leather jackets and satchels. Similarly, sheep provide wool which you spin into yarn for knitting clothing or blankets.
- Oil and Biofuel: The mention of sunflowers and possibly other oil crops (like corn can make corn oil, hemp seeds can make hemp oil) suggests you can produce oil. Oil is critical for cooking without butter, but beyond that, there was a community idea: using animal fat or plant oil to make biofuel. One Redditor joked âwith B42 animals and poop we should be able to make biofuelâ. Itâs not confirmed in vanilla B42, but mods or future updates might allow converting vegetable oil into diesel for generators. Regardless, being able to make lamp oil or soap from fat/oil is likely. For example, combining lard (from pigs) or sunflower oil with lye (ash + water) to craft soap for hygiene or trade.
- Medicine and Permaculture: Farming in B42 may intersect with medicinal crafting. Perhaps you can grow medicinal herbs (if not explicitly, you could roleplay with vanilla herbs). Also, bee farming isnât in yet, but if it were, itâd allow honey (a natural sugar and antiseptic). Keep an eye on future updates â the devs have hinted at more systems. For now, farming can at least produce tobacco (stress relief for smokers) and good nutrition to avoid illness. A well-fed survivor is healthier and stronger.
- Building Materials: Some farm products can become building materials. Example: Wood and straw to make hay bale walls or roofs (if that becomes an option), or using bamboo (if it existed) for scaffolding. Not much of this in current game, but farmers in reality use what they grow for structures (straw bale houses, etc.). Maybe in B42 you can at least use straw (leftover from wheat harvest) as a fuel for fires or stuffing for beds (upgrade that uncomfortable makeshift bed with straw mattress).
The key takeaway: B42 makes farming a core part of the survival âtech tree.â Itâs not isolated â it feeds into cooking, medical (indirectly), tailoring, and more. As you plan your farm, think about what you want to achieve in your playthrough:
- If your goal is self-sufficiency in food, focus on staple crops (potatoes, corn, beans) and maybe a couple animals.
- If you want to experience all crafts, plant a bit of everything: grains for brewing and baking, flax for cloth, sugar beets for sugar (to make cakes or wine), etc. Youâll be busy, but youâll essentially recreate civilization from the soil up.
- If youâre in multiplayer, maybe specialize: be the âbrewmeisterâ with hops and barley or the âtailorâ with flax and sheep, and trade with others for food.
Tips, Tricks, and Hard-Learned Lessons from Survivor Farmers
Farming in B42 is tough, but the community has been hard at work figuring out how to not starve. Here are some real player tips and tricks that can help you navigate the new systems, as well as common pitfalls to avoid:
- Constant Vigilance (The Compost Regimen): Many experienced players will tell you that âthe only way to get a decent harvest is with CONSTANT composting right now.â That means have compost ready for each growth stage tick. If you see your plant go from young to growing (stage change), apply compost. Treat it like medication your plant needs at regular intervals.
- Use Each Rain Wisely: Rain is free water from the sky â use it! If a big rainstorm starts, run outside and sow extra seeds during the rain if you have open furrows; theyâll get watered automatically. Also, set out extra pots to catch water (even if you havenât built barrels). Conversely, after a heavy rain, check for âOverwateredâ status on crops â if theyâre waterlogged, you might actually remove some water (thereâs no direct âbail waterâ action, but leaving the plant alone is fine; it will dry out). Heavy rain can also wash away some diseases and dust, which is good.
- Micro-Manage High-Value Crops: For things like tobacco or hemp, where seed is rare and growth is long, give them royal treatment. Plant them in the optimal season only, maybe even in a greenhouse if you have one, and check them twice a day. You donât want to lose these. It can be worth using your first fertilizer on such a plant to boost its health early on, then compost later. Also, protect them from zombies particularly â maybe plant them inside a walled garden.
- Keep Animals Fed with Crop Residue: After harvesting corn, you have corn stalks (maybe an item, maybe just trash). Instead of tossing, use them as animal bedding or compost fodder. Likewise, any veggies that are too many to eat â feed some to pigs or chickens (theyâll turn it into manure which you can compost further). On that note, check if your animals actually produce manure you can collect. Cow dung should accumulate in fields (brown lumps). You might have to pick it up and place it in a composter manually. Itâs dirty work, but hey, free fertilizer.
- Plan for Seed Sustainability: Always aim to have at least 2x the seeds you need for the next planting. If you end up with exactly the same number of seeds after a harvest as you planted, youâve just broken even. Try to incrementally increase your seed stock each successful harvest, even if it means setting aside some of the harvest purely to dry for seeds. A safety net of seeds can save you if one season goes poorly. Also explore alternative ways to get seeds: Foraging at level 5+ can find wild herbs or wild veggies that give seeds (like wild onions). Trading in MP as mentioned â sometimes another player might have spare packets.
