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GT New Horizons · Medium Voltage (MV)

Industrial Farm

The Industrial Farm (IF) is an MV tier multiblock for the mass farming and harvesting of crops. The IF can only grow a single type of crop at a time, but the capacity increases significantly with the tier of the seed beds and therefore the length of the machine since the two are linked together. The IF simulates the growth of crops inside the machine as if they were placed physically in the world, except that weeds cannot grow and crops cannot get sick. The only inputs are water, power, and potentially fertilizer. The outputs scale with the crop's average stats, any environmental bonuses, and upgrade unit bonuses. There are five unique upgrade units in total and 1-12 upgrade slots based on the length of the machine, but they must match the tier of the seed beds exactly.

Construction

The length of the IF ranges from 3-14 blocks long based on the tier of the seed beds. Upgrade units are limited to any wood frame box on the top layer of the structure and must match the tier of the seed beds exactly. Buses/hatches are limited to the center bricked agricultural casings on either end of the structure. The glass determines the maximum tier of the energy hatch. Laser energy hatches are not supported, but there can be a single multi-amp energy hatch if there is an overclocked growth acceleration unit present. If not, there can be multiple regular energy hatches. Use the Multiblock Structure Hologram Projector to visualize/build the structure with subchannels "if_tier" and "glass" to specify the structure and glass tier, respectively. Upgrade units are not auto-placed unless subchannel "if_upgrade" is set to 1.

Base Structure
  • Controller: Front center, 2nd layer
  • 16-27 Bricked Agricultural Casing
  • 4 Any Tiered Glass (Tiered)
  • 3 Seed Bed (Tiered)
  • 0-1 Wood Frame Box
  • 0-1 IF Upgrade Unit: Any wood frame box
  • 1+ Energy Hatch: Any center end casing
  • 1 Maintenance Hatch: Any center end casing
  • 0+ Input Bus: Any center end casing
  • 1+ Input Hatch: Any center end casing
  • 1+ Output Bus: Any center end casing
Each Additional Slice
  • 4 Any Tiered Glass (Tiered)
  • 3 Seed Bed (Tiered)
  • 2 Bricked Agricultural Casing
  • 0-1 Wood Frame Box
  • 0-1 IF Upgrade Unit: Any wood frame box

Wallsharing

IFs may wallshare each of their sides to save on casings, glass, and buses/hatches. Overlapping the top layer with another one directly overhead and upside down is the most effective and highly recommended because it shares an entire set of upgrade units. Do not forget to rotate the controller of the top one with a wrench.

Usage

The IF has three operating modes, listed below. Switch modes in the GUI of the controller, or by right-clicking the controller with a screwdriver. Seeds and undersoil blocks may also be inserted or extracted manually through the controller while the machine is disabled regardless of the current mode. The operating mode does NOT generate additional seeds, only products.

  • Input - Imports seeds and undersoil blocks from an input bus. Does not consume power.
  • Farm - Grows the seeds and pushes products to an output bus.
  • Output - Exports any stored seeds and undersoil blocks to an output bus. Does not consume power.

The IF runs on a fixed 5 second cycle regardless of the current seed(s) or their stats, and has a base power consumption of 0.9375A at the voltage tier of the seed beds. At the beginning of each cycle, the IF consumes water from an input/reservoir hatch and optionally fertilizer from an input bus. The amount consumed depends on the total seed capacity of the machine, as seen in the following equations. Enriched fertilizer's potency bonus still applies which means it is consumed at 1/10th the rate as regular fertilizer (multiply by 0.1 inside the ceiling operator). It does not matter how many seeds are actually inside the machine so there is no benefit to running the farm with any less than the maximum capacity.

Water/Cycle (L) = ⌈ Seed Capacity × 2 OC × 100 / 256 ⌉ {\displaystyle {\displaystyle {\text{Water/Cycle (L)}}=\lceil {\text{Seed Capacity}}\times 2^{\text{OC}}\times 100/256\rceil }}

Fertilizer/Cycle (L) = ⌈ Seed Capacity × 2 OC × 100 / 256 ⌉ {\displaystyle {\displaystyle {\text{Fertilizer/Cycle (L)}}=\lceil {\text{Seed Capacity}}\times 2^{\text{OC}}\times 100/256\rceil }}

Crop Production

The IF simulates the growth of the crops inside and scales the average result. It uses all the same equations as crops in the physical world except the hydration and sky access bonuses are both automatically maxed out regardless of the weather or the IF's surroundings. That means humidity, biome, and fertilizer are the only environmental factors that impact the performance of the machine, but even then the humidity is irrelevant as long as one or more biome preferences are met. Easily change biomes with Witchery's brew of shifting seasons, Thaumcraft's arcane terrestrial reformer, or Bloodmagic's ritual of gaia's transformation. Fertilizer can still be supplied even without a fertilization unit.

