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Farming Contracts OSRS Easy Seed Gains Guide

You know that moment when you’re knee-deep in your herb run, patches looking all lush and ready to harvest, but your seed pouch is running drier than the desert east of Pollnivneach? Yeah, I’ve been there more times than I can count. As someone who’s sunk over a thousand hours into OSRS farming – seriously, my in-game hands are probably calloused from all those virtual rakes – I’ve turned farming contracts into my go-to for keeping the seeds flowing without breaking a sweat. Today, we’re diving into this gem of a system, especially that sneaky pre-plant strategy that lets you chain contracts like a pro. If you’re tired of staring at empty guild patches wondering why Jane’s always got the worst assignments, stick around. This’ll change your runs forever.
Picture this: You’re wandering into the Farming Guild, that big ol’ hub north of Ardougne, and there’s Guildmaster Jane just chilling by the entrance. She’s the boss lady who hands out these contracts, basically little jobs where she says, “Hey, grow me some [insert crop here] in one of these guild patches.” You do it, and boom – reward time. It’s like a side quest that pays in seeds, which, let’s be real, is the lifeblood of any serious farmer.
These aren’t your average fetch quests, though. Contracts come in tiers based on your farming level and how deep you are in the guild. Easy ones kick in at level 45, mediums at 65, hards at 85. No big deal if you’re underleveled; pop a garden pie or a spicy stew boost, and Jane won’t bat an eye. The real magic? Finishing one nets you a seed pack. Open it up, and it’s like Christmas – rolls on a table packed with herbs, trees, you name it. I’ve pulled ranarr seeds from those packs that funded my next three bossing sessions.
But here’s a quick question: Ever wonder why some folks blaze through 150 contracts for those Trailblazer tasks while you’re still grinding one at a time? Answer: They know the pre-plant game. We’ll get there. For now, just know contracts are your ticket to sustainable farming without pickpocketing master farmers until your fingers cramp.
Why Bother with Pre-Planting Your Contracts?
Alright, let’s cut to the chase. Pre-planting means you stick seeds in the guild’s disease-free patches before grabbing your next contract, let ’em grow without touching ’em – no health checks, no harvests – and then when Jane assigns you that exact crop? Instant completion. It’s like having a cheat code for efficiency. Why does this rock? Because farming’s all about time, right? Those long-growth trees or bushes can tie up your schedule for hours, but pre-plant lets you knock out multiples per run.
From my experience, back when I was pushing for 99 farming on my main, I was drowning in contracts for the guild achievements. Without pre-plant, I’d finish one, wait for the next, and half the time it’d be a redwood sapling that takes forever. With it? I’d chain three or four easy, raking in seed packs like they were gp from essence runs. It’s not just faster; it’s smarter. Saves you from canceling bad rolls too often, which can feel like a waste even if it’s free.
Think about it this way: The guild has 14 patches – herbs, trees, bushes, cacti, the works – all protected from disease. That’s prime real estate. Leave ’em empty, and you’re missing out. Pre-plant, and you’re turning downtime into profit. Simple as that.
Getting Started: Requirements and Quick Setup
Diving in? First things first, you need 45 farming to even peek inside the guild. Teleport there with a skills necklace or just run from Ardougne – it’s not far. Talk to Jane, pick your tier (I’d say start medium if you can boost), and grab that first contract. Easy peasy.
What do you need in your inventory? Nothing fancy. Seed dibber, spade, maybe a bottomless compost bucket loaded with ultracompost because, trust me, protection is key even in disease-free zones. Oh, and a rune pouch for teleports – farm runs without ’em are a nightmare.
Pro tip from my early days: Always check your contract before harvesting anything in the guild. I once yolo’d a full herb patch without peeking and missed an easy completion. Felt like a noob all over again. Short lesson learned: Patience pays.
Now, for pre-planting specifically, scout the wiki for contract probabilities. Not all crops pop up equal – some like potato cacti are way more common. Plant those first. It’s like stacking your deck before the shuffle.
The Pre-Plant Bible: What to Stick in Each Patch
Here’s where the fun ramps up. You can’t just random-plant; that’s a recipe for frustration. Based on what I’ve seen – and tested over hundreds of contracts – focus on high-probability, quick-ish growers. That way, you’re covering bases without tying up space forever.
Let me break it down in a table. This is my go-to setup for medium-to-hard contracts. Adjust for your level, but this has carried me through ironman grinds and main world profits alike.
Patch Type | Recommended Pre-Plant Seed | Growth Time | Why It Works | Contract Tier Coverage |
---|---|---|---|---|
Herb | Toadflax or Irit | 80 minutes | Super common assignment, quick turnaround, and you get herbs for herblore anyway | Medium-Hard |
Tree | Apple or Banana | 5 minutes (wait, no – trees take 5 hours, but pre-grow ’em) Wait, strike that; actually 16 hours for most, but oak is 5h | Covers basics without mega wait; banana‘s frequent | Easy-Medium |
Bush | Whiteberry | 2 hours 20 min | Grows fast, berries are useful, high chance in rolls | Medium |
Cactus | Potato Cactus | 1 hour | Way more common than regular cactus, harvest often for juju potions | Medium-Hard |
Fruit Tree | Pear or Apple | 16 hours | Long but worth it; pre-grow and ignore till assigned | Hard |
Redwood | Redwood Sapling | 22 hours | Rare but huge tier 5 payout; only if you’re high level | Hard (Tier 5) |
See? Strategic. I remember pre-planting a row of whiteberries once during a long Vorkath session. Came back, grabbed three contracts in a row – all bushes. Felt like I hacked the game. Bold move: Always keep 2-3 saplings handy in your tool leprechaun’s storage.
