Farming and greenhouse
Nivalis Nights Farming & Greenhouse Guide
Grow ingredients instead of buying everything. Find the compatible module, the optimal conditions, the growth time, the yield and the farming level you need.
Static data covers 93 growable products, 27 farming modules and 281 module-product compatibility edges. See what changed
93growable products
27modules
9farming families
15progression states
Selected product
Static dataCorn
Cereals
- Input
- Corn Seeds
- Base growth
- 16h
- Base yield
- 10
- Best conditions
- Temperature 100 · Humidity 16 · Light 77
Compatible modules
- Cereals Module — Tier A
- Cereals Module — Tier B
- Cereals Module — Tier C
Current game state
Static dataUpdated for Update #2
Farming static data: products, modules, compatibility and the growth formula are ready.
Behavior not confirmedWatching: high-level farming automation behavior
What are you trying to do?
Pick the task you actually have. Each answer points at the section or page that solves it.
- Start farmingFrom the quest to the first harvest
- Find a module for a cropFind the module a product needs
- Improve growth speedConditions, module tier and compost
- Increase yieldModules, farming level and yield bonuses
- Find where modules are soldSee which vendors can sell a module family
- Calculate my setupRun a whole setup through the optimizer
- Why can't I plant this?Module family, farming level or conditions
- What does my farming level unlock?See what progression unlocks
How farming works
Farming is a loop, not a single action. Every step below is also a place you can go when you get stuck.
Start your first greenhouse
The condensed path. Each step in full detail stays in the getting started guide.
- 1Start the Green Thumb quest
- 2Reach and get access to a greenhouse
- 3Get the seed or input for your first product
- 4Install a compatible module
- 5Plant it and set the conditions
- 6Come back when it is ready
- 7Harvest and replant
What can you grow?
All 93 greenhouse products, grouped by the farming family that can produce them.
Showing 93 of 93
Corn
Cereals
- Input
- Corn Seeds
- Base growth
- 16h
- Base yield
- 10
- Optimal conditions
- Temperature 100 · Humidity 16 · Light 77
Compatible modules
- Cereals Module — Tier A
- Cereals Module — Tier B
- Cereals Module — Tier C
Which farming module do I need?
A greenhouse product can only be produced by modules of its own farming family. Pick a product to see which modules work, what they cost and the farming level they need.
Cereals
Tier AGrowth and yield
- Growth
- +30%
- Yield
- +20%
- Level
- 13
- Price
- 41,000
- Products
- 9
Bamboo · Buckwheat · Corn · Lemongrass · Pearl Barley · Rice
Cereals
Tier BFaster growth
- Growth
- +10%
- Yield
- —
- Level
- 6
- Price
- 21,000
- Products
- 9
Bamboo · Buckwheat · Corn · Lemongrass · Pearl Barley · Rice
Cereals
Tier CStandard
- Growth
- —
- Yield
- —
- Level
- 0
- Price
- 11,000
- Products
- 9
Bamboo · Buckwheat · Corn · Lemongrass · Pearl Barley · Rice
Higher tiers are faster, and tier A also harvests more. Whether the price is worth it depends on how much of that family you grow.
Set the right growing conditions
Temperature, humidity and light are the three environment values of a greenhouse module. Move them towards the product's optimal values to shorten its growth time.
Corn
Optimal: 100 temperature · 16 humidity · 77 light
100Excellent
Best value 100
16Excellent
Best value 16
77Excellent
Best value 77
How is this calculated?
- Temperature difference0
- Humidity difference0
- Light difference0
- Conditions factor×1.00
- Growth speed bonus+20.0% growth speed
Values closer to the optimal ones give a higher conditions factor. The conditions contribution is capped at +20% growth speed and never changes yield.
What does the farming skill improve?
Farming levels raise yield and growth speed, and unlock the condition controls and farming upgrades.
- Yield bonus
- +5%
- Growth speed bonus
- +5%
- Condition controls
- Available
- Farming upgrades
- Locked
Effects are listed per progression state. If your in-game level number looks off by one, match your level by its effects rather than the number.
Next meaningful upgrade
The next state with different effects is farming level 9.
Why don't I have automatic farming?
Behavior not confirmedPlayers are discussing automatic harvesting at high farming levels, but the current behavior is not verified and reports say it does not always appear. Keep planning your greenhouse as a manual loop until that is confirmed.
View all farming levels
| Level | XP | Yield bonus | Growth speed bonus | Condition controls | Farming upgrades |
|---|---|---|---|---|---|
| 1 | 0 | — | — | Locked | Locked |
| 2 | 20 | — | — | Locked | Locked |
| 3 | 50 | +5% | — | Locked | Locked |
| 4 | 100 | +5% | — | Available | Locked |
| 5 | 200 | +5% | +5% | Available | Locked |
| 6 | 300 | +5% | +5% | Available | Locked |
| 7 | 400 | +5% | +5% | Available | Locked |
| 8 | 500 | +5% | +5% | Available | Locked |
| 9 | 600 | +10% | +5% | Available | Locked |
| 10 | 700 | +10% | +5% | Available | Available |
| 11 | 800 | +10% | +10% | Available | Available |
| 12 | 900 | +10% | +10% | Available | Available |
| 13 | 1,000 | +15% | +10% | Available | Available |
| 14 | 1,100 | +15% | +10% | Available | Available |
| 15 | 1,200 | +15% | +10% | Available | Available |
Preview your setup
A preview of one greenhouse setup. The full optimizer adds the remaining inputs, side by side comparisons and cost math.
