# Pollination Cross-[breeding](Breeding.md) happens in the field through **pollination** — no machine required. ## Passive adjacency When two **mature** crops of a matching [breeding](Breeding.md) pair sit next to each other, each has a small, rate-limited chance to pollinate and drop a child seed. The roll is server-authoritative and deterministic (seeded from position and world time), and the child seed carries the spliced — and possibly mutated — genetics of both parents. Because it rides on the crops' own random ticks, there is no per-tick farm scan and no growing entity count. ## Pollination Beacon The **Pollination Beacon** is an optional, NF-powered booster. Over a bounded region around it (configurable range, worked a few columns per pass on an interval) it drives the same pollination as passive adjacency, just at a higher rate. It is never required, spawns no insects or drones, and simply speeds up crossing on a dense mixed farm. Right-click it for its status. ## Bounds All pollination rolls, mutation rolls and child genetics use the deterministic, capped genetics maths, so nothing pollination produces can exceed the [trait caps](Genetics.md). Optional insect/drone visuals, if added later, remain presentation only — pollination itself never depends on entities. See also: [Genetics](Genetics.md), [Breeding](Breeding.md).