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Every crop

All 55 crops in Build 42, with the months you can sow them in Kentucky, how long they take, what they yield, and which ones shrug off cold, disease and slugs. The how-to of farming is in farming and food. Updated for Build 42.21, November 2026.

Overgrown farmland
Plant in season or plant twice
01Part

All 55 crops

Days are to harvest on default settings (each growth phase can vary by up to 12 hours). Yield is the harvest at plant health 50 / 100.

CropSowDaysYieldNotes
BarleyAug–Oct1082–4 / 6–8Grain; cold hardy
BasilMar–May604–6 / 9–11Herb; regrows
Bell PepperApr–Jun602–4 / 6–8
Black SageMar–Aug604–6 / 9–11Medicinal; forage seeds
Broadleaf PlantainMar–Aug604–6 / 9–11Medicinal; forage seeds
BroccoliFeb–Jul602–4 / 6–8
CabbageFeb–Jul602–4 / 6–8Cold hardy
CarrotsFeb–Jul903–6 / 8–11Needs little water
CauliflowerFeb–Apr602–4 / 6–8
ChamomileMar–May604–6 / 9–11Herb; regrows
ChivesMar–Aug604–6 / 9–11Herb; regrows
CilantroMar–May604–6 / 9–11Herb; regrows
ComfreyMar–Aug604–6 / 9–11Medicinal; forage seeds
Common MallowMar–Aug604–6 / 9–11Medicinal; forage seeds
CornMar–May902–4 / 6–8Needs little water
CucumberMar–May902–4 / 6–8
FlaxAug–Oct1082–4 / 6–8Fibre; cold hardy
GarlicJul–Sep2402–4 / 5–8Disease-immune; protects neighbours
Green PeasFeb–Apr602–4 / 6–8
HabaneroApr–Jun602–4 / 6–8
HempAug–Oct2402–4 / 6–8Fibre
HopsAug–Oct2403–4 / 5–9Brewing
JalapenoApr–Jun602–4 / 6–8
KaleFeb–Aug602–4 / 5–8Cold hardy; regrows
LavenderMar–May604–6 / 9–11Regrows
LeekMar–Sep1502–4 / 5–8Cold hardy; disease-immune
LemongrassMar–Sep602–4 / 5–8Medicinal; regrows
LettuceFeb–Apr, Jul–Sep602–4 / 6–8Two sowing windows
MarigoldMar–May604–6 / 9–11Disease-immune companion
MintFeb–Apr604–6 / 9–11Regrows
OnionsFeb–Mar902–4 / 5–8Disease-immune
OreganoFeb–Apr604–6 / 9–11Regrows
ParsleyFeb–Apr604–6 / 9–11Regrows
PoppiesMar–May604–6 / 9–11Regrows
PotatoesFeb–Apr903–4 / 5–9Slug-proof
PumpkinMar–May902–4 / 5–8
RadishesFeb–Aug304–9 / 9–14Fastest crop; slug-proof
RosemaryMar–Sep1802–4 / 5–8Disease-immune; regrows
RosesMar–May604–6 / 9–11Regrows
RyeAug–Oct1082–4 / 6–8Grain; cold hardy
SageFeb–Apr904–6 / 9–11Regrows
SoybeansMar–May902–4 / 6–8Forage seeds
SpinachFeb–Jul602–4 / 6–8
Strawberry PlantFeb–Apr904–6 / 8–11Regrows; thirsty
Sugar BeetFeb–Jul604–9 / 9–14Sugar
SunflowerMar–May902–4 / 6–8Needs little water
Sweet PotatoesMay–Jul903–4 / 5–9
ThymeFeb–Apr604–6 / 9–11Regrows; repels aphids
TobaccoMar–Jul1802–4 / 6–8Also used in pest spray
Tomato VineApr–Jun904–5 / 6–10Slug-proof
TurnipMay–Oct603–4 / 5–9Latest sowing window
WatermelonMar–May902–4 / 5–8
Wild GarlicJul–Sep2402–4 / 5–8Medicinal; cold hardy
Winter WheatAug–Oct1082–4 / 6–8Grain; cold hardy
ZucchiniMar–May902–4 / 6–8
02Part

What to plant when

July (game start)

Garlic, leeks, lettuce, kale, spinach, broccoli, cabbage, carrots, radishes, turnips, sugar beet, rosemary, lemongrass and tobacco can all still go in.

August to October

Grains and fibre: winter wheat, barley, rye, flax, hemp, hops. Turnips and garlic too.

Winter

December to February curses any crop that is not cold hardy on its first day outdoors. Plant only cold-hardy crops or wait.

February to May

The big sowing season: almost everything.

03Part

Rules that decide your harvest

Wrong month

Planting out of season risks a cursed plant: about 50% at Agriculture 1, 5% at 10. Cursed plants lose health twice as fast.

Best month

Planting in a best month gives a chance of a bonus harvest and a healthier start.

Water

Strawberries, basil, chamomile, lavender, roses, poppies and marigold want water at 80; grains, corn and garlic only 30. Rain waters outdoor crops.

Seed saving

A packet opens into 5 seeds. A plant harvested once it bears seeds gives seeds equal to half its vegetables.

Diseases

Mildew, pest flies, aphids and slugs. Each can start at a new growth phase; untreated, at 60+ the crop dies. Spray cans with milk, tobacco or rubbing alcohol treat the first three; slug repellent is loot only.