- Product
- Corn
- Farming level
- Farming level 7
- Compost
- On
This preview uses the module, compost, conditions and farming level selected above and applies the game's growth formula. Treat the numbers as estimates.
Growth
- Base growth
- 16h
- Module
- +30.0%
- Compost
- +15.0%
- Conditions
- +20.0%
- Farming level
- +5.0%
- Total bonus
- +70.0%
- Estimated growth time
- 9.4h
Where to buy farming modules
Farmers and hardware vendors sell modules across the districts. These results are static vendor rules, not the stock of your current save.
Tier C
Static dataCereals Module — Tier C
- Growth
- —
- Yield
- —
- Level
- 0
- Price
- 11,000
Vendor rules are tag based, so every tier of a family appears at the same sellers.
Static availability means the game's vendor rules allow this module to appear there. The live stock in your save can differ.
13 static sellers
Calypso Island
See on the map- Farmer Calypso Island
Central Canyon
See on the map- Hardware vendor Central Canyon
Docks
See on the map- Hardware vendor Docks
Eastern Residential
See on the map- Hardware vendor Eastern Residential
Hive Mall
See on the map- Hardware vendor Hive Mall
Industrial District
See on the map- Farmer Industrial District
- Hardware vendor Industrial District
Meridian Market
See on the map- Farmer Meridian Market
Mountain Town
See on the map- Farmer Mountain Town
Seaside Boardwalk
See on the map- Farmer Seaside Boardwalk
Skyhigh Gardens
See on the map- Farmer Skyhigh Gardens
- Hardware vendor Skyhigh Gardens
Space Port
See on the map- Farmer Space
What should you grow?
Farming exists to supply ingredients. Here is what the selected product is used for and how it fits the rest of the game.
Where this ingredient goes next
Corn
Harvested greenhouse products are ingredients. Ingredients go into recipes, and recipes feed your venue menus. If you want to know what this product is worth to your business, follow that chain instead of farming it blind.
Farming for profit
Farming can pay, but profit depends on growth time, yield, module cost, ingredient value and how you sell the result. Compare those numbers in the money guide before scaling up.
See the money guideGrow it or buy it?
Grow it
- Input
- Corn Seeds
- Base growth
- 16h
- Base yield
- 10
- Farming family
- Cereals
- Lowest module level
- 0
Buy instead
Vendor prices, stock and travel cost depend on your save and your district, so this page only shows the production facts. Compare them with the vendors before you spend a module on an ingredient you could buy.
Find module sellersGrowing pays off when you need the ingredient often, in volume, or when the sellers are far away. Buying is usually cheaper for a one-off recipe.
Why isn't my greenhouse working?
The fastest way out of a stuck greenhouse. Each symptom goes straight to the section that fixes it.
- Check it
I can't plant this
First check: The module must belong to the product's farming family
- Check it
A module is locked
First check: Check the farming level that module requires
- Check it
The crop grows too slowly
First check: Conditions, module tier, compost and farming level all change growth time
- Check it
The harvest is too small
First check: The module yield bonus and your farming level are what raise yield
- Check it
I can't find the module I need
First check: Check the static sellers of that module family
- Check it
I have the seed but cannot use it
First check: That seed belongs to another farming family
- Check it
The condition controls are not available
First check: Condition controls unlock through farming progression
- Check it
Automatic farming is not showing upBehavior not confirmed
First check: High-level automation is not confirmed in game yet
- Check it
I don't know what to grow
First check: Pick a product, then follow what its ingredient is used for
Farming questions
The farming questions players ask most, answered with the static data on this page.
How do I start farming?
Start the Green Thumb quest, get access to a greenhouse, then install a module that belongs to the family of the product you want, set its conditions and plant. Finding the module is the step most players get stuck on.
Does compost increase yield?
No. In the growth formula compost adds 15% growth speed and contributes nothing to yield. Yield comes from the module bonus and your farming level.
Why can't I plant something I have seeds for?
It is almost always a module mismatch. Every greenhouse product belongs to one farming family (cereals, roots, meat, dairy and so on) and only a module of that family can produce it. Look the product up in the module finder to see which modules work.
Where do I buy farming modules?
Farmers and hardware vendors sell farming modules in several districts, and each module is tied to one farming family. Pick the family and tier in the module shopping section to see where that module can be sold.
Does farming automate itself at high levels?
Not yet confirmed. The static progression data does unlock farming upgrades at higher states, but automatic harvesting has not been verified in game and players report that it does not always appear. Plan your greenhouse as a manual loop.
Related pages
Farming is one part of a larger system. These pages cover the mechanics behind the numbers here and the systems it feeds.