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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.

Grass Starter terminology reconciliation
FieldCanonical working value
Japanese canonical name牧草の親株
Legacy alias牧草の種
Stable IDgrass-starter
Working EnglishGrass 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.

Material conflict: the repository and direct item-list evidence say Iron Ingot ×20. Gamecap reports Meteor Iron / 隕鉄 for a Silo event/building lead. This guide preserves the conflict and does not silently replace the shared building record.
Open the Buildings & Renovation database →

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.

Feed Box Silo Hopper comparison
EntityWorking roleConfirmedNot confirmed
Feed BoxManual Chicken tutorial feeding targetChicken Coop relation; Hopper → Feed Box workflowCapacity, slots, quantity and timing
SiloFodder storage building999 fodder; construction rowDeposit, withdrawal, overflow and transfer
HopperContext-dependent feed storage/delivery componentManual tutorial flow and 12-animal Large Barn automatic-feeding boundaryShared 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.

Species feed and grazing matrix
AnimalFeedFeed BoxGrazingAutomationMissing feed
ChickenCoopFeeding 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.
DuckCoopFeeding 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.
TurkeyCoopFeeding 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.
CowBarnFeeding 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.
SheepBarnFeeding 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.
GoatBarnFeeding 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 GoatBarnFeeding 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.
PigBarnFeeding 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.
HorseHorseFeeding 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.

Grass Starter and Grass Seed are being treated as one item: keep 牧草の親株 / 牧草の種 separate from 草の実.
The Silo is being treated as a feeder: its verified role is fodder storage and its behavior connections remain unresolved.
A Barn/Hopper claim is being copied to a Coop: current data explicitly does not support that inference.
Pasture is assumed to replace indoor feed: grazing substitution is unresolved.
A fixed daily quantity is being planned: species consumption is not verified.
A missed-feed theory is being used to explain low quality: product, quality, health and growth effects remain unresolved.
The Silo is built with a community material lead: keep Iron Ingot ×20 as the shared repository record and surface the Meteor Iron conflict.
A pasture calendar is being forced: watering, growth, spread, regrowth and Winter behavior are not verified.

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.