Companions

Garlic, onions, leeks, rosemary and marigold are immune and protect neighbours. Potatoes, radishes and tomatoes are slug-proof.

04Part

Your first plot, step by step

The farming guide covers the long game; this is the ten-minute version for a character standing in a garden with a packet of seeds.

  1. Get a digging tool. A trowel, shovel or garden hoe all work. Trowels turn up in sheds, garages and the gardening aisle of any hardware store.
  2. Pick the ground. Right-click a grass or dirt tile outdoors and choose the farming option to dig a plot. Fenced back gardens are ideal because zombies and animals trample less.
  3. Check the month. With growing seasons on (the default), sowing outside a crop's months curses the plant on day one. Radishes and lettuce are safe bets from February to May.
  4. Sow. Open a seed packet (5 seeds) and plant. Starting health is a roll of roughly 37 to 64 depending on moon phase and whether it is a best month; Agriculture skill adds a little on top.
  5. Water. Each watering adds about 10 water, up to 100. Watering cans and buckets hold the most; a bottle works in a pinch. Keep the level above the crop's threshold (see the rules above).
  6. Pull weeds whenever the plot info shows them. Weeds double water drain and raise disease odds.
  7. Fertilise once. A single compost bag or a single dose of fertiliser is a bonus; a second dose is a penalty (next section).
  8. Check the plot every morning by hovering over it. Disease is cheap to cure early and fatal late.

Our pick for a first crop is radishes: 30 days, slug-proof, and the harvest returns seeds so the second plot is free.

05Part

Water, weeds, compost and fertiliser: the numbers

Plant health moves every few game hours based on water, weeds, light, temperature and whether the plot is cursed. You control two of those directly.

Water

  • Each watering action adds about 10 water and the plot caps at 100.
  • Rain refills outdoor plots. Sun and pest flies speed drying, and weeds double the drain.
  • The first growth stage usually wants more water than later stages, so the heavy watering is in week one.

Compost

A composter is a Carpentry build from planks and nails with a hammer. Only rotten food converts into compost; anything else just sits in storage. Right-clicking shows the compost level as a percentage, and from 10% upwards an empty sack takes 10% and becomes a compost bag, so a full composter holds about 10 bags. Each conversion also has about a 10% chance of leaving a worm inside, which is free fishing bait.

Fertiliser rules

Compost, once per stage

About +10 health if the plant is not yet at harvest, and about 40 hours knocked off the current stage (20 if weeds are present). Can trigger a bonus-yield roll.

Fertiliser, first dose

Same benefit as compost.

Fertiliser, second dose

-25 health and no benefit.

Third dose and beyond

Curses the plant, -25 health, and it keeps losing health until it dies.

The dose counter drops by one each time the plant advances a stage and the compost flag resets, so the safe rhythm is one application per stage, never two in a row. Pest flies are cured with a cigarette spray (water, an empty gardening spray can and five cigarettes or loose tobacco), aphids with water and rubbing alcohol in the can, mildew with milk in the can. A full can gives about 10 sprays.

06Part

Harvesting, the seed loop and storing the crop

A plant that reaches its harvest stage shows vegetables in the plot info. You can pick then, or wait one more stage until it is seed-bearing. Waiting costs nothing but time and is how the farm becomes self-sustaining.

  • Yield scales with plant health relative to 50, so a 100-health plant gives roughly double a neglected one. Aphids and slugs cut the count, a cursed plant cannot roll the bonus yield, and Agriculture level adds a skill roll.
  • Seeds return at about half a seed per vegetable, minimum one, when the plant is seed-bearing. A packet holds 5, so one good radish or tomato plant replaces its packet and then some.
  • XP for a harvest is roughly half the plant's health, with a bonus for good care and a penalty for poor care, so healthy plants level you faster than many sickly ones.

Storing it

Fresh produce rots like any other food. A fridge roughly quintuples its life and a freezer stops decay, both covered on the cooking page. Vegetables can be canned at Cooking 8 or from the American Homesteading magazine, which is the real winter plan since neither fruit nor meat can go in a jar. Herbs dry for storage. Grain and fibre crops do not rot and can sit in a crate until you need them.

Indoors

Natural light feeds plant health. With the Kill Plants Outside Greenhouse sandbox option on, indoor plots slowly die unless the room name contains greenhouse. Greenhouse rooms soften the indoor penalty but do not change sowing months, and rooftop plots need the above-ground farming option enabled.

Our view: harvest half your first crop at the vegetable stage to eat, and let the rest go to seed. By the second season you will never open a seed packet again.

07Part

Quick answers

How many crops are in Project Zomboid Build 42?

55.

What is the fastest crop?

Radishes, ready in about 30 days.

What can I plant in July?

Garlic, leeks, lettuce, kale, spinach, broccoli, cabbage, carrots, radishes, turnips and sugar beet among others.

Which crops survive winter?

Cold-hardy crops: barley, rye, winter wheat, flax, garlic, wild garlic, cabbage, kale and leeks.

How do I stop crop diseases?

Plant companions like garlic and marigold, keep weeds down, and treat with sprays made from milk, tobacco or rubbing alcohol.

Crop data from pindrop.gg and build42guide.wiki, which agree on sowing months and growth times for all 55 crops (verified on 42.20). Seed saving and skill effects come from one source. Added November 2026: pzwiki.net Composter, Mildew Spray, Gardening Spray Can; pzfans.com farming guides (42.19 to 42.20.4).