# Farming

URL: https://marketsunday.com/wiki/gameplay/farming
Markdown: https://marketsunday.com/wiki/gameplay/farming.md
Last updated: 2026-10-20

> Six farming enchantments, copper-grate sprinklers and dispenser irrigation that till, plant, water and harvest many blocks at once: what each does, where to find it, Bedrock notes.

A field takes four jobs here, the same as anywhere: you prepare the soil, plant it, water it and bring the harvest in. Six farming enchantments do each job across a patch of ground in one action instead of one block at a time. Copper-grate sprinklers, dispensers and a little harvest experience fill in around them. Everything runs on vanilla blocks and vanilla rules, so a farm you already have keeps working as it is.

The kitchen adds seven crops of its own, and where to find, plant and harvest them is on [Kitchen crops and ingredients](/wiki/kitchen/crops-and-ingredients).

## The six enchantments

| Enchantment   | Goes on                   | Levels | What it does                                                                                                                 |
| ------------- | ------------------------- | ------ | ---------------------------------------------------------------------------------------------------------------------------- |
| Grand Tilling | Hoes                      | I–III  | Tills a 3x3 (I), a 5x5 (II) or a straight row up to 64 blocks long (III).                                                    |
| Farmer's Step | Boots                     | I–III  | Plants the seed in your hand in a 3x3 (I), 5x5 (II) or 7x7 (III) around you as you walk.                                     |
| Irrigate      | Buckets and water buckets | I–III  | One pour fills a one-wide trench beside farmland, 16 (I), 32 (II) or 64 (III) blocks long. The bucket keeps the enchantment. |
| Replenish     | Hoes and axes             | I      | A ripe crop plants itself again as you harvest it. Unripe crops won't break.                                                 |
| Delicate      | Axes                      | I      | Melon and pumpkin stems won't break, so the patch keeps growing fruit.                                                       |
| Reaping       | Hoes                      | I–II   | Breaking one ripe crop harvests every ripe crop in the 3x3 (I) or 5x5 (II) around it.                                        |

Each one works only on the item in its "Goes on" column. The anvil will put any book on any gear, but a Reaping sword is still just a sword.

## Prepare: Grand Tilling

Right-click a grass block, dirt or a dirt path with a Grand Tilling <McIcon id="iron_hoe" /> hoe, the same way you till one block. Level I tills the 3x3 around the block you clicked, and level II the 5x5. Level III tills a straight row instead, starting at the block you clicked and running away from you for up to 64 blocks. The row stops at the first block it can't till.

* Each extra block needs open air above it. Coarse dirt and rooted dirt only till when you click them yourself, as in vanilla.
* Each extra block costs the hoe 1 durability. The tilling stops while the hoe still has 1 durability left, so Grand Tilling never breaks your hoe.

## Plant: Farmer's Step

Wear Farmer's Step boots, hold your seeds and walk across bare farmland. Each time you step onto a new block, the boots plant the 3x3 (I), 5x5 (II) or 7x7 (III) square around you, at the height you're standing on.

* The boots plant only what you hold: your main hand first, then your off hand. If neither hand holds something plantable, nothing happens.
* Each crop takes one item from that stack, and the planting stops when the stack runs out.
* They plant <McIcon id="wheat_seeds" /> wheat seeds, <McIcon id="beetroot_seeds" /> beetroot seeds, <McIcon id="carrot" /> carrots, <McIcon id="potato" /> potatoes, torchflower seeds and pitcher pods on farmland, and <McIcon id="nether_wart" /> nether wart on soul sand.
* Melon and pumpkin seeds are left out on purpose. A full square of stems would leave the fruit no room to grow.
* The boots rest while you sneak, fly, glide, swim or ride.

Walking on farmland never [tramples it here](/wiki/tools-and-quality/quality-of-life), so a planting walk leaves the rows you just tilled in one piece.

## Water

### Irrigate

Dig a trench one block wide along the edge of your field. Stand at one end, face along it and pour an Irrigate <McIcon id="water_bucket" /> water bucket into the first block. The water runs down the trench for up to 16 (I), 32 (II) or 64 (III) blocks, and every block of it is a water source, all from one bucket.

Each block of the row has to pass three checks:

* it is empty, or already water;
* it sits on a solid block;
* the blocks on both sides of it are solid or water, and at least one of them is farmland.

Water already in the trench counts toward the length, and the row carries on past it. The row stops at the first block that fails a check. If the very first block fails, you get an ordinary pour. The farmland check keeps rows inside fields, so a hallway or a mine corridor never fills.

In vanilla, an emptied bucket comes back plain. An Irrigate bucket comes back empty and still enchanted, so you can fill it at any water and pour the next trench. In the Nether, water boils away as it always does, and no row forms.

### Sprinklers

A waterlogged copper grate keeps the farmland under it wet in a 9x9 square centred below the grate. Hang it 1 to 4 blocks above your crops: anywhere from the block right on top of them to three empty blocks higher. Any copper grate works, weathered or waxed. Pour water into it, place it in water, or let a dispenser fill it.

With sprinklers hung from a ceiling or set on posts, a field needs no water holes at all. A sprinkler never places or spreads water; it only keeps the soil wet. Take the water out of the grate, or break it, and the farmland dries out by vanilla rules.

