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Automation
The Planter and Harvester are NF-powered machines that work a square area of grow beds around themselves, so a flat farm can run hands-free. Both use the same bounded, interval-batched engine and never scan the whole area every tick or force-load chunks.
Build a flat field of grow beds around the machine at the machine's own Y level. Each work interval the machine processes a bounded number of columns from a rolling cursor:
- The Planter looks for an empty bed with a spare space above it and plants a matching seed from its inventory, validating the same catalog, tier, gate and dimension rules as manual planting.
- The Harvester takes any mature crop in the area in place — the plant and its harvest history are preserved (no block replacement), and produce goes to its inventory or drops at the machine if full.
Work is phase-offset per position so neighbouring machines do not all fire on the same tick, a fixed number of columns are handled per pass, unloaded columns are skipped, and each operation costs NF.
Hoppers and pipes load seeds into a Planter and pull produce from a Harvester through the machine's item faces and Core side configuration. You can also right-click the machine with a seed, a fertiliser, or an upgrade module in hand to drop it straight into a free slot; right-click with an empty hand to read the machine's status (mode, area size, NF, owner, speed).
Core upgrade modules slot into every machine. Range modules step the work area 3×3 → 5×5 → 7×7 → 9×9 (clamped at 9×9). Speed modules make passes more effective and Efficiency modules lower the energy cost, exactly as on the fabrication machines.
If owner tracking is enabled (config automation.track_owner, on by default), a machine records only the
placing player's UUID — never a name — so a claims/protection mod can authorise its edits. Standalone, with
no claims mod, machines work freely on loaded chunks. A player-data erasure request clears the stored owner
from any loaded machine.
See also: Fertiliser, Side Configuration.