Modded Farm Dead Cactus Farm (Desert Farm)

riklaunim

Tiller
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Farm based on a Desert Farm mod - https://www.nexusmods.com/stardewvalley/mods/9184 (with Automation and large greenhouse mods). Sprinklers don't work aside from two caves and the top section, but access is blocked by rocks/stumps (tool upgrade required). Bonus cask area after getting skull key.

Even with the farming limitations, it's strong enough to get the typical farming start. Good for animals or other buildings.

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This save had limited early "luck" - very very few board quests, and some not really doable. Fishing didn't drop any weapons so I had to farm the bugs for the bug sword eradication goal. After that, it went rather standard, with ~55 quality sprinklers on summer day 1.

Spring Y1:
  • Day 2: Dino egg
  • Day 7: First ancient seed
  • Day 12: Copper Pickaxe, sword from bug eradication goal
  • Day 13: 56 strawberries (Kale one day too late to sell in time)
  • Day 14: Copper Axe
  • Day 15: First coffee bean
  • Day 16: BONE SWORD! few actually
  • Day 22: Stardrop from the mines
  • Day 23: Steel Axe
  • Day 26: End of mines reached
  • Day 28: The Legend caught (and a few lava eels)
Farming 6, Mining 7, Foraging 3, Fishing 9, Combat 7. Total earnings 67K

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Strawberries planted

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The Legend's last day, with oceanic gelly +1 fishing buff to hit the required 10. Trap bobber and deluxe bait.

Summer Y1:
  • Day 1: Mass planting of blueberries and quality sprinklers (~305 seeds)
  • Day 5: Green rain (311 moss, 712 fiber, 4 mossy tree seeds)
  • Day 8: Holy Blade with Crusader enchant
  • Day 12: Final backpack upgrade
  • Day 14: Crimsonfish caught
  • Day 15: Golden Scythe
  • Trout derby first day - 17 tags, 51 trouts (bait maker!)
  • Day 23: Golden pan
  • First house upgrade, Coop, and silo built
  • Stocking up on flounders for future seafome pudding
  • Moss forest started on the train station map
  • Day 26: Joja's route finished
Farming 10, Mining 10, Foraging 7, Fishing 10, Combat 9, Total earnings 348K

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Blueberries planted
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Harvest!

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Green Rain

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Time to sell some berries

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Fall Y1:
  • ~250 cranberries planted, greenhouse starting (Coffe and few ancient fruits)
  • Day 2-3: opening all stashed geodes, Linus cleanup project
  • Day 4: Sewers key
  • Day 5: PRISMATIC SHARD. Skull Cave level 18 neutral luck, serpent kill
  • Emily gems delivered
  • The first coop upgrade started
  • Fall seeds crafting for upcoming green tea saplings-as-fence design
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Not your typical greenhouse

Mastery should hit soon (assuming trees will grow back in the fall ;)). Not sure about the order, probably Combat -> Farming -> Foraging... Skull Cavern level 25+ needs a good stack of food and some good luck day. I'm close on crab and even slime eradication goals so maybe I'll hit the mines before to get them as those two rings are pretty good.

Fall Y1 plans: Stock up on midnight carp. Fully upgrade the coop and start the dino egg. Witch should drop void chicken egg in early winter... Ancient fruits into seedmaker. Winter: Coffee production from greenhouse, mastery, and slime hutch, fish pond or two with squid, starting laval eel ponds, crystarium - basalt, fire quartz -> Dehydrators... Spring Y2: Barn, start shipping 15 of each crop...
 

Lew Zealand

Helper
Looks interesting but I see a problem: That Southern exit from the farm doesn't look like it can fit a Horsebutt. Can you only exit on Horse to the East?
 
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