Pasture, feed & storage authority
Village in the Shade Fodder & Silo Guide
Use this page as the canonical boundary for pasture grass, fodder, animal feeding, Feed Boxes, the Silo, outdoor grazing and Large Livestock Barn Hopper automation. Direct pasture planting, Sickle harvest, pasture-as-feed and the Chicken tutorial Feed Box flow are now separated from unresolved quantities and automation details.
Short answer: buy 牧草の親株 / Grass Starter from the General Store for ¥100, plant it on home ground, cut grown pasture with the Sickle and use harvested 牧草 as livestock feed. The Chicken tutorial supports manual Hopper → Feed Box feeding. The Silo stores 999 fodder; exact deposit, withdrawal and Silo-to-Hopper transfer remain unresolved. Automatic feeding is documented only for the 12-animal Large Livestock Barn Hopper boundary.
At a glance
Quick facts
These are the safest operational facts to carry into a live save.
Grass Starter price
¥100
Pasture sell price
¥5
Silo capacity
999 fodder
Confirmed automation
12-animal Large Barn + Hopper
One authority, four entities
Pasture is the growing-resource question; fodder/feed is the inventory question; the Feed Box is the manual container question; the Silo and Hopper are storage/automation questions. They must not be merged just because players encounter them in one routine.
Evidence labels
Verified, Strong, Player-tested and Unresolved are used explicitly. Unresolved fields are not converted into zero, none or automatic behavior.
牧草の親株 / 牧草の種
Grass Starter terminology
One stable Grass Starter identity is retained; the current Japanese display and legacy alias are separated from 草の実.
| Field | Canonical working value |
|---|---|
| Japanese canonical name | 牧草の親株 |
| Legacy alias | 牧草の種 |
| Stable ID | grass-starter |
| Working English | Grass Starter |
| Price / shop | ¥100 · sazanka-general-store |
| Same item? | RESOLVED — one stable shop record; legacy wording is not a second item |
Public wording: 牧草の親株 / Grass Starter. Keep 牧草の種 as a searchable legacy alias. Do not merge either with 草の実, the separate Grass Seed / Grass Fruit concept used elsewhere.
See the Shops database →Living grass versus feed
Pasture lifecycle: what is and is not proven
The current evidence resolves the high-level planting → Sickle → livestock-feed relation while preserving growth, regrowth, spread, watering and season boundaries.
01
Buy
牧草の親株 / Grass Starter from the General Store: ¥100.
02
Plant
Plant on the player's home ground; soil preparation remains unresolved.
03
Grow
A following-day harvest example is observed; exact universal growth days remain null.
04
Cut
Harvest grown pasture with the Sickle / カマ.
05
Feed
Harvested 牧草 is usable as livestock feed; quantity and container timing remain unresolved.
starterUse
Strong
牧草の親株 is bought from the General Store and planted on the player's home ground.
placement
Verified
Home ground is supported. Hoe, tilled soil, ridge, paddy and Greenhouse compatibility remain unresolved.
watering
Unresolved
No daily watering rule is established.
growth
Strong
A current direct observation records a harvestable example on the following day; exact universal growth days remain null.
spread
Player-tested
Players report natural pasture spreading; interval, probability and tile count are unresolved.
regrow
Unresolved
Repeated harvest/regrowth timing is not established.
season
Unresolved
Only a Summer example is directly established; Winter survival, spread and Greenhouse support remain unresolved.
harvest
Verified
Grown pasture is cut with the Sickle / カマ.
output
Strong
Harvested 牧草 is usable as livestock feed. Exact quantity and stack behavior remain unresolved.
siloDeposit
Unresolved
The exact inventory-to-Silo deposit implementation is not established.
Pasture sell price is ¥5 from the shared item registry. Do not water daily, declare Winter death, promise next-day regrowth, or claim a fixed spread rate without direct evidence.
エサ箱 / Feed Box
Manual feeding: Feed Box boundary
The initial Chicken/Chick tutorial confirms a built-in Feed Box target without proving universal housing behavior or capacity.
Japanese
エサ箱
Stable ID
feed-box
Chicken Coop
Confirmed tutorial context
Capacity
Unresolved
Confirmed manual workflow
The first-chick tutorial stores initial feed in the Hopper. The player removes that feed and places it into the Chicken Coop Feed Box / エサ箱. This establishes manual feeding in the Chicken tutorial context; it does not establish one unit per animal, a slot count, consumption timing or automatic Coop feeding.
サイロ
Silo: construction is verified; behavior is not
Buildings owns cost, materials, time, footprint and count. This page owns the feed-storage behavior boundary.
Materials
Iron Ingot ×20
Money
¥1000
Build time
3 days
Footprint / max
3 × 3 · 1
Storage record
- Japanese
- サイロ
- Stable ID
- silo
- Role
- A fodder storage building that raises stored fodder capacity to 999.
- Capacity
- 999 fodder
- Deposit / withdrawal
- unknown / unknown
What the number does not prove
Capacity 999 does not prove a unit definition, automatic harvest, adjacency, overflow behavior, a Feed Box connection, Silo upgrade, or automatic animal feeding. Test those interactions in the current build before promoting them.
Construction service: Kisuke's shared service is 10:00–17:00 Monday–Friday; the Silo row itself is the authority for the cost and duration above.
ホッパー
Hopper: tutorial storage versus Large Barn automation
The same Japanese term appears in two contexts. Their exact shared entity identity is unresolved.
