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Codex Processing Agricultural Facility

The Agricultural Facility is an indoor farm. Crops, bushes, sugar cane, pumpkins, nether wart and even trees grow in planter beds on its floor, up to eight times as fast as outside, and a harvest bridge under the roof brings in what is ripe. The plants grow inside the beds, never as blocks in the world, so the facility works in any dimension and at any light level.
- Seeds and saplings come in through the Item Input Port into the nine input slots. Once a second, every empty bed takes one that suits it.
- All planted beds grow at once, stage by stage, as long as there is energy (and water for plants that need it).
- A harvest bridge drives to the nearest ripe bed and harvests it. One seed of the harvest goes straight back into the bed.
- The harvest goes into the twelve output slots, from where pipes take it through the Item Output Port.

Shown size: 9 wide, 4 high, 9 deep (adjustable: Width 5–17, Height 4–6, Depth 5–17).
One example of many: within the rules on this page, size and arrangement are up to you; the Build Projector shows the plan in every allowed size.
| Key | Block | Count | |
|---|---|---|---|
| A | Industrial Casing | 203 | |
| D | Planter Bed | 49 | |
| B | Industrial Sight Glass | 13 | |
| F | Grow Light | 4 | |
| H | Energy Input Hatch (Tier 2) | 1 | |
| G | Fluid Input Port | 1 | |
| I | Harvest Bridge Drive | 1 | |
| C | Item Input Port | 1 | |
| E | Item Output Port | 1 | |
| 0 | Agricultural Facility Controller | 1 |
Each picture adds one layer, from the bottom up; the newest layer is bright. The controller wall faces you on the left.

Parts in this step: Industrial Casing (A) ×81

Parts in this step: Planter Bed (D) ×49, Industrial Casing (A) ×21, Industrial Sight Glass (B) ×6, Agricultural Facility Controller (0) ×1, Energy Input Hatch (Tier 2) (H) ×1, Fluid Input Port (G) ×1, Item Input Port (C) ×1, Item Output Port (E) ×1

Parts in this step: Industrial Casing (A) ×24, Industrial Sight Glass (B) ×7, Harvest Bridge Drive (I) ×1

