Farming Modules
Modules snap onto a plot to upgrade it. Each is built separately and placed onto a plot slot. Any module works on any plot type (Crop, Mycelia, Tree).
There are three: Irrigation, Harvester, and Greenhouse.
Modules at a glance
| Module | Effect | Build Cost | Power Needed | Unlocks at |
|---|---|---|---|---|
Irrigation Module |
Supplies water or Fertilizer to the crops. This is what lets a plot run the water-enriched and fertilized recipes |
25x Copper Sheet + 15x Steel Pipe + 10x Cable |
5 MW |
Tier 3 |
Harvester Module |
Automates harvesting. Outputs the crop to a belt instead of manual pickup |
20x Cable + 15x Rotor + 20x Modular Frame + 25x Steel Beam |
10 MW |
Tier 3 |
Greenhouse Module |
Speeds up crop growth |
50x Iron Plate + 12x Modular Frame + 30x Silica |
5 MW |
Tier 4 |
A fully-kitted plot typically runs Irrigation (for water/Fertilizer) + Harvester (for automatic output), with a Greenhouse added to cut growth time.
How the modules work together
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The Irrigation Module is the gateway to higher yields: without it, a plot can only run the normal (seeds-only) recipe. Pipe Water in for the water-enriched recipe, or Fertilizer in for the fertilized recipe (roughly 4x the output, see the crop reference).
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The Harvester Module turns a plot from a manual-pickup chore into a hands-off producer that feeds a belt.
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The Greenhouse Module shortens the growth time, raising throughput on top of whichever recipe the plot is running. It cannot be placed on tree plots.
Tips
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Add an Irrigation + Harvester pair as soon as you can (both unlock at Tier 3). The combination gives you automated, Fertilizer-boosted output.
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The Greenhouse is a multiplier on everything else: fit it once your Fertilizer supply can keep the faster cycles fed. It cannot be placed on tree plots.
See also
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Farming Plots, the plots these modules upgrade
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Composter, makes the Fertilizer an Irrigation Module feeds in
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Crop reference, normal vs fertilized numbers