Hello, my fellow hearthlings! Do you know what day is today?
That’s right!
So let’s see your guesses…
That was quite close!
Oh! Ohhh!
You’re almost there…
Kinda… Come on, connect the dots!
Well, I’d say all of you got somewhat close enough! @Paldorien did mention types so he can get a bigger slice of the cake!
Let’s talk about…
Bountiful Changes to Farming!
That’s it!
Farming is getting changed again… But nothing that we did previously is being removed or tweaked, it’s more like… another expansion!
As we continued the work towards our goals - and towards dwarves - we realized that we were trying to create many unique, specific kinds of farms that would behave differently. Additionally, with certain changes that are coming to herbs and herbalists (some of which have been talked here before!) we also realized that existing farms needed a re-organization.
All that put together and we found out that the best way to move forward would be to split the farm system into… different farm types!
I present you the new farm sub-menu:
Now when you click the previously called “Farm” button, you’ll instead go into the Farms menu.
From there, you’ll be able to do basically what you did before - set up farms. The difference now is that you’ll have multiple types of fields.
However, even when choosing the regular Farm Field, you’ll notice a difference as soon as you click and drag. We’ve introduced “preview” models to the placement of farms - these tiny models allow you to predict where the crops will be, so you can plan your farms better… And they’re extremely useful now that you can rotate the farms, which should allow for more diverse looking farmlands!
The second farm type is exactly what you expect from its icon: a Bush Farm.
This new and useful type of farm will allow you to more regularly take care of (and benefit from) the different bushes in the game - not only fruit bushes like berries or cherries, but also the larger plants like wintermoss or dwarfsbeard.
The third type is an interesting one. It’s something I like to personally think as vanity or “legacy” content. They’re called Decorative Flower Fields and they’re meant to be… well, that! A beautiful flower field exclusively for decoration. The reason for this is because the new way to obtain and “farm” herbs is now transferred to the herbalist - through means that might be revealed sometime soon - however we do know how many players appreciate having fancy flower farms on their towns… For that reason we’ve kept farm flowers as an optional and decorative option! 
The good news is that Decorative Flower Fields can be huge - and have no gaps at all!
Then we have Orchards and Timber Farms!
These can be massive fields that will be used for growing trees of different kinds. Orchards will behave similarly to Bush Farms, growing trees that are useful not for their wood but for their products like nuts or fruits… Fruit trees, you ask? Well… Yes.
They’re also part of the next update, but let’s leave that for when we talk about the Brewer…
As for Timber Farms, as you expect, they’ll provide you with trees to be cut. The best thing about these new farms is that they’re taken care of (and harvested) automatically regardless of your auto-harvest settings! Which means that once you plop down a Timber Farm, you’ll likely never have to worry about wood again… Well, maybe. Depends on how well you plan your town! 
And it gets even more amazing! Sometimes you get way more than you need… Especially with farms! We’ve all been there, right? Beautiful fields providing you with an overflow of carrots and corn… Sometimes you wish you could just stop it but without having to stop the farmer from working on other fields or removing your precious farms, right? Not anymore! A fancy toggle on the bottom of the Farm UI will allow you to choose if they should harvest (or stop harvesting) a certain field, thus giving you the possibility of having decorative crop fields or simply not overflowing your storage with veggies!
There are other quality-of-life improvements regarding farms as well, like Gameplay Settings for hiding/showing the blue frame around farms (the one used to see where it gets water from) and several bug fixes!
Now, there’s one last farm type that you’ve probably noticed…
The icon might seem familiar too…
Well, I did say that this system felt like it was needed because of our under-the-hood work towards the Dwarven kingdom…

We’ll just leave it like that for now 
Who knows? You might see that sooner than you think!
Before we end, there’s one last thing that is interesting to point out!
These new farm types were created with a very sophisticated and elegant design (Some of the finest magic tricks from @paulthegreat until now!) and with one thing in mind: customization-friendliness.
All these farm types and how they work are mostly defined through JSON files, in a very friendly and easy to edit/add way! Which means that once this update is live, it will be super easy for modders to create their own sophisticated new farm types with exclusive patterns, unique dirt models and unique crops! We can’t wait to see what the community will come up with 
That’s it! I hope you’ve enjoyed the read!
Have a good weekend and, as usual…
Stay warm and safe!
