Farming Guide: Trees, Agricultural Tower & Biofarms
Farming in Factorio covers renewable resource production methods separate from standard mining — primarily tree cultivation and other Space Age farming (fish, bacteria, biochambers). Farming is useful for renewable wood supply, pollution mitigation, and on some surfaces as a sustainable source of resources unavailable by mining.
Trees: planting, harvesting, and uses
- Trees can be planted manually or automatically by the Agricultural Tower. Planted trees take 10 minutes to reach full maturity.
- A fully grown tree yields when harvested:
- Mature (live) tree: 4 wood
- Dead tree (or many cleared methods): usually 2 wood (exceptions noted below by type)
- Harvest time (hand-mining) for trees:
- Live tree: ~0.55 seconds
- Dead tree: ~0.5 seconds
- Harvest methods that preserve wood (collectable) versus destructive methods:
- Collectable (gives wood): hand-mining, shotgun/combat shotgun clearing strips, grenades (when used to drop trees but not destroy outright in some cases), deconstruction planner with construction robots, running over trees with a vehicle (tank). These methods give wood.
- Destructive (do not yield wood): flamethrower fire, tank flamethrower, atomic bombs — these destroy trees and their wood.
- Good methods list (usable to gather wood): hand mining, shooting with shotgun/combat shotgun, grenades, deconstruction planner for robots, driving a tank over trees, certain grenade/cluster grenade uses.
- The Agricultural Tower automatically harvests and replants trees within its area provided it has seeds available. The tower plants with a spacing of two tiles between trees — less dense than manual planting.
- Tree seeds:
- Baumsamen (tree seeds) are produced from wood: converting 2 wood → 1 seed. Because mature trees yield 4 wood, processing all harvested wood into seeds will increase seed stock over time, enabling sustainable planting.
- Trees absorb pollution: each tree passively removes a tiny amount of pollution per second. At high pollution (>60 units in a sector) trees can lose leaf density or become grayer; when they do so they each absorb a fixed amount of pollution at that event. Leaf density affects absorption rate (fewer leaves = slower absorption); grayness does not affect absorption.
- Uses of wood:
Wood is a fuel and an ingredient in some early-game recipes. It can also be converted to seeds and used for replanting.
- There is currently no fully automated vanilla method to collect wood at scale without using the Agricultural Tower or robots with a deconstruction plan.
Agricultural Tower: automation and practical notes
- The Agricultural Tower both harvests mature trees and replants seeds within its coverage when seeds are available.
- It cannot plant as densely as a player; it leaves two tiles between planted trees.
- Use towers to create renewable wood farms and to reclaim polluted tiles as a passive pollution sink.
Space Age farming: fish and bacteria (surfaces where applicable)
- Space Age introduces additional farming mechanics on specific surfaces:
- Fish breeding (aquaculture) is unlocked via research and produces raw fish automatically on certain surfaces. Fish produced by breeding have a fixed initial freshness and cannot be used as breeding stock.
- Biochambers and bio-production can generate resources such as copper or iron indirectly by cultivating bacteria on specific surfaces (e.g., copper bacteria on Gleba spoil into copper ore when cultivated).
Nutrients have multiple alternative recipes; they can be produced from different inputs (e.g., rot/compost, yumako mash, bioflux, fish, or creature eggs) in the appropriate facilities. Some nutrient recipes behave as though made from rot and have spoilage rules; modules (productivity/performance) are restricted on certain nutrient outputs (for example, quality/productivity modules cannot be used in fish- or egg-derived nutrient recipes).
- Farming on each Space Age surface differs: some surfaces provide renewable substitutes (bio-derived ores, fish), some require importing resources.
Renewable hydrocarbons and solid fuel considerations
- Some "farming" strategies replace mining by converting renewable or recycled inputs into fuel or chemical feedstocks:
Solid fuel is craftable from heavy/light oil and petroleum products; whether solid fuel is a good primary fuel depends on map resource distribution. Solid fuel provides substantially more energy per unit than coal but requires an oil processing chain to produce.
Barrel handling and emptying can be part of fluid logistics for farming/refinery setups; empty barrels are crafted and returned when fluids are unbarreled.
Practical logistics and scaling tips
- Preprocess vs raw transport:
- For long-distance transport (trains), pre-processing ores into plates can increase throughput because processed items have different stack limits and conversion ratios (e.g., iron → steel reduces item count but raises value per item). Apply this principle when moving farmed resources (some bio-surfaces produce ores directly; consider whether to smelt before shipping).
- For automated renewable farms (trees, biofarms, fish):
- Use logistics robots and deconstruction planners for bulk harvest when you want to collect wood as items.
- Agricultural Towers are the in-game automation for planting/harvesting trees without micromanagement.
- Monitor product freshness/decay for farmed organic goods where applicable (fish freshness has a fixed initial value and limited shelf life).
Pollution, defenses, and environmental interactions
- Trees act as a passive pollution sink; planting belts of trees can slow pollution spread and delay biter expansion, but trees near high pollution will visually degrade.
- Farming installations (esp. in Space Age) may attract enemy attention indirectly if resource processing or expanded pollution provokes biters; defend farms like other productive infrastructure.
Summary: use Agricultural Towers and seeds to create sustainable wood farms; use deconstruction planners and robots or weapons for selective wood collection; leverage Space Age bio-systems on their native surfaces for renewable ores, fish, and nutrients while respecting recipe and module restrictions; balance whether to preprocess farmed outputs before transport to maximize throughput.