Parts in this step: Industrial Casing (A) ×77, Grow Light (F) ×4
- Size: 5 to 17 wide, 4 to 6 high, 5 to 17 deep. The facility finds its size by itself, starting from the block behind the controller.
-
Edges and corners: only
Industrial Casing. -
Walls, floor and roof: Industrial Casing,
Industrial Sight Glass,
Grow Lights,
Harvest Bridge Drives, ports and the controller. - Inside: beds only on the lowest layer of the inside (they may cover all of it); everything above them is air.
- Needed: at least one bed.
- Grow Lights: at least one for every 16 beds (started), in the walls or the roof.
- Harvest Bridge Drives: at least one, and at most one for every 64 beds (started). Every drive runs its own bridge.
- Energy Input Hatches: up to 4.
- Controller: in a wall face (not on an edge), front facing out, with the inside directly behind it.
- Ports: Item Input Port (seeds, saplings and fertilizer in), Item Output Port (harvest out), Fluid Input Port (water) and Energy Input Hatches. Every port works only on its outer face.
| Bed | What grows on it |
|---|---|
|
|
crops, bushes, stems and trees |
|
|
plants in the block tag qnet:beds/soul_sand (nether wart) |
|
|
plants in the block tag qnet:beds/sand (cactus, sugar cane) |
A seed only goes into a bed of the right kind; mix the beds for a mixed farm.
- Crops with growth stages (wheat, carrots, potatoes, beetroot and the crops of other mods): harvested ripe, one seed is replanted.
- Bushes such as sweet berries: they stay planted and grow back.
- Columns such as sugar cane and cactus: they stay planted.
- Stems (pumpkin, melon and the stems of other mods): no free spot next to the stem is needed. Once the stem is grown, the fruit grows on the bed itself, from small to ripe; the bridge takes the fruit and the stem stays.
- Trees: the saplings of the growth profiles (oak, spruce, birch, jungle, acacia, dark oak, mangrove, cherry). A tree grows for a fixed time and gives logs, sticks, saplings and more; one sapling is replanted.
Plants are found the same way as by the
Farming Station. A data pack can add more with crop rules and with growth profiles in data/<namespace>/qnet/growth_profile/: a profile sets the growth chance and the water need of a plant, or the time and the yield of a tree.
- Every stage takes as long on average as it would outside at the normal random tick speed, divided by the growth speed. Outside, a crop moves on a stage on one random tick in three, a bush on one in five, a column on one in sixteen; profiles can change that (nether wart grows slower).
- The growth speed is set with the - and + buttons: ×1 to ×8. It applies to all beds.
- Plants that need water use 20 mB for every finished stage. Plants on soul sand, cactus and profiles without water need none. A plant that needs water does not grow on an empty tank.
- The water tank holds 32,000 mB and only takes water.
Every growing bed uses energy in every tick; ripe and empty beds use none. All growing beds grow together, only when the buffer holds enough for all of them; otherwise nothing grows in that tick. The energy grows faster than the speed:
| Growth | ×1 | ×2 | ×3 | ×4 | ×5 | ×6 | ×7 | ×8 |
|---|---|---|---|---|---|---|---|---|
| E per tick and bed | 50 | 157 | 308 | 496 | 718 | 971 | 1,253 | 1,563 |
At ×1 a bed uses 50 E/t; at ×8 it grows 8 times as fast for 31.25 times the energy. The buffer holds 2,000,000 E.
Important
The example needs more than its hatch The 49 beds of the example use 2,450 E per tick at ×1; its tier 2 hatch lets in 8,000 E/t, enough up to ×2. With a smaller hatch the beds grow only in some ticks. For ×8 use tier 4 (512,000 E/t) or several tier 3 hatches.
- A bridge drives to the nearest ripe bed (3 ticks for every block of distance) and harvests it in 0.5 seconds. Two bridges never go for the same bed.
- The yield is what the ripe plant would drop when broken; trees give the results of their growth profile.
- One seed (or sapling) of the yield goes back into the bed. If the yield has none, the bed is left empty.
-
Fertilizer: with
Bio Fertilizer in its slot, every harvest uses one and gives a 25 % chance for one more of each product (never of the seed). The chance comes in a fixed rhythm: exactly every fourth harvest of that product. - When the harvest does not fit into the outputs, the bridge waits at the bed.
- Bars for energy and water.
- Nine input slots, the fertilizer slot and twelve output slots.
- The status line, the bed line ("12 of 49 beds planted, 3 ripe") and the growth line with its - and + buttons ("Growth x2 (… E/t per bed)": the speed and the energy of one growing bed).
| Status | Meaning |
|---|---|
| Growing | The facility runs. |
| Waiting for energy | The buffer holds less than the growing beds need; nothing grows. |
| No water | A plant that needs water waits for the tank. |
| Output full – take the products out | A bridge cannot put its harvest into the outputs. |
- Pipes put seeds, saplings and Bio Fertilizer in through the Item Input Port, and water through the Fluid Input Port. Only items that grow in a bed (or fertilizer) are accepted.
