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Building Appearances
skin your buildings to match the seasons

UPDATE 10/16/2018: Booster Appearances (Skins) read more here.
- Appearances are alternative visuals for existing buildings. They usually change what the building looks like and DO NOT change the values or purpose of the building.
- Appearances can be available through the appearance shop, but also in events, as prizes, rewards and special offers.
- Appearances and the appearance shop can be accessed via a new tab in the upgrade dialogue. You can only open the appearance tab when an appearance is available for the building.
- You can use an appearance with any compatible building you like, and if you remove an appearance from a building, it will not be destroyed. It moves into your appearance storage and you can use it again.
- One appearance for each building. After using it on one building, it's taken out of your appearance inventory and can only be reused once it's been removed from that building or the building is destroyed.
NOTE: You can not assign an appearance when your building is busy so grab a post-it not to remind yourself that you have a new appearance waiting in the appearance shop.
the Appearance Shop
Using the Doghouse as an example on how to use the Appearance Shop.
Step 1 - Click on your doghouse and select the Upgrade icon. ◄
Step 2 - Click on the Appearance can.
NOTE: The can will be grayed out if you don't have any skins for this building.
Step 3 - Click on the buy icon.
NOTE: If you obtained your skins elsewhere then you'll skip this step.
Step 4 - Click on the Assign icon.
Step 5 - Click on the Remove appearance icon at any time to switch appearances.
I posted a question in the GGS forum asking what happens to the building's new appearance when you upgrade it. Duffykid was kind enough to answer me right away with an in-game note saying that nothing happens to the new appearance.  Meaning it dose not change it's looks and it does not get destroyed. Thank you Duffy!!
NOTE: Once an appearance is added to the shop it will always be there so you may change between appearances when ever you'd like.  Just "Remove" the old and "Assign" the new.
NOTE: When you buy an appearance from say the Favorite Offers it will not go in your inventory it will go in the Appearance shop of the building you bought it for. Thank you TinaM1 for this information.
ADVICE: For those of you that do want to buy an appearance from the Favorite Offers make sure you know what you have and what you are getting before you spend your gold. An appearance for a field will not work on a fertile field. Some of the Simple houses appearances will work on Fancy and Island houses though and I will list them here if I know. Like AlabasterGamer says "One size dose not fit all!"
Booster Appearances
Booster Appearances (skins)
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You can temporarily add these skins to your building to give you a boost to production of a particular item or reduction to a productís creation time. There are 4 rarities of skins, with the rarest providing you up to three simultaneous effects out of a potential 4!
Your regular, permanent skins will still remain as they are and will still be available.
You can not assign an appearance when your building is busy.
You can not assign an appearance when your building has been gifted by a friend.
The green plus shows what must be planted/produced and the the amount of bonus.
This booster will give you 60% more cabbage when cabbage is planted on this field.
The timer shows how long the booster will last once the skin is used.
This booster will last 3hrs, giving you 3hrs to harvest 60% more cabbage.
Notice the plus to reputation points on this field skin booster.
You'll get 40 rep pts from each field planted within 30 minutes.

Snowbound field
Rutabaga only
Snowbound fertile field
Rutabaga only
Free range field
Cabbage only
Free range fertile field
Cabbage only
Rustic field
Corn only
Rustic field
Corn only
stay tuned, there are more Appearances  
Boosters will be applied in this order:


1. Boosters (including Farm machines, gifts etc) are applied first, damage from edge plants is also considered first along with boosts.
2. Next, the handbook bonus is applied and added.
3. Finally, bonuses from items such as humus are applied.
What this means is that in very few cases you may get a little less than you previously did (the handbook bonus for example is no longer further increased by the booster item, which is now calculated before the handbook) but in most cases you will in fact receive more products, especially when multiple boosters are applied. The new, logical ordering should allow you to more intuitively manage your farm and get the expected results from calculating boosters and items when they are applied to a production. The above order is maintained for all features, products and buildings across the game. In cases where, for example, the product has no handbook this will simply be skipped and the next boost in step 3 will be considered in its place.
For those of you who prefer more solid examples, letís take a field of corn that would produce 100 corn before any boosters or handbooks are applied. Please note: The numbers used in this example are imaginary made up numbers from inside CM_Hunter's magic brain.
Last updated : Sunday, September 27, 2020
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Information on this page has been compiled using data from the game, all rights reserved by GoodGameStudios.
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