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Unofficial community guide — not affiliated with Yield Fields. Not financial advice. Values marked “may change” are not final on mainnet.
FertilizerExporting and trading

Exporting and trading

Fertilizer token

Exporting turns Fertilizer in your Bag into an onchain token in your wallet, so it can be sent or traded on OpenSea like any other item. Importing turns it back. Exporting is rationed: a per-wallet limit, a slowdown of your own decks when you export a lot, and a network-wide daily cap. This page gives each rule with its exact formula, then the OpenSea collection: its royalty, its pricing and how much Fertilizer exists onchain.

Export and import

Export: Bag → wallet

You pick an amount. The game reserves it in your Bag (“They’re reserved from your Bag now and land in your wallet as tokens.”) and your wallet confirms the export, which mints the Fertilizer as a Yield Fields Items token (an ERC-1155 item) on Robinhood Chain. Verified

Use it onchain

The token can be sent to any wallet or traded on OpenSea (see Trading on OpenSea below). A token in your wallet does nothing in the game. Verified

Import: wallet → Bag

Your wallet confirms the import, the tokens are burned, and the game credits them to your Bag. Only then can they be used on crops. Verified

If you cancel in your wallet, “Your Fertilizer stays reserved: try again from Pending”. Verified Sending to another wallet you own still counts: “This uses … of your export allowance. Sending to another wallet you own counts too.” Verified

Rule 1: the per-wallet limit

Each wallet may export, over any rolling 24 hours: Verified

limit = floor( F_total / 4 ) + Fertilizer imported in the last 24 h
  • F_total / 4 is half a day of your decks’ output (a deck makes F/2 a day). The game’s copy: “Each wallet can export half a day of its Fert Decks’ output every 24 hours, plus what it imported.”
  • Every deck that ran in the last 7 days counts, including decks that have since ended: “half a day of their output every 24 hours, for 7 days after a Deck ends.” Verified
  • Imports raise the limit for 24 hours: “Limit …: … from your Fert Decks + … imported, counted until …”. Verified
  • The docs (8 Nov) say the limit is rounded down to whole Fertilizer: a single Common, Rare or Epic exports 1 a day, a Legendary or Mythic 2. Official source
One deckFF / 4Limit (rounded down)
Common51.251
Rare61.51
Epic71.751
Legendary82.02
Mythic92.252

It is rolling, not daily. Each export counts until it is 24 hours old, then frees up: “Exports count until they are 24 hours old”, “More can go at HH:MM UTC”. There is no 00:00 reset for a wallet’s limit. Verified

Over the limit, the game answers “Over your wallet’s export limit”, says how many you can export now and offers “Export N instead”. Your limit can drop below what you already used when decks end (“Your limit went down after some of these Exports were made”). Verified

Rule 2: the exporter slowdown

Exporting a lot slows your own Fert Decks. The game computes it like this: Verified

share = exports in the last 24 h ÷ your daily output (F / 2) rate = 100 % − 2 × (share − 25 %), at most 100 %, never below 50 %

F is the total Fertility of your wallet’s decks. In words: up to 25 % of your daily output, nothing happens; above it, every extra percentage point of share costs 2 points of speed, down to a floor of 50 %.

Share of daily output exportedDeck speed
25 % or less100 %
30 %90 %
40 %70 %
50 % or more50 %

The slowdown is a straight line through these points (“90% speed at 30%, 70% at 40% and 50% at 50% or more”), not steps. Official source

How many exports are free (they never slow a deck):

  • A single deck: the first 25 % rounds up, so a Common, Rare, Epic or Legendary exports 1 a day and a Mythic 2 at full speed. Official source
  • A wallet with several decks: floor(F / 8) a day, the largest number that keeps the share at 25 % or less. For such a wallet the full limit (F/4) is about a 50 % share, so exporting the whole allowance puts its decks at about half speed. Verified

Importing back does not undo it. The game says so in the export dialog: “This slows your Fert Decks to about X% speed. Importing back does not undo it. Export N or fewer to keep full speed.” Only exports count toward the share; imports never subtract. Verified

How long it lasts

The slowdown lasts until the exports behind it are 24 hours old: “It eases as they pass 24 hours.” Verified Because rates are recalculated once an hour, full speed comes back on the first hourly update after that, so plan on about 25 hours after your last export. Each new export starts its own 24-hour clock.

