Guides
Solarpunk Seeds and Crops Finder
Quick Answer
Start with small crop beds, save first harvest samples, and use the finder to choose food, feed, cotton, rare seed, and farm-device rows before expanding a large Solarpunk farm.
Seeds & Crops Finder
Find Seeds, Crops, Water Risks, And First-Harvest Uses
Choose food, feed, craft, rare seed, or automation rows without typing a full crop log.crop rows
Use for safer planning now
Confirm before rare spending
Useful for island and base choices
Choose a quick question or search by item, system, route, platform, or risk.
Prioritize base reliability over combat prep.
- Do nextUse this as a starting constraint, then open the focused guide.
- Best forNew players
- TypeCore loop
- WatchExact tutorial order and unlock costs still come from the live build.
Use as the first daytime power lane, then pair with batteries before adding machines.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forStarter daytime power
- TypeGenerator
- WatchWeather and night behavior must be checked in your build.
- MaterialsWood, glass, iron are reported as likely inputs
- UnlockBasic Energy reported
- PowerGeneration depends on sunlight and weather
- CheckClear weather, cloudy weather, night, reload
Use as a backup when solar drops or when a base sits high on an island.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWeather backup and night coverage
- TypeGenerator
- WatchDo not assume altitude math until the live build proves it.
- MaterialsWood planks, iron, cloth are reported as possible inputs
- UnlockWind Power reported
- PowerReported as steady generation with weather influence
- CheckAltitude, storm, night, battery charge
Use when a base route sits near water and needs steadier generation.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWater-adjacent bases
- TypeGenerator
- WatchPlacement, flow, and unlock rules are not final until checked.
- PowerReported as steady power near water features
- CheckPlacement, output, battery behavior
Place before adding a larger farm, workshop, or co-op workload.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWeather gaps and night coverage
- TypeStorage
- WatchCapacity and discharge rates should be checked before scaling.
- MaterialsIron and cloth are reported as likely inputs
- PowerStores surplus energy
- CheckCharge rate, discharge, reload
Check range before spreading machines across multiple platforms.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forBase layout and remote stations
- TypeDelivery
- WatchRange and failure behavior need a small build test.
- PowerDelivery range unknown
- CheckRange, blocked line, reload
Use after a small crop test proves water demand.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forSmall farm automation
- TypeFarm device
- WatchDo not build a giant farm around untested coverage values.
- MaterialsIron, cloth, planks reported
- UnlockAuto-Farming reported
- PowerReported low draw
- CheckCoverage, water source, power draw
Use after power and storage are stable.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forPassive ore and stone routes
- TypeAutomation
- WatchCheck node rules and storage output before relying on it.
- MaterialsIron, cloth, battery reported
- UnlockAuto-Collection or Automated Mining reported
- CheckNode placement, output, storage
Use before scaling crop beds or layout work.
- Do nextConfirm station, inputs, and unlock route before batching.
- Best forFarming setup
- TypeStarter tool
- WatchCheck exact terrain and farm actions in the live build.
- MaterialsBranch and stone reported
- CheckTilling, flattening, terrain behavior
Use for a small base test before expanding platforms.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forBase placement
- TypeBuild tool
- WatchCheck rotate, demolish, refund, and co-op edit permissions.
- MaterialsBranch and stone reported
- CheckPlace, rotate, demolish, refund
Use to test manual watering before automation.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly water loop
- TypeWater tool
- WatchCapacity and refill behavior need launch checks.
- MaterialsWood reported
- CheckCapacity, refill, crop use
Keep a working stack for structures, storage, and early devices.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly construction
- TypeProcessed material
- WatchCheck output per log before deciding how much wood to process.
- MaterialsLog input reported
- CheckWorkbench, output count, storage
Protect early cloth until you know whether it blocks research or airship parts.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forResearch, airship, farm automation
- TypeProcessed material
- WatchCheck whether cotton is the only early input.
- MaterialsCotton reported
- CheckInput source, station, priority crafts
Reserve early ingots for power and airship gates until recipes are clear.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forMid-game device gates
- TypeProcessed material
- WatchSmelting ratio and furnace unlock need live checks.
- MaterialsIron ore reported
- UnlockSmelting reported
- CheckFurnace, ratio, priority
Save early glass for power before decoration.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forSolar panels and greenhouse checks
- TypeProcessed material
- WatchCheck sand source and smelting ratio.
