A plant goes down in one put-down action inside your own base. What stops the next plant is space, not a second placement button.
Place a plant
- Get the plant into your inventory. Most plants in one session were bought from the shop with cash, including a strawberry, a tomato, and fruit trees. A seed works the same way once you hold it. A jurian seed, for example, arrives as an item you then plant like any other plant.
- Pick a tile inside your own base. Placement is not out in the open.
- Put the plant down on that tile. Buy another, put it down, and repeat.
- Wait out the grow timer. The plant stays where you put it and grows on a visible countdown. Grow times are not one shared number. One newly placed tree showed 25 minutes remaining. A strawberry in that session simply had to be waited on.
The only published control string found for this experience is the console tutorial line for walls, not for planting. Keyboard and touch bindings for the put-down are not documented here.
What actually limits the next plant
Every plant you put down takes a spot. When the base is full, either buy room or pick a plant back up.
- One session's base expansion cost 50,000 cash and opened more build room. Treat 50,000 as that session's price, not a permanent shop tag.
- Picking up a weak plant frees its tile. In that session the player was ready to lift a blueberry described as worth nothing rather than pay for the expansion immediately.
A plant that was just placed can come back up. Later you can swap a filler plant for a better one, such as replacing an early plant once an apple tree is actually in hand.
Place them where a raid has to work
Other players can steal what sits on your plot. Keep plants inside the base and put walls around, and on top of, the layout. Walls go up separately from plants, so you can enclose a layout you already made. The build guide covers tiers, stacking, and the drill. The layout guide covers which shapes lock you out of your own box.
