Machines you sit in and drive, animals on a hunger clock, four real seasons, and a farm that keeps running while you’re away. One download, one toggle, and the parts were built to run together: the crops grow on the Seasons calendar, the animals live inside Night Lite anchors, and the harvesters cut the fields Farm Options is tracking. Missing Blocks rides along for the barn doors and the gates a tractor fits through, and LLS Equestrian for the horses.
Got Night Lite, Missing Blocks or Equestrian on their own? All three are already inside this pack, so don’t switch the standalones on in the same world. Moving a world over from standalone Equestrian keeps the world, but its horses come back as new horses.
Read this first: the crop calendarEvery crop has a planting window, and missing it costs the harvest.
Crops don’t grow on vanilla’s random ticks. Each season is 7 days, and each crop has its window:
| Crop | Plant in | Ready in | Gone if still standing after |
|---|---|---|---|
| Wheat | Spring | 5 days | Summer |
| Carrots, Potatoes | Spring | 3 days | Summer |
| Melons, Pumpkins | Spring | 3 and 4 days | Summer |
| Beetroot | Autumn | 6 days | Winter |
| Grass (forage) | any season but Winter | 3 days | never wilts |
A crop still in the ground when its last season ends wilts away. Plant out of season and the seed is handed straight back. A season-by-season plan is in the first-year guide. The Crop Calendar board hangs on a wall (2×3) with the whole year painted on it, the current season lit, and a click gives you the numbers.
The machinesTwo combines, two forage harvesters, two tractors and two wagons.
| Machine | Does |
|---|---|
| Combine Harvester | 5-wide header, 27-slot tank |
| Large Combine | 7-wide header, 36-slot tank |
| Forage Harvester | cuts standing grass, 5 wide |
| Small Forage Harvester | the same, slower, and cheaper |
| F-20 Vintage Tractor | tows everything |
| 5240 Row-Crop Tractor | tows everything |
| Barge Box and Gravity Grain wagons | 27 slots each |
The Machinery Dealer sells the machines and the Parts Dealer the wagons, and both buy back what they sell at about half. The small combine and the small forage harvester also ask for 8 cheese: a gate, not a cost, because a harvester is something a working farm buys. Climb in and the engine turns over (you hear it start and idle), the Vehicle Key drops the header, and the combine takes only fully grown crops as it rolls down the rows.
The pipe, the cart and the siloHarvest into a cart alongside, then empty it into a silo you built.
- The pipe is automatic: any cart under the spout fills, engine on or off. The forage harvesters’ spouts swing to track a cart within five blocks, so a cart towed behind fills on the move
- A cart carries one crop at a time, and the heap in the bed really rises: shallow, half, brim, heaped
- There’s no silo block. A 3×4 bed of waxed exposed copper grates over smooth quartz is the intake, and the tower over it is whatever you build. The Silo Intake item lays the bed in one click
- Park on the grates and press the Unload Button from the seat to empty the cart. To get grain back out, place any vanilla button near the bed and the auger pours into a trailer
Plow, seeder and potato diggerTill, sow and lift a whole strip in one pass behind a tractor.
Each comes from the Parts Dealer and hitches to the tractor’s rear with the Wrench. Crawl speed drops them into the ground; road speed lifts them clear.
- Plow: turns a two-bottom strip. Breaking new ground makes farmland out of dirt and grass; reworking old fields only touches existing farmland. It leaves the soil watered
- Seeder: sows the strip the plow tills, one crop per load, and refuses a dry plot or out-of-season seed out loud rather than wasting it
- Potato digger: lifts the row and throws ripe potatoes out behind it to gather
Horses pull the tackle tooA harnessed horse, donkey or mule, alone or two abreast.
Put the Work Harness on a horse, donkey or mule and it hitches the plow, seeder and digger exactly the way a tractor does, and stays put while it waits. Stand a second harnessed animal beside the first before you click the wrench and one click hitches both: the plow cuts two furrows at once and the seeder drills three rows. Slower and cheaper than a tractor, and there long before you can afford one.
Vendors come to your mailboxTen vendors, each on their own days, 8am to 8pm.
Craft a Mailbox (3 iron + 1 stick) and place it facing the road. Each vendor sets up out front on their own days, 8am to 8pm. Without a mailbox they set up a little way from your bed. Use the mailbox to see what day it is and who’s coming.
| Day | Who comes |
|---|---|
| Monday | Machinery Dealer, Parts Dealer, Toolsmith |
| Tuesday | Cattle Dealer, Butcher |
| Wednesday | Poultry Dealer, Shepherd |
| Thursday | Horse Dealer, Leatherworker |
| Friday | Machinery Dealer, Parts Dealer, Swine Dealer |
| Saturday | Market day: Cattle Dealer, Poultry Dealer, Shepherd, Butcher |
| Sunday | Horse Dealer, Leatherworker, Swine Dealer, Toolsmith |
Talk to one and their trade window opens: what you pay, what you get, one click per trade. They trade for money, not emeralds, and your money shows top-left beside the clock. The animal dealers sell a bill of sale for each breed and buy a grown animal sold whole on an Ownership Certificate, the Butcher and the Shepherd buy graded meat and wool, the Cattle Dealer buys graded milk and cheese, and the Machinery and Parts Dealers buy back what they sell. Prices are still being tuned with the community.