Short para time: Lists help here too. Top three pre-plant must-dos:
- Prioritize bushes and cacti – they’re the MVPs for speed.
- Rotate herbs weekly; don’t let one type dominate.
- Track your completions with Jane’s dialogue. How many you got? Aim for 50 before bragging.
Longer thought: Now, on trees – man, those can be tricky. Early on, I wasted so much time waiting for a willow to grow after a bad roll. Solution? Pre-plant two: one oak for easy coverage, one maple for mediums. When it hits, harvest, report to Jane, and boom – seed pack in hand before your coffee’s cold. It’s these little optimizations that separate the 70 farmers from the 99 capes.
Step-by-Step: How to Nail Your First Pre-Plant Run
Ready to try it? Let’s walk through it like we’re side by side in-game.
- Tele to the Guild: Skills necklace, boom – you’re there.
- Prep Your Patches: Rake weeds if needed (auto-weed perk if you have it), ultracompost everything. Plant your picks from the table above. For herbs, I always go irit – reliable.
- Let ‘Em Grow: Log out, do bosses, whatever. Come back in a few hours.
- Grab Contract: Talk to Jane. If it’s pre-planted? Check health or harvest. Done. If not? Ask for easier – she swaps it, no penalty.
- Chain ‘Em: Open that seed pack right away. Replant if needed, grab next contract. Repeat.
I did this exact loop last week on my alt. Started with a potato cactus assignment – harvested 10 in under five minutes, got a pack with three ranarrs. Next was whiteberry bush. Rinse, repeat. By end of run, I’d cleared four contracts and my bank was seed heaven. Question for you: What’s your worst contract horror story? Mine’s getting a celastrus tree with no sapling ready. Oof.
Sometimes, keep it brief: Cancel wisely. If it’s a 22-hour redwood and you’re not prepped, downgrade. Easy contracts are skippable too, but don’t abuse it.
Personal Tales: That Time Pre-Plant Saved My Ironman Bacon
Oh man, let’s get real for a sec. On my ironman – yeah, the one where every seed feels like a boss drop – I hit a wall at 75 farming. Herbs were scarce, trees even worse. Contracts? They were my lifeline, but without strategy, I’d finish one every other day. Then I stumbled on pre-planting via a Reddit thread. Game changer.
I set up a bush and cactus rotation. Planted poison ivy in one bush spot because it never dies – genius for long hauls. Weeks in, I’m chaining mediums like nothing. Pulled a spirit seed from a pack, planted it in the guild for teleports. Suddenly, my runs are twice as fast. That spirit tree? Saved me hours weekly. If you’re iron, this is non-negotiable.
Another story: During a double XP weekend, I pre-grew a full set. Logged in, blasted through 10 contracts in one session. XP gains? Insane. Friends messaged asking how I leveled so fast. “Pre-plant, boys,” I’d say. It’s those quiet grinds that build the account.
Ever had a run where everything aligns? Like, contract hits your exact pre-plant, you harvest mid-convo with clan chat, and packs spill ranarrs? Pure joy. That’s the high.
Maximizing Rewards: Seed Packs and Beyond
Contracts aren’t just busywork; they’re a seed machine. Each pack’s tier matches your contract – easy gives basics, hards can drop celastrus or even dragonfruit seeds. Average value? Hundreds of k per pack if you flip ’em right.
But don’t stop at opening packs. Use ’em to fuel bigger farms. Got extras? Bank herbs for future runs. Trees for tithe farm points. It’s a cycle.
Quick answer time: Best pack opener? Always after harvest, before leaving guild. Keeps momentum.
Deeper dive: Track your totals. Jane tells you how many you’ve done – hit 250 for that elite cape perk? Worth it. And hey, while you’re at it, plant a hespori in the cave patch. Those seeds from contracts feed right into it.
List of bonus tips:
- Use magic secateurs every run – more yield, more fun.
- Spirit tree in guild? Plant one ASAP for teleports.
- Avoid overcommitting; four pre-plants max per cycle.
Common Mistakes and How to Dodge ‘Em
Nobody’s perfect, right? I sure wasn’t. First mistake: Harvesting pre-plants too early. Ruins the whole point. Solution: Set a timer or note in your quest journal.
Second: Ignoring boosts. Stuck on hard? Garden pie to 85, snag that tier 5.
Third: Forgetting to report. You plant, grow, harvest – but skip Jane? No pack. I did that once mid-bossing. Rage quit.
Question: You ever cancel too much? It happens. Just remember, downgrades go to easy, which are quick but low reward. Balance it.
Long ramble: On irons, the temptation to plant everything is real, but space is gold. I once filled all 14 patches randomly. Chaos. Next run, half were useless. Learned to theme it: One side quick growers, other long hauls. Keeps it organized, like a tidy bank.
Wrapping It Up: Your Turn to Farm Like a Boss
Whew, we’ve covered a lot – from Jane’s quirky assignments to that sweet pre-plant hustle. It’s not rocket science, but it turns farming from chore to cash cow. I’ve gone from seed beggar to hoarder thanks to this, and you can too. Start small: Pre-plant one cactus tonight, see what happens.
What’s your plan? Heading to the guild now? Drop a comment if you’ve got tweaks to my table – OSRS community’s the best for that. Keep those patches green, friends. Happy farming.