L.O.S Farms
System · Thu, Oct 8, 2026 5:39 PM · “Updated guide”

Changes compared with the version before it. Added Removed

Grow times are real time: a crop that takes four hours is ready four hours later, whether or not you are playing.
Added: The [Crop Profit Guide](/wiki/guides/crops) ranks every crop by profit per hour, and you can filter it to the crops your level has unlocked. In Discord, `/crops` shows the best crops for your level.
Added:
## Don't let crops wither
Added: A ready crop doesn't wait forever. Leave it long after it's ready and it **withers**: it earns nothing, and the plot has to be plowed again. Pick crops whose grow time fits when you'll next be back: short crops if you play in bursts, long ones for overnight.
Added:
Added: **Unwither Rings** bring withered crops back. Every farmer has 500. They don't refill on their own, so once they're gone, unwithering costs Farm Cash, as in the original game.
Added:
Added: ## Super Plots
Added:
Added: New farmers get **4 Super Plots** in their Gift Box. Use one on a plot to make it super for good. Seeds cost 5 times as much, but planting and harvesting give **5 times the coins, XP, mastery, and bushel progress**, vehicles included. Put your most profitable crop on them.
Added:
Added: ## Seed packages
Added:
Added: **Super seed packages** in the Market hold 20 seeds of one crop. While you have seeds, planting that crop uses one instead of costing coins. Seeds from the Greenhouse work the same way.
Added:
Added: ## Vehicles
Added:
Added: Tractors, seeders, harvesters, and combines work many plots at once, and they use **fuel**. Vehicle harvests count fully toward mastery and pop your mastery stars as you go. The game remembers each vehicle's plow and harvest pattern. Crafted goods can be turned into fuel, and that fuel is kept however much you have.
Added:
Added: ## Water plots
Removed: A ready crop does not wait forever. If you leave it long after it is ready, it **withers** and earns nothing, and the plot has to be plowed again. Pick crops whose grow time fits when you will next be back — short crops if you play in bursts, long crops for overnight.
Added: Some farms have water plots for water crops, sea animals, and aquariums. Click an empty water plot to open the Market on all seeds, so your water crops show up straight away. Several league farms (Spookstown Soiree, Ireland, Israel, Russia, Santa's Village, South India, the Twenties, and Yuletide) each have a marked water plot on their lake or river.
Removed: The [Crop Profit Guide](/wiki/guides/crops) ranks every crop by profit per hour, and you can filter it to the crops your level has unlocked.
## Mastery
Added: Harvest enough of one crop, tree, or animal to earn a **mastery star**, up to three. Each star pays XP and coins, and the third sends its **mastery sign** to your Gift Box. Many crops' own signs are missing from the game files; mastering one of those sends a **Mastery Signpost** instead.
Added:
Added: - The "harvests" count on a Market card goes up as you harvest.
Added: - Lost a sign? In the **Mastery** window, anything you've mastered offers its sign again for 500 coins. Recipe mastery signs can be bought back too.
Added: - Each crop's page in the [[Game Catalog|Game Catalog]] shows how many harvests each star needs.
Added:
Added: ## Bushels and Market Stalls
Added:
Added: Harvesting crops also earns **bushels**, which crafting buildings turn into goods (see [[Crafting & Workshops]]).
Added:
Added: - **Your Market Stall** opens with its sign when you get a bushel, so neighbors can grab one from you, and you can shop for bushels at your friends' stalls. Your new bushels go into your stall.
Added: - **The Bushel Trader** swaps 25 bushels for one bushel of your choice. It's ready in 3 hours, or right away for 1 Farm Cash. You start with one trading slot; more cost 10 Farm Cash each, or open by themselves after every 25 trades. The **Bushel Babies** swap works too.
Added:
Added: ## The seasonal Market
Removed: Harvest enough of one crop and you earn a **mastery star** — up to three per crop, each with a bonus of coins and XP. Mastering a crop also unlocks special items. Each crop's page in the [[Game Catalog|Game Catalog]] shows how many harvests each star needs.
Added: The Market follows the calendar. Holiday collections (Halloween, Christmas, Valentine's, Easter, and more) come back for their holiday and leave afterwards, with a countdown on in-season items. Anything you already own stays on your farm. See [[Holidays & Seasonal Events]].
Removed: ## Trees and animals
Added: **Recently Planted** in the Market sorts by what you planted last, which is handy for replanting.
Removed: Trees and animals are placed once and harvested again and again. Trees bear fruit every few days; animals give milk, eggs, wool, and more. See [[Animals & Buildings]].
## Collections
Added: From level 10, harvesting sometimes drops a **collectible**. Collectibles are kept in your collections. Collectibles in your Gift Box can be added too, and you can buy the ones you're missing. Finish a set and trade it in for its reward, coins, and XP. See [Collections](/wiki/collections).
Added:
Added: ## Treetop Fair
Added:
Added: Harvesting crops by hand can turn up **mulch**. Feed each tree its mulch, then enter it in the **Treetop Fair**. Winners move up a tier and go to your Gift Box, and when every tree passes a tier you win that tier's prize (5 Farm Cash at the top). Lost an entry? You can buy the mulch back, or buy the win, for a little Farm Cash.
Removed: From level 10, harvesting sometimes drops a **collectible**. Complete a set and trade it in for rewards — see [Collections](/wiki/collections).
Added: ## Trees and animals
Removed: ## Neighbors help
Added: Trees and animals are placed once and harvested again and again. Trees bear fruit every few days; animals give milk, eggs, wool, and more. See [[Animals & Buildings]].
Removed: Neighbors can fertilize your crops and help around your farm, and you can do the same for them. See [[Neighbors & Social Features]].
## Tips for new farmers
- Early on, fast crops like strawberries level you up quickly because you harvest (and earn XP) more often.
Added: - Keep some land free for trees and animals: they earn without replanting.
Removed: - Keep some land free for trees and animals — they earn without replanting.
- Plan a layout before you decorate; moving lots of items later takes time.
Added: - Need more room? See [[Expansions]].
Added:
How this version looked