For servers and towns: every vendor has a counter you can craft: a row of wooden slabs on top, planks round the vendor’s own item (a hay bale for the Cattle Dealer, a lead for the Horse Dealer, a piston for the Machinery Dealer). Place it and the vendor stands behind it for good.
The Message BoardThree new jobs every morning, paid in money.
Craft a Message Board (3 paper over 3 planks, a stick under each end) and stand it on the ground: a big notice board, 3 blocks wide, with its name floating over it. Every morning it posts three quests, one easy, one medium and one hard: bring in a crop, bring something back from another biome, hunt a few mobs, harvest a field or shear your sheep. Finish one, click it on the board, and you’re paid. Everyone sees the same three and each player can finish each one once a day, so a single board in a town square works for a whole server.
Animals on a hunger clockA trough per species, a dinner bell at noon, and real consequences.
Every species has its own trough (2 planks + a sample of its feed). At noon the bell rings and your animals walk to their trough from up to 32 blocks away and eat; anything still within 64 blocks is fed where it stands.
| Days unfed | What happens |
|---|---|
| 1–2 | hungry, no harm done |
| 3 | wilting: a third of its health a day |
| about 6 | dead |
Animals don’t heal on their own: a full meal heals a third, so feeding is nursing too. A farm you prepared before leaving survives; a farm you abandoned collapses.
- Water troughs (2 planks + a bucket) for horses, donkeys, mules, cows, pigs and sheep. They walk over for a drink after the noon feed. A bucket pours in two drinks, and rain tops up a trough open to the sky. A day without water isn’t a good day for their stars
- Double troughs: two of a kind side by side join into one that holds three times as much
- Horses, donkeys and mules never starve. A missed meal or drink makes them tire sooner instead, until they’re fed and watered again
Breeding, and raising stock for meatNo more wheat spam: each animal breeds on its own cycle.
Hand-breeding is off. Each tamed animal at full health breeds on its species’ cycle with a partner within 16 blocks:
| Animal | Cycle | Litter |
|---|---|---|
| Chicken | 7 days | 10 |
| Sheep, Pig | 14 days | 2 and 8 |
| Cow, Horse, Donkey | 28 days | 1 |
Mules still don’t breed; a horse and a donkey make one.
Picking the sire: use a blank Breeding Certificate (LLS Equestrian’s) on your grown bull, boar, ram or rooster and it’s signed with him. Give it to a female of his kind, fed yesterday and at full health, and her young are born right then, by him. One certificate litter per cycle, and it starts her cycle again.
Livestock with genes and star gradesYour own cows, pigs, sheep and chickens, bred up from 1 star to 5.
Cows, pigs, sheep and chickens are their own animals, each with its own model: Dexter, Angus and Holstein cattle, Kunekune, Berkshire and Yorkshire pigs, Merino and Suffolk sheep, Cornish Cross and Rhode Island Red chickens. Buy them as a Bill of Sale from the vendors, delivered grown. Animals you already own come over by themselves as 1-star stock. Babies are built as babies, not shrunk adults: leggy calves and lambs, round piglets, fluffy chicks. Vanilla cows, pigs, sheep and chickens no longer spawn in the wild; the Wild Berkshire roams in pairs and threes instead, for wild pork and leather, and can’t be tamed.
- Stars: every animal has a genetic grade. A youngster gets its parents’ average, plus one when both were kept well, so good farming breeds better stock.
- Meat at 4 and 5 stars comes from how it was kept: fed and healthy most of its life adds a star, and a close bond adds another. A neglected one loses one. Each breed has its top: only an Angus’s beef reaches 5.
- Milk is graded too: once a day from a cow, 2 stars and up in its own bucket. Only a Holstein’s milk reaches 5. Don’t try to milk a bull.
- Bond: pet your animal with an empty hand. Its owner’s first pet each day builds bond.
- Temperament: a grumpy bull may charge you if you’re a stranger or it’s hungry (Dexters never do), and any grown bull you hit turns and charges. A mean boar charges too, and a mean pig might nip.
- Their day: they graze, root or peck about, lie down to rest, and sleep at night. At dusk your cows, pigs and sheep walk to stall bedding (LLS Equestrian’s straw or shavings) within 32 blocks and lie down on it; chickens settle where they are. Cows, pigs and sheep drink once a day like the horses. Roosters crow at dawn.
- Herds and grazing: cows, pigs and sheep keep together in herds of their kind, and a small lot wanders over to join a bigger one nearby. Cows and sheep only graze where there’s grass, and eat it down to dirt; it grows back the normal way. Grazing doesn’t feed them, the trough does.