Initial Chicken tutorial
Stores the initial feed supply for the first Chicken/Chick tutorial. Player removes feed from Hopper and places it into the Chicken Coop Feed Box. Not established; do not rewrite this tutorial flow as automatic feeding.
12-animal Large Livestock Barn
Large Livestock Barn automation is tied to a Hopper for automatic hay feeding.
This is the only promoted automatic-feeding boundary. It does not transfer automatically to the 8-animal Barn, Chicken Coop or Horse Stable.
Still unresolved
Hopper capacity, refill threshold, feed source, exact placement, Silo requirement, Silo transfer and whether the tutorial Hopper is exactly the same entity as the Large Barn Hopper remain unresolved.
| Entity | Working role | Confirmed | Not confirmed |
|---|---|---|---|
| Feed Box | Manual Chicken tutorial feeding target | Chicken Coop relation; Hopper → Feed Box workflow | Capacity, slots, quantity and timing |
| Silo | Fodder storage building | 999 fodder; construction row | Deposit, withdrawal, overflow and transfer |
| Hopper | Context-dependent feed storage/delivery component | Manual tutorial flow and 12-animal Large Barn automatic-feeding boundary | Shared identity, capacity, refill and universal automation |
Species matrix
Feeding by species
Feeding exists as a husbandry system, but exact accepted quantities, timing, grazing substitution and housing automation remain species/building-specific unknowns.
| Animal | Feed | Feed Box | Grazing | Automation | Missing feed |
|---|---|---|---|---|---|
| ChickenCoop | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Chicken tutorial Feed Box relation is Strong; other housing-specific container behavior is unresolved. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Unresolved — do not infer automatic feeding for this class. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| DuckCoop | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Unresolved — do not infer automatic feeding for this class. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| TurkeyCoop | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Unresolved — do not infer automatic feeding for this class. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| CowBarn | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Strong only for the 12-animal Large Livestock Barn Hopper relationship; species-specific automation is unresolved. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| SheepBarn | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Strong only for the 12-animal Large Livestock Barn Hopper relationship; species-specific automation is unresolved. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| GoatBarn | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Strong only for the 12-animal Large Livestock Barn Hopper relationship; species-specific automation is unresolved. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| Cashmere GoatBarn | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Strong only for the 12-animal Large Livestock Barn Hopper relationship; species-specific automation is unresolved. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| PigBarn | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Strong only for the 12-animal Large Livestock Barn Hopper relationship; species-specific automation is unresolved. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
| HorseHorse | Feeding is a real husbandry system; pasture/fodder is the supported high-level feed relation. Exact species quantity and timing are unresolved. | Do not inherit the Chicken tutorial container flow without species/building evidence. | Player-tested candidate; species coverage and full indoor-feed substitution are unresolved. | Unresolved — do not infer automatic feeding for this class. | Unresolved — product, quality, Affection, Mood, health, growth, sickness and death effects are not canonical. |
Horse pasture-around-the-Stable advice is a convenience lead, not proof that Horse directly grazes or that nearby grass replaces stored feed. Pig’s Truffle/grazing relationship remains unresolved.
Do not guess the penalty
Missing-feed effects
Feeding exists, but the current care authority does not connect missed feeding to a confirmed downstream state.
Product output
Unresolved
Product quality
Unresolved
Affection
Unresolved
Mood
Unresolved
Health
Unresolved
Growth
Unresolved
Contest eligibility
Unresolved
Final wording
The guide does not say “no feed means no product,” “feed lowers quality,” “animals get sick,” or “animals die.” Those outcomes require current direct evidence. Feeding and care should remain separate from Affection, Mood and Contest branding until the mechanic is isolated.
When feed seems wrong
Troubleshooting
Use the evidence boundary before changing a save or redesigning the farm.
Where the other facts live
Animal Housing owns Coop, Barn, Stable tiers and capacity. Buildings owns construction. Shops owns stock and hours. Livestock owns species, growth and products.
Version boundary
This live baseline is Ver.1.09 as of September 18, 2026. The announced September 29 update is future content for this audit; it is not used to fill present feed or Silo unknowns.
Fodder questions
FAQ
Short answers for the highest-risk searches.
What is the canonical Grass Starter name?
牧草の親株 is the current Japanese display for the stable grass-starter item. 牧草の種 is retained as a legacy repository alias, not a second item. The ¥100 price comes from Shops.
Does the Silo feed animals automatically?
The Silo is documented as fodder storage with capacity 999. Automatic feeding, deposit, withdrawal and Silo-to-Hopper transfer are not directly verified. Do not treat the Silo itself as an automatic feeder.
How does the Hopper work?
The shared Animal Housing record ties automatic hay feeding to the Large Livestock Barn through a Hopper. Hopper capacity, refill threshold, exact placement and Silo transfer remain unknown.
Do chickens need feed?
Feeding is a real husbandry system. The first-chick tutorial supports manually moving initial feed from the Hopper into the Chicken Coop Feed Box. Exact quantity, timing and missed-feed effects remain unresolved.
Can pasture replace Feed Box food?
Harvested pasture is supported as livestock feed. Whether outdoor grazing fully replaces indoor feeding, and which species can graze, remain unresolved.
Can animals die if I forget to feed them?
No death or sickness penalty is established by the current source set. Product, quality, Affection, Mood, health and growth effects of missed feeding remain unresolved.
Written by: Village in the Shade Guide Editorial Team
Last updated: August 27, 2026
Sources: Official publisher and storefront pages, released-game research and linked source notes.