The Farmer Was Replaced Carrot Code — Till, Plant, Water

Rewritten for 1.0+. Carrots need tilled soil. There is no seed shop: `plant(Entities.Carrot)` spends hay and wood from inventory. `trade()` was removed from the game.

1.0 carrot rules (outdated tips to ignore)

  • `plant(Entities.Carrot)` fails unless `get_ground_type() == Grounds.Soil`. Call `till()` on Grassland. Calling `till()` again turns Soil back to Grassland.
  • **No `Items.Carrot_Seed`.** Planting costs hay + wood automatically. Check with `get_cost(Entities.Carrot)` (amounts scale with carrot upgrades).
  • **No `trade()`.** Water accrues automatically every 10s. Water with `use_item(Items.Water)` (old name `Items.Water_Tank` was renamed).
  • `get_water()` is 0–1. Growth scales up to 5× at water level 1. Skip watering until you unlock Watering.

Copy-paste carrot loop (verified 1.0 APIs)

python
while True:
	if can_harvest():
		harvest()

	if get_ground_type() != Grounds.Soil:
		till()

	# Optional: only plant if you can afford it
	cost = get_cost(Entities.Carrot)
	can_pay = True
	for item in cost:
		if num_items(item) < cost[item]:
			can_pay = False
	if can_pay:
		plant(Entities.Carrot)

	if get_water() < 0.75:
		use_item(Items.Water)

	move(East)
	if get_pos_x() == 0:
		move(North)

If `get_cost` / `Unlocks.Costs` is not unlocked yet, delete the cost block and call `plant(Entities.Carrot)` directly — it still spends hay+wood when you have them.

Next crops

Pumpkins also need soil and cost carrots to plant; ~20% die as Dead_Pumpkin. Trees need a checkerboard so neighbors do not double grow time.

pumpkin code · tree code