- Health: cows, pigs and sheep leave droppings that soil their bedding (muck out with LLS Equestrian’s Muck Fork), and their hooves grow out over 16 to 30 days; the Hoof Rasp trims them. Rain, mud, filthy bedding, missed meals or water and overgrown hooves can make one ill: a cough, foot rot, a lame leg, or bloat (cows and sheep). Equestrian’s four remedies treat them, once a day, and the Vet Kit says what’s wrong. Unlike a horse, one laid up and left untreated dies: three days, or one for bloat. A day ill isn’t a good day for its stars, and one laid up gives no milk.
- Old age: animals have a lifespan. A Vet Kit shows how long one has left.
- The Culling Prong (copper, redstone and iron, top to bottom): use it on your own grown animal inside a Safe Anchor’s zone, and its meat goes straight into the zone’s Cold Storage (iron round a chest over packed ice), graded by its stars. Killed with a sword or by hand, it drops its meat where it fell, but only at 1 star.
- Sheep give wool at the same stars, marked on the wool. The Butcher and the Shepherd buy 2-star and up.
- Selling one whole: use a blank Ownership Certificate (LLS Equestrian’s) on your grown animal and it goes onto the paper, with its stars on it. Its dealer buys the paper, 2-star and up. Use the paper on the ground instead and the same animal comes back.
Fields, feed and hand toolsFarmland that never needs water, grass seed, bales, sickle and scythe.
- Crops grow one stage a day at midnight, so a field planted together ripens together
- No irrigation: hoed ground reads watered forever. Harvesting dries it; hoe again to re-wet it
- Grass Seed grows tall grass in a day, and a Grass Bale (9 short or 5 tall grass) feeds cows and sheep in a small pen
- Sickle (3 cells a swing) and scythe (9 cells, slower) for fields a machine isn’t worth
- Crops come up 1 to 3 stars, marked on the crop: plain farmland gives 1 or 2, Black Gold 2 or 3. A 1-star crop is the plain item, so recipes, feed and planting still take it. By hand, sickle or scythe; the combine’s harvest stays plain
Compost and Black GoldTurn scrap wood and manure into soil that never dries out.
Craft a Small Compost Bunker (planks in a U with a stick in the middle) for a 2×2 bay, or four of them in a square for the 3×3 Compost Bunker. Aim at the ground where you want its front-left corner; it opens towards you. Open it and the menu works like a furnace:
- Carbon on top: leaf litter and anything wooden, vanilla or from our packs (planks, logs, fences, doors, tools, benches, stall walls, troughs…)
- Nitrogen underneath: manure, or crops (wheat, carrots, potatoes, beetroot, melon, pumpkin, berries, apples, sugar cane and more). Seeds, leaves and saplings don’t count
- Black Gold comes out on the right: one block for 2 carbon and 1 nitrogen, every 2 minutes. A full stack of 64 manure counts as one nitrogen; a crop counts as one each
The pile rises as the bay fills. A day after it was last turned the top dries out (it goes pale) and the composting stops; four clicks on the pile with a Muck Fork turn it, and it carries on. Mine a wall, or sneak and hit the pile, to take it down: everything spills out.
Black Gold is farmland that never dries. Sow straight onto it, no hoe, and after the harvest it’s ready to sow again. Its crops come up 2 or 3 stars. Seasons still apply, and the seeder doesn’t sow it yet, so plant it by hand.
Apple treesThey ripen with the year. Shake the tree to harvest.
An apple sapling (an apple + an oak sapling) grows in four days, and every tree ripens together on the calendar: green in spring, red from the sixth day of summer, brown and spoiling in autumn, bare in winter. Interact with a leaf or the trunk to shake the tree and every ripe apple falls at once.
Seasons: the calendar, the sky and the snowA 28-day year, weather that follows it, and snow that settles and thaws.
The year is four seasons of seven days, every season starting on a Monday, and a clock on screen shows the time, season and weekday. The weather follows the calendar:
| Season | The sky |
|---|---|
| Spring | 20% rain |
| Summer | clear, every day |
| Autumn | storms, rain and fog; the last day always snows |
| Winter | snow and fog |
Bedrock has no snow weather, so a snowy day is built by hand: an overcast sky, falling snow round you, and a real snow carpet that deepens through winter and thaws over the first days of spring.
Night Lite, insideThe lamps and the anchors the whole farm runs in.
A Safe Anchor in the middle of your fields and pens keeps them loaded and running 24/7, and everything the farm simulates happens inside one. The Victorian lamps keep an area free of spawns whatever the light. The full story is on the Night Lite page.
Missing Blocks, inside186 barn and lab doors, double-wide gates, livestock gates and wire fences, slabs, lamps, a bucket, stools and benches.
Nothing in the farm depends on it; it’s here because barn doors, gates a tractor fits through and path slabs are farm furniture. Everything is on the Missing Blocks page.







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