- Use Sprays Proactively: If you have the materials, it can be smart to preemptively spray plants that are prone to issues. Example: in long wet periods, pre-spray for mildew (with milk) before you even see it. In hot dry periods, pre-spray insecticide (with cigarette solution) if thatâs when bugs tend to strike. While spray ingredients arenât infinite, milk gets replenished by cows and cigarettes might be finite, but there are a LOT in the world if you looted. Also, a trick: rotten milk works for mildew spray, so even if your milk goes bad, donât dump it â use it as fungicide.
- Leverage Other Food Sources to Supplement: This isnât a pure farming tip, but crucial: Because B42 farming alone can fail, pair it with Fishing and Trapping. Fishing got a revamp earlier (with an active mini-game), and itâs a very reliable food source in spring/summer. Trapping yields small game year-round if you have the right bait (worms for birds, cabbage for rabbits, etc.). A balanced diet of fish + some veggies you manage to grow + maybe some foraged berries will keep you healthier (the Nutrition system in PZ rewards mixed diet: protein, carbs, vitamins). Farming will provide the bulk carbs (like potatoes, wheat for bread) that fishing/trapping canât.
- Watch Those Moodles: If you see a âPlant Healthâ or âPlant Infoâ moodle on your screen (not sure if they added one, but maybe as an icon or in health panel), pay attention. And keep an eye on the Info panel for plants â if a plantâs health bar turns yellow or red, take action immediately (water, compost, cure disease as needed). A common mistake is planting a field and not checking on it until âshould be harvest timeâ only to find everything dead. Make it a habit: each morning (if safe), do a farm round, like a morning chore routine.
- Sandbox Softeners (If Youâre Struggling): The game is meant to be fun. If youâve tried the default and your crops just keep dying every single time despite best efforts, consider toggling some sandbox settings even mid-play (if in singleplayer). No shame in dialing back the difficulty a notch. Some players felt that âthe B42 farming system has swung too far toward realism at the expense of gameplay enjoymentâ. The devs likely will fine-tune it, but until then, adjust it yourself:
- Turn off Seasons: If dealing with the cursed status bug or just complexity, disable it so you can grow anytime (but perhaps still pretend to follow seasons for roleplay).
- Increase Plant Resilience: This will make plants lose health slower and generally survive without constant babysitting. They might not even require compost every stage on high resilience.
- Increase Yield or Growth Speed: Bump yields to 2x so that even if half your crops die, the surviving ones feed you enough. Or shorten growth times so you can trial-and-error faster.
- These can all be done via the Custom Sandbox settings at world start or via server settings. It can turn a frustrating experience into a more forgiving one while still giving the feel of the new farming.
- Learn from Failures: Each crop failure can teach you something. Did they die from disease? Maybe next time space them out more or spray earlier. Died from thirst? Maybe plant fewer or nearer water, or prioritize a water system build. Out-of-season? Mark the calendar and donât repeat that. Even veteran players are learning B42 farmingâs quirks, so donât give up if your first farm fails. Adjust strategy and try again.
Finally, remember that survival is a marathon, not a sprint. Farming in Build 42 embodies that philosophy to the core. It requires long-term thinking and resilience. When you finally get a well-stocked pantry of home-grown food, youâll feel an immense accomplishment (and a sigh of relief that you wonât starve through winter).
Real-World Parallels: Farming in B42 vs Real Life vs Other Games
To appreciate B42âs farming, it helps to compare it with real-world farming and other game farming systems you might know. These analogies can shed light on why the devs made it this way and how you can mentally approach the challenge:
- Real Life Farming: In reality, farming is a year-round job filled with uncertainty. Crops take months to grow, require suitable seasons, and can be wiped out by pests or weather. Historically, bad harvests led to famine. B42 reflects this: if your crops fail, you really could face starvation, making you plan like a real farmer. Real farmers also use techniques like crop rotation, composting, and pest control â exactly what B42 pushes you to do. The soil health management aspect (using compost, avoiding over-fertilization) is very true to life. So playing B42 farming is almost like doing a crash course in agriculture science. If you find it hard, well, real farming is hard! The game essentially says: âYou want to live off the land? Earn it.â The reward is similarly satisfying â like a homesteader putting food on the table through hard work.
- **âDonât Starveâ (Game) vs Project Zomboid: Donât Starve is another survival game with farming, but itâs much more fantastical and accelerated. In DS, you can plant magical seeds, see crops pop up in a few days, and use supernatural fertilizers, etc. PZâs B42 is the polar opposite â ultra-realistic, slow, and grounded. One player comparison noted: âDonât Starveâs farming is tuned for a faster game cycle with unique magical crops, whereas Zomboidâs new system is aimed at year-long planningâ. Donât Starve lets you farm quickly but the focus is on staving off immediate hunger and using weird plant effects; Zomboid treats farming as a long-term survival solution with no magic, just biology. If you come from DS or Stardew Valley, adjust your expectations â this is more like Farm Simulator meets Zombie Apocalypse. Patience is a virtue here.
