# Automated Crop Towers A crop tower is a vertical multiblock that farms many crops in a compact footprint, hands-free. It is **colony-scale automation, not a shortcut** — every slot obeys the same rules as an ordinary crop, so a tower can never out-produce or duplicate compared with an equivalent farm. ## Building a tower Place a **Crop Tower Controller**, then stack **Crop Tower Frame** blocks directly above it. The tower's **tier is its height**: it forms once the casing run reaches the minimum height and its capacity is `height x slots-per-layer`, up to a configured maximum (a taller stack simply caps out). The controller caches the formed structure and only rechecks it when a block changes or on a slow safety interval — it never scans the whole structure every tick. ## Running a tower Feed the controller through Core [side configuration](Side-Configuration.md): - **Resource seeds** into the seed slots — the tower plants empty slots from them. - **Nero Flux and Nutrient** — each growth step costs the same NF and nutrient as a powered grow bed. - An optional **Speed or Yield Fertiliser** in the fertiliser slot boosts growth or harvest within the same caps as field fertiliser. - **Material Essence** is deposited into the output slots on harvest; pull it with hoppers or pipes. Each cycle the controller works a bounded number of slots from a rolling cursor: it plants an empty slot, advances a growing one (paying NF/nutrient), or harvests a mature one. Planting, the progression gate, capped yield, and genetics/fertiliser bonuses all use the **same shared logic** as ordinary crops. ## Genetics, contents, and safety Slots carry full [genetics](Genetics.md) and harvest history, which are preserved on save, chunk unload, and restart. Breaking the controller returns every stored item plus a seed for each planted slot (with its genetics and history), so nothing is lost when you take a tower down. Right-click the controller for its status (formed/height/slots/planted/NF/nutrient). ## Performance Work is bounded per pass and phase-offset, contents are cached, and crops are virtual slots rather than thousands of blocks — so a tower stays cheap even at colony scale. Any crop-layer visuals are presentation only; the server logic never depends on the renderer. See also: [Resource Crops](Resource-Crops.md), [Automation](Automation.md), [Genetics](Genetics.md).