Direct answer
Seeds are a core part of Solarpunk farming, but this page should stay conservative until exact acquisition rules and crop-specific behavior are directly verified.
What is already clear
The official source set already supports the broader farming framework:
- crop growing matters
- players should build while crops are growing
- important crops can be threatened by thunderstorms
- Greenhouses matter for protecting valuable plants
That is enough to justify a Seeds page, but not enough to safely publish exact seed loops as final fact.
Current release seed progression lead
One detailed current-release research guide adds several useful seed-specific details:
- early progression can stall on Cotton
- the guide explicitly warns that players only have a few seeds early on
- it recommends prioritizing Cotton Seeds every day
- Tier 5 Unlock in the Research Table needs 1 Wheat
- Tier 6 Unlock then needs 1 Sunflower
- Seedspack appears in Tier 6 Research
- the listed Seedspack research requirements are 1 Raspberry, 1 Cotton, 1 Wheat, 1 Carrot, and 1 Sunflower
That is strong enough to improve the page's progression guidance, even though it still does not fully verify how each crop returns or consumes seeds after planting.
What seeds clearly gate in progression
The current evidence is enough to support these safe progression points:
- early farming pressure is not just about food, but about keeping seed-bearing crops going
- Cotton Seeds matter early because Cotton blocks important research progress
- Wheat and Sunflower become visible research milestones in the later seed chain
- the game eventually exposes a Seedspack unlock rather than leaving every crop on a purely ad hoc loop
What still needs verification
Before this page should become indexable, it needs:
- exact ways seeds are first obtained
- whether different crops follow different seed-return rules
- whether specific crops require separate acquisition paths
- exact troubleshooting guidance for missing seeds