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Build Agricultural Facility

CaptainGummiball edited this page Oct 25, 2026 · 1 revision

Agricultural Facility

The Agricultural Facility is an indoor farm. Planter Beds on its floor grow crops and trees under Grow Lights, and a harvest bridge drives over the beds and collects what is ripe. The plants grow in the beds, never as blocks in the world, so the facility needs no light from outside and changes nothing around it.

  • What grows: every plant the Farming Station knows – vanilla crops, bushes, sugar cane, cactus, melon and pumpkin stems, nether wart, and plants of other mods (through crop rules and tags) – plus trees with a growth profile (built in: oak, birch, spruce, jungle, acacia, dark oak, cherry, mangrove). Cocoa does not grow in beds.
  • Beds: a plain Planter Bed for most plants, a Nether Planter Bed for nether wart (and plants in the tag quantaworks:beds/soul_sand), a Desert Planter Bed for cactus and sugar cane (tag quantaworks:beds/sand). At most 64 beds count.
  • Growth time is what the plant needs in the world on average (with the default random tick speed), divided by the acceleration. The screen sets it from ×1 to ×8. Energy per growing bed: 50 E/t at ×1, up to 1,563 E/t at ×8 – a full facility at ×8 takes about 100,000 E/t.
  • Water: plants that need water use 20 mB per growth stage (through a Fluid Input Port).
  • Harvest: the loot of the ripe plant, minus one seed for the replant. Bio Fertilizer in its slot gives a 25 % chance of one more of each product (never seeds).

The example below is 9 × 4 × 9 with 49 Planter Beds (the whole floor), four Grow Lights in the roof and the harvest bridge drive in the back wall. Inputs are on the left wall, output and Energy Hatch on the right.

Rules

  • Size: 5 to 17 wide, 4 to 6 high, 5 to 17 deep.
  • Frame (edges and corners): Industrial Casing only (or blocks in quantaworks:multiblock/casing).
  • Walls and roof: Industrial Casing, Industrial Viewport, Grow Light, Harvest Bridge Drive, plus the controller and ports.
  • Ports:
    • Item Input Port: seeds and saplings, Bio Fertilizer.
    • Item Output Port: the harvest.
    • Fluid Input Port: water.
    • Energy Hatch (tier 2 – 5): energy in, at most 4.
  • Inside: beds on the floor layer of the interior, air everywhere else.
  • Required: at least 1 bed, one Grow Light per 16 beds (at least one), exactly one Harvest Bridge Drive.
  • Controller: the Agricultural Facility Controller sits in a wall and faces out; the block right behind it must be inside the facility.

Running it

Put seeds or saplings into the input, pipe water into the fluid port and connect energy. The facility plants empty beds by itself. The screen shows energy, water, how many beds are planted and ripe, and the acceleration with its cost per bed. When the output is full, the bridge waits.

Common error messages

Message What to do
The controller must sit in a wall, front facing out Put the controller into a wall so that the block behind it is inside.
Structure too small ((size)) / Structure too large or not closed near (position) Keep within 5 – 17 × 4 – 6 × 5 – 17 and close every wall.
Missing parts: bed:1 Put at least one Planter Bed on the floor inside.
Missing parts: grow_light:(n) One Grow Light per 16 beds.
Missing parts: harvest_bridge:1 Exactly one Harvest Bridge Drive in a wall.
Too many ports of one kind: bed:64 allowed At most 64 beds.
Wrong block at (position) (expected: air|bed) Only beds on the floor inside, nothing above them.
"No water" Pipe water into the Fluid Input Port.

Sight glass

Every wall block that is not on an edge may be Industrial Viewport (or any block a data pack puts into the tag quantaworks:multiblock/glass) instead of the casing. The plant works the same, and through the glass you see what happens inside while it runs. The example below has Industrial Viewport in its front.

Step by step

The example below is 9 wide, 4 high and 9 deep. The example forms as shown (checked in the game when the pictures were taken).

Each step shows the plant from the front left after one more layer is placed (from the bottom up), and a top-down map of that layer: the back of the plant at the top, the front with the controller at the bottom. The letters match the parts lists.

All parts of the example:

Key Block Count
A Industrial Casing 203
E Planter Bed 49
B Industrial Viewport 13
G Grow Light 4
C Agricultural Facility Controller 1
I Energy Hatch (Tier 2) 1
H Fluid Input Port 1
J Harvest Bridge Drive 1
D Item Input Port 1
F Item Output Port 1

Step 1: Layer 1

Step 1: Layer 1

Top-down map of step 1

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

Step 2: Layer 2

Step 2: Layer 2

Top-down map of step 2

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

Step 3: Layer 3

Step 3: Layer 3

Top-down map of step 3

Parts in this step: Harvest Bridge Drive (J) ×1, Industrial Casing (A) ×24, Industrial Viewport (B) ×7

Step 4: Layer 4

Step 4: Layer 4

Top-down map of step 4

Parts in this step: Grow Light (G) ×4, Industrial Casing (A) ×77

Finished

The finished Agricultural Facility

In operation

Agricultural Facility in operation

Tips

  • The growing plants show in the beds with their real models, stage by stage, and the bridge carriage moves to every ripe bed – the viewport front is worth it.
  • ×8 is fast but costly: the energy per bed grows faster than the speed.

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