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

  • 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).

  • The Harvester Module turns a plot from a manual-pickup chore into a hands-off producer that feeds a belt.

  • 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

  • Add an Irrigation + Harvester pair as soon as you can (both unlock at Tier 3). The combination gives you automated, Fertilizer-boosted output.

  • 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