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Growth Chambers

JohnBraham edited this page Nov 4, 2026 · 1 revision

Growth chambers

The greenhouse has two jobs: the Control Unit turns supplies into greenhouse power, and the Growth Chamber spends it to grow plants.

  1. Connect FE and water to the Control Unit. Add bone meal to its fertilizer slot. The unit's water tank holds 4,000 mB.
  2. Put a Growth Chamber next to the Control Unit. Add more chambers touching the first if you need them; the controller serves up to 16 chambers in a connected cluster. There is no separate greenhouse cable.
  3. In the chamber, give each of its three lanes a seed and suitable soil. Start with wheat seeds and a dirt block. The lane's growing recipe decides the outputs. Seeds and soil are not consumed.
  4. Leave room in the shared harvest slots or connect an output inventory. A completed harvest waits if it does not fit. A stalled output is not a signal to add more fertilizer.

No growth? Check that the controller has FE, water and fertilizer, that neither unit is stopped by redstone, and that the particular seed/soil pair has a recipe. A pause keeps progress; swapping seed or soil restarts that lane. The upgrade slot is separate from seeds and soil, and some recipe results require an upgrade.

The default cost is 32 FE, 2 mB water and one fertilizer unit per greenhouse unit. A growing lane spends one greenhouse unit per tick. Bone meal supplies 1,000 fertilizer units. These are the rewrite's rules, not the old dirt-consumption behavior.

Growing recipes, accepted soils and upgrades

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