Plow, plant, harvest

Everything starts with the three farming steps:

  1. Plow a plot of land with the plow tool. Each plot costs a few coins to plow and earns a little XP.
  2. Plant seeds bought from the Market. Each crop has its own cost, grow time, and sale value.
  3. Harvest when the crop is ready, and the coins go straight to your balance.

Grow times are real time: a crop that takes four hours is ready four hours later, whether or not you are playing.

The Crop Profit Guide ranks every crop by profit per hour, and you can filter it to the crops your level has unlocked. In Discord, /crops shows the best crops for your level.

Don't let crops wither

A ready crop doesn't wait forever. Leave it long after it's ready and it withers: it earns nothing, and the plot has to be plowed again. Pick crops whose grow time fits when you'll next be back: short crops if you play in bursts, long ones for overnight.

Unwither Rings bring withered crops back. Every farmer has 500. They don't refill on their own, so once they're gone, unwithering costs Farm Cash, as in the original game.

Super Plots

New farmers get 4 Super Plots in their Gift Box. Use one on a plot to make it super for good. Seeds cost 5 times as much, but planting and harvesting give 5 times the coins, XP, mastery, and bushel progress, vehicles included. Put your most profitable crop on them.

Seed packages

Super seed packages in the Market hold 20 seeds of one crop. While you have seeds, planting that crop uses one instead of costing coins. Seeds from the Greenhouse work the same way.

Vehicles

Tractors, seeders, harvesters, and combines work many plots at once, and they use fuel. Vehicle harvests count fully toward mastery and pop your mastery stars as you go. The game remembers each vehicle's plow and harvest pattern. Crafted goods can be turned into fuel, and that fuel is kept however much you have.

Water plots

Some farms have water plots for water crops, sea animals, and aquariums. Click an empty water plot to open the Market on all seeds, so your water crops show up straight away. Several league farms (Spookstown Soiree, Ireland, Israel, Russia, Santa's Village, South India, the Twenties, and Yuletide) each have a marked water plot on their lake or river.

Mastery

Harvest enough of one crop, tree, or animal to earn a mastery star, up to three. Each star pays XP and coins, and the third sends its mastery sign to your Gift Box. Many crops' own signs are missing from the game files; mastering one of those sends a Mastery Signpost instead.

  • The "harvests" count on a Market card goes up as you harvest.
  • Lost a sign? In the Mastery window, anything you've mastered offers its sign again for 500 coins. Recipe mastery signs can be bought back too.
  • Each crop's page in the Game Catalog shows how many harvests each star needs.

Bushels and Market Stalls

Harvesting crops also earns bushels, which crafting buildings turn into goods (see Crafting & Workshops).

  • Your Market Stall opens with its sign when you get a bushel, so neighbors can grab one from you, and you can shop for bushels at your friends' stalls. Your new bushels go into your stall.
  • The Bushel Trader swaps 25 bushels for one bushel of your choice. It's ready in 3 hours, or right away for 1 Farm Cash. You start with one trading slot; more cost 10 Farm Cash each, or open by themselves after every 25 trades. The Bushel Babies swap works too.

The seasonal Market

The Market follows the calendar. Holiday collections (Halloween, Christmas, Valentine's, Easter, and more) come back for their holiday and leave afterwards, with a countdown on in-season items. Anything you already own stays on your farm. See Holidays & Seasonal Events.

Recently Planted in the Market sorts by what you planted last, which is handy for replanting.

Collections

From level 10, harvesting sometimes drops a collectible. Collectibles are kept in your collections. Collectibles in your Gift Box can be added too, and you can buy the ones you're missing. Finish a set and trade it in for its reward, coins, and XP. See Collections.

Treetop Fair

Harvesting crops by hand can turn up mulch. Feed each tree its mulch, then enter it in the Treetop Fair. Winners move up a tier and go to your Gift Box, and when every tree passes a tier you win that tier's prize (5 Farm Cash at the top). Lost an entry? You can buy the mulch back, or buy the win, for a little Farm Cash.

Trees and animals

Trees and animals are placed once and harvested again and again. Trees bear fruit every few days; animals give milk, eggs, wool, and more. See Animals & Buildings.

Tips for new farmers

  • Early on, fast crops like strawberries level you up quickly because you harvest (and earn XP) more often.
  • Keep some land free for trees and animals: they earn without replanting.
  • Plan a layout before you decorate; moving lots of items later takes time.
  • Need more room? See Expansions.