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Growth Chambers
The greenhouse has two jobs: the Control Unit turns supplies into greenhouse power, and the Growth Chamber spends it to grow plants.
- Connect FE and water to the Control Unit. Add bone meal to its fertilizer slot. The unit's water tank holds 4,000 mB.
- 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.
- 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.
- 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.
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