.. _doc_item_asset_farm: Farm Assets =========== Farms (or "plants") are created from the ItemFarmAsset class. They are placeable seeds capable of growing into harvestable crops. When a seed is planted, it will grow over time until eventually harvestable. Growing can be finished immediately by either rainfall, or by using a :ref:`growth supplement ` on the plant. A fully-grown crop can be harvested, which deals 2 damage to the crop. A crop can be harvested until it has 0 health remaining. This inherits the :ref:`BarricadeAsset ` class. Item Asset Properties --------------------- **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``Farm``) **Useable** *enum* (``Barricade``) **Build** *enum* (``Farm``) **ID** *uint16*: Must be a unique identifier. Farm Asset Properties --------------------- **Affected_By_Agriculture_Skill** *bool*: If true, the amount of crops acquired when harvesting the plant is affected by the `Agriculture skill `_. Defaults to true. **Allow_Fertilizer** *bool*: If true, allows the player to use fertilizer to fully grow the plant. Defaults to true. **Grow** *ushort*: Legacy ID of the item to spawn when harvested. **Grow_SpawnTable** :ref:`GUID `: GUID of a spawntable from which to spawn an item when harvested. **Growth** *uint*: In seconds, how long before the crop is fully grown. **Harvest_Reward_Experience** *uint*: The amount of experience gained upon harvesting. Defaults to 1. **Ignore_Soil_Restrictions** *bool*: If false, only allow placement on Soil Materials. If true, allow placement anywhere. Default to false. **Rain_Affects_Growth** *bool*: If true, the plant will fully finish growing after rainy weather. Defaults to true. **Harvest_Rewards**: NPC reward list granted when harvesting the grown plant. For more information, please refer to the :ref:`Rewards ` documentation. .. tip:: The ``Health`` property from the parent ItemAsset class can be configured to allow for harvesting a crop multiple times. A plant can be harvested a number of items equal to ``Health / 2``. For example, a plant with 10 health can be harvested up to 5 times.