- Stardew Valley / Harvest Moon vs Project Zomboid: Those games make farming fun and relatively easy: you hoe, plant, water, a few days later profit, and you can become a millionaire farmer in one season. Zomboid intentionally avoids becoming Stardew â the devs donât want farming to trivialize survival. In Stardew, thereâs no threat thatâll destroy your farm (no zombies trampling your tomatoes!). In PZ, you must always be ready for external disaster. That said, B42 did take a page from Stardew in terms of tool use (the combat-mode furrow digging) to reduce tedium, which is a nice quality of life borrowed from those friendly farming games.
- Community Survival (e.g. Minecraft modpacks): Some Minecraft mods (like TerraFirmaCraft or hardcore modpacks) also make farming more realistic â multi-month growth, seasons, etc. Players who tried those will find B42 familiar. Itâs all about establishing food security over a long period. The process of setting up cellars, crop rotation, and breeding animals in PZ has a similar feel in those hardcore sandbox experiences.
- Permaculture Realism: Interestingly, B42âs design aligns with permaculture principles: integrating animals and plants, recycling waste (compost), diversity for resilience, and working with seasonal cycles. In real-world permaculture, a farm is designed to be self-sustaining with minimal external input. B42 is pushing players toward that ideal: eventually you wonât need to loot for food because your farm and animals produce everything, including secondary needs like leather or oil. Itâs a long road to reach that equilibrium, just like it takes years to establish a permaculture garden. But once you do, youâre far less reliant on the âold worldâ remnants.
- Balance vs Realism Debate: The PZ community has been actively discussing how to strike a balance between making farming challenging and making it enjoyable. Some feel itâs a bit too realistic right now (âThis isnât meant to be a farming simulatorâ one person said, noticing how animals grow faster than carrots which felt off). The devs are listening; they will likely adjust values so that, for example, maybe crops grow a tad faster or need a bit less micromanagement. But make no mistake, they want it to be harder than Build 41âs easy-mode farming, to enhance late-game gameplay. The aim is that farming becomes an engaging part of end-game, not a trivial chore you solve early and forget about.
Understanding these parallels can help set your mindset: treat farming in PZ as a serious simulation where you channel your inner farmer. Itâs okay to be frustrated when a bad blight wipes out your crop â farmers through history have dealt with that heartbreak. In a way, Build 42 makes Project Zomboid a broader survival life simulator, not just a zombie game. Your enemies are now hunger and natureâs whims, as much as the undead.
Conclusion: Thrive (Donât Just Survive) with B42 Farming
Farming in Project Zomboid Build 42 is a game of patience, planning, and perseverance. It transforms the late-game from a simple loot-and-eat loop into a true homesteading experience. Yes, itâs challenging â perhaps one of the hardest survival farming systems in gaming â but with the strategies and knowledge in this guide, you have a fighting chance to turn the barren lands of Knox County into a productive farm that can sustain you and your fellow survivors for the long haul.
TL;DR Action Plan for Aspiring Apocalypse Farmers:
- Start Small and Smart: Secure seeds, a trowel, water containers, and build a composter early. Plant a few fast-growing crops as soon as the season allows, but save backup seeds.
- Tend Your Crops Religiously: Check crops daily. Water them appropriately (donât let them dry, avoid drowning), remove weeds, and treat diseases immediately with homemade sprays. Apply compost each growth phase to keep plant health up.
- Think Long-Term: Draw up a planting calendar. Only sow in the right season (to avoid âcursedâ plants). Stagger plantings for continuous harvests and rotate crops to manage soil health.
- Diversify Food Sources: Donât rely solely on crops. Supplement with fishing, trapping, and foraging. Use farming to provide what those canât (grains, bulk veggies for carbs). Also, invest in livestock for eggs, milk, and meat â they can cover gaps when crops fail.
- Leverage Community & Skills: In multiplayer, designate a farmer and cooperate on tending large fields. Trade your excess produce for other needs. In single-player, consider tuning sandbox settings if needed for a enjoyable experience (itâs okay to dial back realism a bit to have fun).
- Prepare to Preserve: When you do get a big harvest, be ready to preserve it. Jar your vegetables, dry or smoke the meat and fish you catch, and store food in cool, secure places to make it last. A successful farmâs output should be stockpiled to survive winter and potential future crop failures.
- Adapt and Overcome: If somethingâs not working â adapt. Crops keep dying of mildew? Maybe you need to move your farm to a less damp area or grow more fungus-resistant crops. Didnât get enough rain? Set up more water catchment or plant fewer crops next time. Every failure teaches a lesson for the next season.
By embracing the pioneer spirit and following these guidelines, you can turn Build 42âs brutal farming mechanics into a rewarding endeavor. Thereâs nothing quite like enjoying a bowl of stew made entirely from ingredients you grew and harvested in-game â itâs a different sense of accomplishment than dispatching a horde of zombies, but satisfying in its own right. In fact, surviving the winter on your own produce might be the proudest moment of your Zomboid run!
So grab that hoe, farmer â the world may have ended, but the corn will still grow, if youâre determined enough.