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.

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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 data
Corn

Corn

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
See modules for this product

Current game state

Static data

Updated for Update #2

Farming static data: products, modules, compatibility and the growth formula are ready.

Behavior not confirmedWatching: high-level farming automation behavior

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.

  1. 1Start the Green Thumb quest
  2. 2Reach and get access to a greenhouse
  3. 3Get the seed or input for your first product
  4. 4Install a compatible module
  5. 5Plant it and set the conditions
  6. 6Come back when it is ready
  7. 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.

Farming family: Cereals
  • Cereals

    Tier A

    Growth and yield

    Growth
    +30%
    Yield
    +20%
    Level
    13
    Price
    41,000
    Products
    9

    Bamboo · Buckwheat · Corn · Lemongrass · Pearl Barley · Rice

  • Cereals

    Tier B

    Faster growth

    Growth
    +10%
    Yield
    —
    Level
    6
    Price
    21,000
    Products
    9

    Bamboo · Buckwheat · Corn · Lemongrass · Pearl Barley · Rice

  • Cereals

    Tier C

    Standard

    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

Conditions contribution+20.0% growth speed
How is this calculated?
  1. Temperature difference0
  2. Humidity difference0
  3. Light difference0
  4. Conditions factor×1.00
  5. 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 confirmed

Players 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
LevelXPYield bonusGrowth speed bonusCondition controlsFarming upgrades
10——LockedLocked
220——LockedLocked
350+5%—LockedLocked
4100+5%—AvailableLocked
5200+5%+5%AvailableLocked
6300+5%+5%AvailableLocked
7400+5%+5%AvailableLocked
8500+5%+5%AvailableLocked
9600+10%+5%AvailableLocked
10700+10%+5%AvailableAvailable
11800+10%+10%AvailableAvailable
12900+10%+10%AvailableAvailable
131,000+15%+10%AvailableAvailable
141,100+15%+10%AvailableAvailable
151,200+15%+10%AvailableAvailable

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

Yield

Base yield
10
Module
+20.0%
Farming level
+5.0%
Expected harvest
13
Open the full Greenhouse Optimizer

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 data

Cereals 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
  • Hardware vendor Docks

Eastern Residential

See on the map
  • Hardware vendor Eastern Residential
  • 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 guide

Grow 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 sellers

Growing 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.

  • 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

    Check it

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.