- MaterialsSand reported
- UnlockSmelting reported
- CheckSand route, furnace, solar recipe
Protect first copies until the upgrade screen proves a spend.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forAdvanced upgrades
- TypeRare material
- WatchDo not treat rare island materials as surplus before launch checks.
- RouteCrystal island reported
- CheckIsland route, respawn, upgrade use
Build early and keep storage nearby.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter processing and tools
- TypeStation
- WatchCheck whether it needs power or adjacency in your build.
- MaterialsLogs reported
- PowerNone reported
- CheckRecipe, station range, storage
Prioritize when it unlocks power, farming, automation, or airship routes.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forTech progression
- TypeStation
- WatchResearch costs and timings need live checks.
- MaterialsPlanks and cloth reported
- UnlockBasic Farming or early tech reported
- CheckCost, time, unlock order
Use when iron, glass, and advanced device recipes appear.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forIron and glass routes
- TypeStation
- WatchCheck fuel or power requirements before bulk smelting.
- UnlockOre Smelting reported
- CheckFuel, power, ratio, output
Separate protected materials, working stock, food, seeds, and airship parts.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forEvery early base
- TypeStorage
- WatchCheck slots and co-op access rules.
- MaterialsPlanks and rope reported
- CheckSlots, labels, co-op access
Use before large crop or animal loops if rain behavior is reliable.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter water backup
- TypeWater
- WatchWeather frequency and storage capacity need live checks.
- MaterialsPlanks and cloth reported
- UnlockRainwater Collection reported
- CheckRain rate, capacity, bucket use
Use as a first small plot or wild-food check.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forEarly food and thirst coverage
- TypeCrop
- WatchGrowth and yield values need live confirmation.
- RouteWild bushes and planting reported
- CheckSeed source, water, growth, yield
Save first harvest until bread, feed, and flour uses are checked.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forFood and animal feed
- TypeCrop
- WatchDo not plant huge wheat fields before water demand is clear.
- RouteStarter or planting seeds reported
- CheckWater, growth, feed, recipe
Protect first harvest because cloth may block research and airship parts.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forCrafting and airship prep
- TypeCrop
- WatchCheck whether cotton has food, craft, or quest uses before selling.
- CheckSeed source, water, cloth recipe
Save rare seeds until recipe, decor, oil, or fuel uses are known.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRare seed checks
- TypeSeed
- WatchMerchant prices and stock limits are unverified.
- RouteDesert or merchant route reported
- CheckSeed source, stock, growth, use
Check whether it is food, seed, recipe, or trade material before processing.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forDesert route food
- TypeCrop
- WatchExact harvest and seed behavior need live checks.
- RouteDesert island reported
- CheckHarvest, seed, water, use
Keep first samples for lighting, fuel, or advanced craft checks.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRare crop testing
- TypeRare crop
- WatchDo not sell rare crops before testing recipe screens.
- RouteCrystal island chests reported
- CheckSeed source, growth, crafting use
Check stamina and drink uses before ranking it as a money crop.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forStamina or drink route
- TypeCrop
- WatchGrowth time and output need live checks.
- RouteMid forest island chests reported
- CheckSeed source, growth, drink use
Buy or save only after you know whether it supports power, decor, or crafting.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRare seed route
- TypeRare seed
- WatchStock, price, and use need launch checks.
- RouteRare merchant stock reported
- CheckStock, use, growth
Use after small crop beds prove which crops deserve protected growth.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStable crop loops
- TypeFarm building
- WatchCheck season/weather behavior before investing glass.
- MaterialsGlass and planks reported
- CheckRecipe, weather effect, crop limits
Use only after seed storage and crop choices are stable.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRepeat crop loops
- TypeFarm device
- WatchCheck seed priority so rare seeds are not planted accidentally.
- UnlockMid-game tech reported
- CheckSeed priority, storage, power
Use as the first animal check if eggs, pests, or feed loops appear early.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forStarter animal loop
- TypeAnimal
- WatchOutputs, feed, and care timing need live checks.
- UnlockBasic Animal Care reported
- CheckFeed, output, shelter, reload
Check if wool supports cloth, beds, airship fabric, or trade.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forCloth and feed planning
- TypeAnimal
- WatchOutput cycles and listed values need live checks.
- UnlockMid Animal Care reported
- CheckFeed, wool, milk, shelter
Check pig care early if truffles become a recipe or trade bottleneck.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forSpecial output checks
- TypeAnimal
- WatchCare condition, truffle frequency, and use need live checks.
- CheckCare, output, truffle use
Check milk, climbing, or special route value before building extra pens.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forMid animal loop
- TypeAnimal
- WatchAll output and care details need live checks.
