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Farming and cooking
Find wild potatoes, wheat, flax, carrots and berry plants on grassy terrain. Mushrooms are also available as forage. Collect planting stock, prepare farmland with a hoe, and plant a reliable food supply. No watering or irrigation is required, and stored food never spoils.

Ripe crops on tilled farmland can also be harvested with right-click. With a hoe selected, the harvest goes into your inventory, overflow drops safely, and one available planting item is consumed to replant. Wild crops retain their ordinary break interaction. Building and inventory shortcuts explains the controls and full-backpack behavior.
These icons use the same potato plant geometry as the world, with a shared camera scale so growth remains visible. Plant a Potato to start; the plant stages are world entries, not separately craftable items.
| Newly planted | Growing | Nearly mature | Mature |
|---|---|---|---|
Cultivable wild plants visibly grow through the same four stages as farm plants. Young wheat, flax, carrot and berry plants return one seed only. Immature potatoes return one potato. Eat it immediately for early survival, or keep it to replant and grow 2–4 potatoes. Waiting for maturity produces extra food and planting stock.
| Plant | Mature harvest | Plant with |
|---|---|---|
| Potato | 2–4 potatoes | A potato |
| Wheat | 2–3 grain + 2 seeds | Wheat Seeds |
| Flax | 2–3 fibre + 2 seeds | Flax Seeds |
| Carrot | 2–3 carrots + 2 seeds | Carrot Seeds |
| Berry plant | 2–3 berries + 2 seeds | Berry Seeds |
| Mushroom cluster | 1–2 mushrooms | Forage only |
Right-click exposed dirt or grass with a hoe to make farmland. Select the planting item and right-click the farmland. Plants need sufficient sky or placed light and loaded terrain; nearby torches now support underground farms. Each stage normally takes one minute; a freshly planted crop needs three growth steps. Growth pauses while the world is closed or its terrain is unloaded.

New plants appear in newly explored terrain. Updates preserve recorded generated chunks. Older saves lack complete exploration history, so the first upgrade conservatively preserves areas around saved building activity, the player and saved entities; travel beyond those areas to find the new plants.
A manual Compost Bin immediately mixes spare biological items into a shared level and ejects 1–4 Compost at 100%. The separate electric Autocomposter adds pipe automation. Use Compost on an immature wild or cultivated crop to advance one stage; ordinary growth still requires no compost.
Three Flax Fibre make one String, and four Strings make one Cloth, using personal crafting. These begin the renewable textile chain. String also makes the Fishing Rod; three Cloth above three Planks make a Bed at a Workbench. See Beds and home spawn.
Craft a Cooker from one furnace and two copper ingots at a workbench. Upgrade it with one machine casing and four copper wire at a Machinist's Bench to make an Electric Cooker.

Open either machine with right-click or Interact. Click the recipe button to select the food, add ingredients to the three input slots, and collect the result. Changing recipes keeps the items but resets cooking progress.
- Cooker: add burnable fuel to its separate fuel slot. Coal, charcoal and configured wood fuels work. Unused heat is retained while cooking is blocked or idle.
- Electric Cooker: connect power on any face. It uses 200 W while cooking. Limited power slows cooking; no power pauses it. It has no fuel slot.
- Both variants accept optional Blue Signal control. Full output, missing ingredients, signal OFF or unloaded terrain pauses production.


Each recipe takes 10 seconds at full heat or power. Food tags allow interchangeable ingredients: potatoes and carrots count as #vegetable; apples and berries count as #fruit. You can mix tag members and split quantities across input slots.
| Ingredients | Result | Hunger points restored |
|---|---|---|
| 3 Grain | Bread | 7 |
| 1 Potato | Baked Potato | 5 |
| 1 Carrot | Roasted Carrot | 5 |
| 1 Mushroom | Cooked Mushrooms | 4 |
| 2 vegetables + 1 mushroom | Vegetable Stew | 12 |
| 1 grain + 1 fruit | Fruit Porridge | 9 |
Every food you can eat has the edible tag and its own hunger value. Hold Use to eat. Prepared foods also add saturation, which absorbs exhaustion before the food meter falls. Meals restore more hunger in a single eating action than raw forage: raw carrots restore two points, berries and mushrooms one. Stockpile cooked food for mining, exploration and building. There is no spoilage or freshness timer. Food and hunger explains saturation, meal timing and the controlled one-hour comparison.
The recipe browser lists both cookers and the alternatives for tagged ingredients. Search with #edible to see foods, #vegetable #edible to require both tags, or combine a tag and name such as #ingot iron. The existing furnace and Electric Furnace still bake potatoes alongside their normal smelting recipes.

Use item pipes and a Wrench to set machine-facing ends:
- Supply fuel through the rear of the basic Cooker. Supply ingredients through another face.
- Electric Cooker ingredients can enter on any face.
- Set a separate machine-facing pipe end to Output to extract finished food.
Ingredient pipes add only what the selected recipe still needs, leaving room for each required ingredient. Overlapping tags work too, and manually loaded surplus can remain while pipes supply missing ingredients. Input items and fuel cannot be extracted as finished food. Select the recipe before connecting the supply chests. Pipe arrows are visible while holding the Wrench.
Crop growth, machine ingredients, selected recipes, stored heat, partial cooking work and battery energy survive Save/Load. No offline cooking or crop growth is added.
Captures: September 13, 2026, Farming review build. Quantities and timings are initial balance settings; long-session food cadence remains subject to playtesting.

Lighting and underground farms explains cave skylights and growing crops with placed torches.
Use the flax String chain to craft a Fishing Rod. Fishing explains the required 7×7×2 source-water pond, cast/bite/reel steps and screenshots. Either Cooker can prepare Cooked Fish or Fish Stew using the shared fish/vegetable tags.
Raise Chickens with seeds or grain for eggs and meat. Both cookers prepare Cooked Chicken, Cooked Egg and Chicken Stew.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.