### Dispensers

Put an Irrigate water bucket in a dispenser that faces sideways, and each time it fires it fills the trench in front of it. It uses the same three checks, and the bucket's level sets the length. The bucket stays in the dispenser, empty and still enchanted. Point a dispenser holding an empty Irrigate bucket at a water source, and it picks the water up without losing the enchantment.

* A dispenser fills one row per second at most. Pulses in between pour the vanilla way.
* Facing up or down, a dispenser pours the vanilla way. Droppers do nothing new.
* A row stops at the edge of a ward, the same way flowing water does, and it never runs into or out of spawn or the market.

## Harvest

### Replenish

Break a ripe crop with a Replenish hoe or axe and it plants itself again. One seed comes out of the drops, and the crop starts over from the beginning. <McIcon id="cocoa_beans" /> Cocoa goes back on its log facing the same way, which makes a Replenish axe handy on a cocoa wall.

* It works on wheat, carrots, potatoes, beetroots, nether wart and cocoa.
* If the drops hold no seed, one comes from your inventory. If you have none there either, the spot stays empty.
* An unripe crop won't break with a Replenish tool. Sneak to break it anyway, and it won't replant.

### Delicate

With a Delicate <McIcon id="iron_axe" /> axe in hand, melon and pumpkin stems won't break. Chop the <McIcon id="melon_slice" /> melons and <McIcon id="pumpkin" /> pumpkins off a patch and the stems stay put to grow the next ones. The fruit itself breaks as normal. Sneak to break a stem.

### Reaping

Break one ripe crop with a Reaping hoe and every other ripe crop in the 3x3 (I) or 5x5 (II) around it, at the same height, comes down too. Unripe crops stay standing. Reaping costs no durability, because breaking crops never costs durability in vanilla either.

* It works on wheat, carrots, potatoes, beetroots and nether wart. Cocoa is left out, since it hangs on logs.
* Put Replenish on the same hoe and every crop it reaps plants itself again.
* Each reaped crop counts as one you broke yourself, for quests and for harvest experience.

### Harvest experience

Farming pays a little experience, with or without enchantments. Each ripe crop you break in survival has a 1 in 4 chance to drop 1 experience point. That covers wheat, carrots, potatoes, beetroots, nether wart and cocoa. It also covers a melon or pumpkin that grew on a stem; one you placed and broke again drops nothing. Crops broken by water, pistons or explosions drop none.

## Where the enchantments come from

* **The enchanting table.** Hoes can roll Grand Tilling, Reaping and Replenish, boots can roll Farmer's Step, and a plain book can roll any of the six. Delicate and Irrigate come only as books, because the table never offers Delicate on an axe and a bucket can't go on a table. All six roll less often than common enchantments like Efficiency and Unbreaking.
* **Loot.** Enchanted books and gear in dungeons, mineshafts, ruined portals, shipwrecks, temples, strongholds, ancient cities, End cities, trial chamber vaults and fishing treasure. See **[Rare enchantments](/wiki/combat/rare-enchantments)** for how loot enchantments work.
* **Village houses.** Now and then a house chest in a village holds a water bucket that already carries Irrigate I, in about one chest out of twenty. Only chests nobody has opened yet can have one.

Villagers never sell farming books, and librarian books keep their normal odds, Mending included.

Put a book on at an <McIcon id="anvil" /> anvil as usual. One Irrigate book enchants one bucket, so take a single bucket off the stack before you combine them.

## Sneak for vanilla

Hold sneak and every farming enchantment sits out for that action. The hoe tills one block, the boots plant nothing, the bucket pours once, and crops and stems break the vanilla way.

## Claims, spawn and the market

Every extra block counts as your own work, exactly as if you had changed it by hand. A square skips any block you couldn't change yourself, such as one inside someone else's ward or at spawn, and a row stops at the first one. The extra blocks are logged under your name like any block you place, so **/inspector** shows them.

In the market, where anyone can build, the farming enchantments act like vanilla. Nobody can till its paths or flood its aisles 64 blocks at a click. Sprinklers and harvest experience work there as they do everywhere else.

## On Bedrock

Every effect runs on the server, so it works the same for Bedrock players. A few things look different:

* **On the item**, a farming enchantment shows as a gray line in the description, with the enchanted shine.
* **At the table**, a farming enchantment's choice shows its level cost but not its name. Pick it anyway; you get the real enchantment.
* **At the anvil**, Bedrock will probably refuse a farming book. Roll hoes and boots at the table instead, or ask a Java player to combine the book for you. That is also the only way to get Delicate onto an axe.
* **Irrigate** only ever comes as a book, and a book needs the anvil. That is why village house chests hold buckets that already carry it.
* **Farmer's Step** reads your main hand first. To use your off hand, **/offhand** swaps it.
* **Sprinklers** work the same, since copper grates and waterlogging exist on Bedrock and the watering happens on the server.

## See also

* **[Rare enchantments](/wiki/combat/rare-enchantments)**: the other enchantments that roll at the table and turn up in loot
* **[Pig Tractors](/wiki/gameplay/pig-tractors)**: till, harvest and replant from a saddled pig
* **[Farmhand](/wiki/work-orders/farmhand)**: a copper golem that harvests and replants for you
* **[Building & claiming](/wiki/gameplay/building-and-claiming)**: protect your farm with a ward