- Items can only be taken out of the output slots.
- A
Grid Monitor can pause the facility.
| Message | What to do |
|---|---|
| The controller must sit in a wall, front facing out | Put the controller into a wall face, front outwards, with the inside behind it. |
| Structure too small (…) / Structure too large or not closed near … | Keep to the sizes in the rules and close every wall. |
| Wrong block at … (expected: Industrial Casing) | Only Industrial Casing on edges and corners. |
| Wrong block at … (expected: Air, Planter bed (any kind)) | Only beds or air on the lowest layer of the inside. |
| Wrong block at … (expected: Air) | Nothing above the beds. |
| Missing parts: Grow Light ×… | Add Grow Lights: one for every started 16 beds. |
| Missing parts: Harvest Bridge Drive ×1 | Put a Harvest Bridge Drive into a wall. |
| Missing parts: bed ×1 | Put at least one bed on the floor. |
| Too many ports of one kind | At most 4 Energy Input Hatches, and at most one Harvest Bridge Drive for every started 64 beds. |
| Port not allowed here | Only item ports, the Fluid Input Port and Energy Input Hatches work. |
If a wall block breaks, the plants stay in the beds' memory and grow on once the facility forms again. If you break the controller, the slots drop and every planted bed gives back its seed; what grew is lost.
The plants stand in the beds with their real look and grow stage by stage. The carriage of the harvest bridge glides under the roof to the ripe beds, and while the beds grow with water a fine mist falls below it.
| → |
||||
| Dirt | Dirt | Dirt | → |
|
| Planks | Planks |
Tip
Speed costs more than room 8 times the speed costs 31.25 times the energy. If you have the room, a larger facility at a lower speed gives the same harvest for far less energy.
QNet Codex
Getting Started
- Welcome to QNet
- The First Machines
- Tiers and Components
- Energy, Fluids and Gases
- Building Plants
- The Quanta Linker
- Teams and Rights
- Upgrades and Plant Modules
Energy
- Energy Overview
- Basic Dynamo
- Thermoelectric Generator
- Stirling Generator
- Geothermal Heat Exchanger
- Solar Array
- Wind Turbine
- Solar Thermal Field
- Industrial Boiler
- Steam Turbine
- Gasifier
- Natural Gas and the Gas Derrick
- Gas Engine
- Gas Turbine
- Fission Reactor
- Nuclear Fuel Cycle
- Advanced Reactor Model
- Centrifuge Cascade
- Tokamak
- Little Star
- Micro Black Hole Plant
- Hawking Reactor
- Capacitor Bank
- Battery Hall
- Molten-Salt Store
- Gravity Store
- SMES
- Dimensional Store
- Process Heat
- Electric Heater and Heat Exchanger
- Incidents and Safety
- Radiation
Processing
- Crusher
- Induction Furnace
- Metal Former
- Assembler
- Plant Processor
- Farming Station
- Tree Harvester
- Electrolyzer
- Air Separator
- Chemical Reactor
- Industrial Centrifuge
- Crystallizer
- Tunnel Furnace
- Foundry
- Chemical Plant
- Assembly Complex
- Agricultural Facility
- Particle Facility
- Quantum Facility
- Matter Reconstructor
- Deep Core Extractor
- Plant Speed Modules
- Materials and Recipes
Rift
- The Rift
- Building the Complex
- Structure Parts
- Rift Gate Assembly
- Power Injection Array
- Stabilization Tower
- Coordinate Computation Array
- Dimensional Observatory
- Extraction Array
- Matter Receiving Facility
- Linking the Complex
- Running the Rift
- The Rift Console
- Research and Signals
- The Research Tree
- Mining
- Sectors and Diminishing Returns
- The Job Program
- Rift Map Table
- Command Terminal and Monitors
- Rift Materials
Storage
- The Storage Network
- Storage Controller
- Storage Units
- Storage Access Terminal
- Storage Interface
- External Storage Interface
- Bulk Tank
- Warehouse
- Linking Storage
Logic
Reference
Items and Blocks
- Advanced Circuit
- Ash
- Basic Circuit
- Bio Fertilizer
- Biomass
- Block Die
- Block Mold
- Casting Basin
- Charged Quantum Crystal
- Coal Dust
- Conductive Alloy Ingot
- Conveyor
- Copper Coil
- Copper Dust
- Copper Plate
- Copper Wire
- Creative Battery
- Creative Gas Tank
- Deepslate Lead Ore
- Deepslate Lithium Ore
- Deepslate Uranium Ore
- Efficiency Upgrade
- Emergency Vent
- Energy Cell
- Energy Transformer
- Exotic Matter
- Field Emitter
- Field Stabilizer
- Fluid Tank
- Gas Compressor
- Gas Tank
- Gear Die
- Gear Mold
- Generator Coil
- Gold Dust
- Gold Plate
- Heat Exchanger Tubes
- Induction Coil
- Industrial Frame
- Ingot Mold
- Iron Dust
- Iron Plate
- Irradiated Residue
- Laser Optic
- Block of Lead
- Lead Ingot
- Lead Ore
- Lithium Carbonate
- Lithium Dust
- Lithium Ore
- Machine Frame
- Nugget Mold
- Parallel Upgrade
- Pattern Card
- Plant Fiber
- Plate Die
- Plate Mold
- Polymer Sheet
- Precision Alloy Ingot
- Precision Frame
- Pump
- Quanta Linker
- Quantum Crystal
- Quantum Frame
- Quantum Processor
- Range Upgrade
- Raw Lead
- Raw Lithium
- Raw Uranium
- Refractory Bricks
- Rod Die
- Rod Mold
- Rotor Blade
- Rotor Shaft
- Sensor Module
- Servo Motor
- Silicon
- Silicon Boule
- Silicon Wafer
- Solidified Melt
- Speed Upgrade
- Stabilized Matter
- Steel Blend
- Steel Dust
- Steel Gear
- Steel Ingot
- Steel Plate
- Steel Rod
- Superconductor Wire
- Uranium Dust
- Uranium Ore
- Wire Die
- Yield Upgrade