The docs say the exporter rate counts exports from 13:00 UTC on 4 Nov. Official source

Examples

A single deck. A single Mythic exports 2 a day at full speed; a single Common, Rare, Epic or Legendary exports 1. Official source

A 10-Deed wallet. A hypothetical wallet with 10 Deeds and Fertility 70 can export 8 a day at full speed (floor(70 / 8) = 8), and the game warns of a slowdown at 9. Inferred

A worked example: a 10-Deed wallet, Fertility 70

A hypothetical wallet: ten staked Deeds with decks, total F = 70. Daily output at full speed: 35 Fertilizer. Limit: floor(70 / 4) = 17. Free: floor(70 / 8) = 8. Inferred

Exported in 24 hShareDeck speedOutput for the next 24 hLost vs full speed
00 %100 %35.00
822.9 %100 %35.00
925.7 %98.6 %34.50.5
1028.6 %92.9 %32.52.5
1234.3 %81.4 %28.56.5
1440.0 %70.0 %24.510.5
1645.7 %58.6 %20.514.5
17 (the limit)48.6 %52.9 %18.516.5

Each export above 8 costs about 5.71 points of speed, which is 2 Fertilizer a day of this wallet’s production for as long as the slowdown lasts. At the limit of 17 the decks run at about 53 %. Inferred

Calculator

Enter your staked Deeds by tier and how many you exported in the last 24 hours.

Your staked Deeds

Full-speed output11.5 / day
Export limit (24 h)5
Free of slowdown2
Your deck speed100 %
Production lost in 24 h0

The calculator uses the formula above. The game’s own figure is authoritative, and the network brake can make your decks slower still (the deck takes the lower of the two). Inferred

Rule 3: the network-wide daily cap

On top of every wallet’s limit, all exports of Fertilizer are capped at 60,000 a day across the whole game. Verified When it is reached, the game says “Daily Export limit reached. Try after 00:00 UTC, when daily limits reset.” Verified This cap resets at 00:00 UTC. Inferred

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The 60,000 is a setting the team can change. May change For scale: the whole game’s output at full speed, shown live on The network brake, is far below this cap, so the cap is far above what can be exported today. Inferred

Other refusals

MessageMeaning
“Exports are briefly unavailable. We couldn’t check your export allowance.”The game could not compute your limit; the docs: “If the game can’t check your limit, export pauses until it can.”
“Exports are paused”Exports are paused game-wide
“Exporting is unavailable. Try later”The game cannot approve exports right now
“That Export has run out of time”The approval expired before your wallet confirmed it

All game copy. Verified

The per-wallet limit and both rates are not onchain; they are enforced by the game when it approves an export. Inferred

Trading on OpenSea

Exported Fertilizer is an ordinary onchain token, so it trades on OpenSea like any other item.

FactValue
CollectionYield Fields Items, on Robinhood Chain
StandardERC-1155C (the “C” lets the collection control which marketplaces may trade it)
FertilizerThe only item that exists on mainnet

All verified. Verified

Royalty

Royalty: 5 % on resale (the docs say it goes to the project treasury). Official source

Pricing currency

Fertilizer listings on OpenSea have been priced in USDG, a dollar stablecoin on Robinhood Chain. Verified

How much exists

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The first days (3–7 Nov 2026):

UTC dayMinted
3 Nov132
4 Nov1,277
5 Nov880
6 Nov818
7 Nov870

The per-day split is approximate, so a few exports near midnight may sit on the neighbouring day. Inferred

For scale, compare the Fertilizer onchain above with all the Fertilizer in circulation, shown live on The network brake: only part of it has been exported. Inferred

No in-game market

There is no player-to-player market inside the game: the “Trade” screen is for selling crops to the game. In this build seeds, crops and packs stay in the game; only Fertilizer can be exported. Verified The docs say crops, seeds and packs may go on OpenSea later, not at launch. Official source

This guide does not give prices or trading advice. What Fertilizer is worth depends on what it does in the game; see Growing and harvesting for what a Fertilizer saves on a crop.

Still REDACTED

  • When, or whether, seeds, crops or packs become onchain items.