- CheckUnlock, feed, output, pen
Build only after feed and water are ready.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter animal housing
- TypeAnimal building
- WatchCheck material cost and animal capacity before scaling.
- MaterialsWood and cloth reported
- UnlockBasic Animal Care reported
- CheckCapacity, feed, reload
Use after crop waste exists and before fertilizer assumptions matter.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forSustainable farm loops
- TypeFarm building
- WatchCheck conversion time and output before storing spoiled goods.
- MaterialsPlanks and rope reported
- CheckInput, output, timer
Use only after you know which extras are actually safe to recycle.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forLate cleanup
- TypeUtility
- WatchDo not recycle first-copy or unknown materials.
- MaterialsIron and glass reported
- UnlockWaste Cycling reported
- CheckInputs, reward, rare material safety
Use as the first route to build a starter resource checklist.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly resource runs
- TypeRoute
- WatchExact island names and respawn behavior need live checks.
- RouteEarly forest route reported
- CheckNode names, respawn, airship route
Use when glass, solar panels, or rare seed checks block progress.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forGlass and seed routes
- TypeRoute
- WatchHeat, water, and travel requirements need live checks.
- RouteDesert route reported
- CheckAirship access, sand, seed source
Use when power, tools, or airship recipes need metal.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forOre and wind routes
- TypeRoute
- WatchExact tool gates and cargo needs need live checks.
- RouteMountain route reported
- CheckTool gate, cargo, respawn
Use only after the airship can return safely with rare cargo.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forAdvanced power and rare seeds
- TypeRoute
- WatchProtect first copies until upgrade screens prove the spend.
- RouteCrystal route reported
- CheckRoute, cargo, rare material use
No matching Solarpunk row. Clear the search, switch category, or widen the status filter.
Quick Answer
Use the finder above to search wheat, cotton, berry, sunflower, rare seed, feed, or auto-planter. Plant a small mixed field first, then keep the first harvest from every new crop until food, feed, crafting, and recipe uses are clear.
Crop Decision Table
| Goal | Search first | Safer action |
|---|---|---|
| Early food | berry, wheat, food | Plant a small plot and check water before scaling |
| Animal feed | wheat, feed, chicken, animal | Keep enough crop output for care tests |
| Crafting route | cotton, cloth, greenhouse | Protect first harvests that become materials |
| Rare seed route | sunflower, crystal, glowing, coffee | Save rare seeds until use and stock rules are visible |
| Farm automation | auto-planter, auto-irrigator, compost | Add devices only after water and power are stable |
What To Check In The Live Build
| Field | Why it matters |
|---|---|
| Seed source | Tells you whether a crop is repeatable, rare, merchant-based, or island-based |
| Water need | Keeps farms from breaking the base plan |
| Growth behavior | Separates fast food from longer-route crops |
| Harvest use | Shows whether the crop is food, feed, crafting input, recipe part, or rare material |
| Reload behavior | Confirms timers and planted beds survive a break |
How To Use The Finder
The finder is built for quick choices, not long manual logs:
- Search the seed, crop, or use case.
- Save rows tied to food, feed, cotton, rare seeds, or farm devices.
- Plant only a small test bed.
- Check water, growth, harvest, storage, and reload.
- Mark the row read after the live build proves the behavior.
First Harvest Rule
Do not sell or process the first full harvest from a new crop until you know its food, feed, recipe, crafting, and device uses. Cotton may matter for cloth and airship fabric. Wheat may matter for food and animals. Rare seeds may support advanced routes. The first sample stack is insurance against waiting through another growth cycle.
Common Mistakes
- Planting a huge field before water demand is clear.
- Processing cotton before checking cloth and airship needs.
- Treating a rare seed as decoration before checking later recipes.
- Ignoring animal feed links.
- Letting farm devices drain power before the energy loop is stable.
Next Pages To Open
Sources
FAQ
How should I use the Solarpunk Seeds and Crops Finder?
Search the crop name or choose the seed-saving question, then save rows that affect food, feed, crafting, rare seeds, water, or farm automation.
What seed should I save first?
Save first harvests linked to cotton, cloth, animal feed, rare seed routes, recipes, or advanced devices until your current menus prove their uses.
Should I build a huge farm early?
No. Start with a small mixed plot so water demand, timer behavior, storage, and reloads are easy to check.
What should I open after crops?
Open animals for feed loops, energy for powered farm devices, or the calculator if water and storage are the pressure points.