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Codex Processing Farming Station


The Farming Station window: 1 input slots, 3 output slots, 4 upgrade slots, 5 energy and tank bars, 6 value, status and redstone lines, 7 buttons (redstone mode, telemetry, codex).
The Farming Station plants, harvests and tends a field in front of it, all on its own: it sows from its seed slots, picks what is ripe, replants, fertilizes and keeps the farmland wet. The harvest lands in its output slots, ready for pipes. It is a tier I machine and runs on any energy source.
The field is a square directly in front of the machine (the side that faced you when you placed it), at the height of the machine itself: the plants stand at the same level as the station, the farmland lies one block lower. Its size is 2 × radius + 1 blocks; the radius is the server setting terrain.fieldRadius (default 4, allowed 1–6), so a normal field is 9 × 9.
The station does not till: prepare the farmland yourself (or use soil the plant needs, such as soul sand for nether wart). It visits one spot per action, row by row in a snake line, and waits terrain.fieldInterval (default 10, allowed 1–200) ticks between two actions.
- Harvest: a ripe plant is harvested. A crop replants itself with one seed from its own drops; if the harvest holds no seed, the plant is removed and the spot is free again. Nothing is created from nothing.
- Plant: on an empty spot it plants the first seed from its seed slots that can grow there.
- Tend: if it planted nothing, it uses one fertilizer on a growing plant. Unless it harvested, it also wets dry farmland under the spot with 10 mB of water.
The M button in the top right corner switches the mode: "Mode: plant and harvest", "Mode: harvest only" or "Mode: plant only". Tending happens in every mode.
- Crops such as wheat, carrots, potatoes and beetroot (every crop block of every mod).
- Nether wart and cocoa (cocoa is harvested and replanted, but cannot be planted from the seed slots).
- Sweet berry bushes: picked, the bush stays.
- Pumpkins and melons, but only those grown by a stem; plant their seeds and leave room next to the stem inside the field. Pumpkins and melon blocks are no seeds: the seed slots do not take them.
- Sugar cane, cactus and bamboo: everything above the lowest block is cut, the base stays.
Plants of other mods with unusual growth need a crop rule. A data pack adds one as a file in data/<namespace>/qnet/crop/, for example {"blocks": ["mod:plant", "#mod:plants"], "type": "age_property", "property": "age"}; the types are crop_block, age_property, fruit, column, bush and attached. The block tags qnet:crops/age, qnet:crops/fruit, qnet:crops/column, qnet:crops/bush and qnet:crops/plantable work as well. A plant with growth stages that no rule knows is left alone, and the note line says "A plant here is not supported (add a crop rule in a data pack)".
- Energy bar and water tank on the left.
- Six seed slots, the fertilizer slot (top) and the tool slot (bottom).
- Nine output slots, and on the right edge the
Range Upgrade slot (top) and the
Yield Upgrade slot. - The status line and the note line, which shows the mode or a note.
The seed slots take only items the station can plant. The fertilizer slot takes bone meal and
Bio Fertilizer. The tool slot takes any tool with durability: its enchantments, such as Fortune, count for the harvest, and it never wears out.
The station holds 100,000 E and takes up to 4,000 E per tick on every side, from a Pipster cable, a generator next to it or any FE or Team Reborn Energy source. While it is switched on it uses 20 E every tick, and 200 E for every action that did something (harvest, plant, fertilize or water). Visiting a spot with nothing to do costs only the 20 E per tick.
| Upgrade | Up to | Effect per upgrade |
|---|---|---|
|
|
2 | the field grows by 2 blocks on every side (9 × 9 → 13 × 13 → 17 × 17), 30 % more energy per action |
|
|
2 | 15 % of the harvests give one more piece of each product, 60 % more energy per action |
Upgrades work at once. The yield bonus applies to every product except pure seeds (the c:seeds tag, such as wheat, beetroot, pumpkin and melon seeds), so carrots, potatoes, sugar cane, cactus, bamboo, nether wart, sweet berries, wheat, pumpkins, melon slices and cocoa beans all get it. Like all chances in QNet the bonus comes in a fixed rhythm, not by luck: 15 % means one extra piece about every seventh harvest of that product. Upgrades are made in the
Quantum Facility.
- The station changes the world as the player who placed it: spawn protection, the world border and claims of Open Parties and Claims or FTB Chunks protect against it like against that player. A protected spot is skipped, and the note line says "Some spots are protected – the owner may not build there".
- Spots in chunks that are not loaded are skipped; the station never loads chunks.
- With the game rule
doTileDropsoff, harvests give nothing. - The server can switch all field machines off with
terrain.fieldMachines(default true).
- Pipes, hoppers and other mods can put seeds, fertilizer, a tool and upgrades in from every side; each slot takes only what it accepts.
- Items can only be taken out of the nine output slots.
- Water goes into the tank from every side (only water).
- The harvest goes in only when all of it fits, counting a possible yield bonus. Otherwise the station waits at that spot, and nothing drops on the ground.
The station has no redstone mode. A Grid Monitor that pauses machines can stop it.
| Status | Meaning |
|---|---|
| Working | The station is switched on and has energy. |
| Idle | It is paused, for example by a Grid Monitor. |
| Waiting for energy | The buffer is too low for the next action or for the running cost. |
| Output full – take the harvest out | The harvest does not fit; the station waits at that spot. |
| Area not loaded | No spot of the field is in a loaded chunk. |
| Farms are switched off on this server | The server setting stops all field machines. |
The Farming Station needs iron plates, an iron hoe, two seeds, a composter and redstone.
| Iron Hoe | ||||
| Wheat Seeds | Composter | Wheat Seeds | → |
|
| Redstone Dust |
When you break it, it keeps its energy, its water and its mode; the items in its slots and the upgrades drop. Placed again, it works for the player who placed it.
While it works, the scanner on top turns slowly. Harvested plants break with their normal particles, fertilized ones sparkle like after bone meal, and the station gives off a little light.
Tip
Water and fertilizer Pipe water into the station and keep bio fertilizer in the slot: the field never dries out, and fertilized plants are ripe for the next round much sooner.
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