Humidity Bonus = ⌊ Max ( 0 ,  Min ( 1 , Humidity % − 0.5 0.3 ) ) × 14 ⌋ {\displaystyle {\displaystyle {\text{Humidity Bonus}}=\lfloor {\text{Max}}{\Biggl (}0,{\text{ Min}}{\Biggl (}1,{\frac {{\text{Humidity}}\%-0.5}{0.3}}{\Biggr )}{\Biggr )}\times 14\rfloor }} Biome Bonus = Min(2,  Biome Preferences Met ) × 14 {\displaystyle {\displaystyle {\text{Biome Bonus}}={\text{Min(2, }}{\text{Biome Preferences Met}})\times 14}}
Nutrients = 17 + Max ( Humidity Bonus ,  Biome Bonus ) + { 0 , if no fertilizer 10 , if fertilizer {\displaystyle {\displaystyle {\text{Nutrients}}=17+{\text{Max}}({\text{Humidity Bonus}},{\text{ Biome Bonus}})+{\begin{cases}0,&{\text{if no fertilizer}}\\10,&{\text{if fertilizer}}\end{cases}}}}
Fertilizer Conditions Nutrients
✗ No Biome Matches 17
✓ No Biome Matches 27
✓ 1 Biome Match or 80%+ Humidity 41
✓ 2+ Biome Matches 55

Next, calculate the overall growth percentage of the crops from its growth speed and growth mult. These primarily depend on the nutrient score above and the crop's average stats ( Ga {\displaystyle {\displaystyle {\text{Ga}}}} =Gain, Gr {\displaystyle {\displaystyle {\text{Gr}}}} =Growth, T {\displaystyle {\displaystyle {\text{T}}}} =Tier). The overclocks only apply if there is an overclocked growth acceleration unit present. The maximum growth per cycle is 100% even if the crops could theoretically grow more in under 5 seconds.

Growth Speed  = { ⌊ ( 6 + Gr ) × ( 1 + 0.05 Nutrients − 0.1 T ) ⌋ , if Nutrients ≥ 2 T ⌊ Max(0,  ( 6 + Gr ) × ( 1 + 0.2 Nutrients − 0.4 T ) ) ⌋ , if Nutrients < 2 T {\displaystyle {\displaystyle {\text{Growth Speed }}={\begin{cases}\lfloor (6+{\text{Gr}})\times (1+0.05{\text{Nutrients}}-0.1{\text{T}})\rfloor ,&{\text{if Nutrients}}\geq 2{\text{T}}\\\lfloor {\text{Max(0, }}(6+{\text{Gr}})\times (1+0.2{\text{Nutrients}}-0.4{\text{T}}))\rfloor ,&{\text{if Nutrients}}<2{\text{T}}\end{cases}}}}

Growth Mult = ( 1 + Growth Acceleration Units ) × 2 OC × { 1.0 , if no fertilization unit 1.5 , if fertilization unit {\displaystyle {\displaystyle {\text{Growth Mult}}=(1+{\text{Growth Acceleration Units}})\times 2^{\text{OC}}\times {\begin{cases}1.0,&{\text{if no fertilization unit}}\\1.5,&{\text{if fertilization unit}}\end{cases}}}}

Growth % = Growth Mult × 100 / 256 ⌈ Crop Growth Points / Growth Speed ⌉ {\displaystyle {\displaystyle {\text{Growth}}\%={\frac {{\text{Growth Mult}}\times 100/256}{\lceil {\text{Crop Growth Points}}/{\text{Growth Speed}}\rceil }}}}

Finally, calculate the overall output from the additive bonus and mult bonus. These primarily depend on the crop's average stats and are boosted yet again by the fertilization unit. This is also where the seed bed bonus and advanced harvesting unit bonuses are applied. The fertilization unit (FU) output bonus is 0 without a fertilization unit present and 0.5 with a fertilization unit present.

Additive Bonus = 0.01 × ( Ga + 1 ) {\displaystyle {\displaystyle {\text{Additive Bonus}}=0.01\times ({\text{Ga}}+1)}}

Mult Bonus = ( Crop Drop Rate ) T × 1.03 Ga × ( 1 + Seed Bed Bonus + FU Output Bonus ) × ( 1 + 0.2 × Harvesting Units ) {\displaystyle {\displaystyle {\text{Mult Bonus}}=({\text{Crop Drop Rate}})^{\text{T}}\times 1.03^{\text{Ga}}\times (1+{\text{Seed Bed Bonus}}+{\text{FU Output Bonus}})\times (1+0.2\times {\text{Harvesting Units}})}}

Output = ( Output Stack Size + Additive Bonus ) × Output Base Chance × Mult Bonus × Growth % {\displaystyle {\displaystyle {\text{Output}}=({\text{Output Stack Size}}+{\text{Additive Bonus}})\times {\text{Output Base Chance}}\times {\text{Mult Bonus}}\times {\text{Growth}}\%}}

Summary

MV HV EV IV LuV ZPM UV UHV UEV UIV UMV UXV
Machine Tier 1 2 3 4 5 6 7 8 9 10 11 12
Length 3 4 5 6 7 8 9 10 11 12 13 14
Glass 4 8 12 16 20 24 28 32 36 40 44 48
Seed Beds 3 6 9 12 15 18 21 24 27 30 33 36
Upgrade Units 1 2 3 4 5 6 7 8 9 10 11 12
Seed Capacity 225 361 529 729 961 1,225 1,521 1,849 2,209 2,601 3,025 3,481
Seed Bed Bonus +40% +60% +80% +100% +120% +140% +160% +180% +200% +220% +240% +260%
Water/Cycle 88L 142L 207L 285L 376L 479L 595L 723L 863L 1,017L 1,182L 1,360L
Fertilizer/Cycle 88L 142L 207L 285L 376L 479L 595L 723L 863L 1,017L 1,182L 1,360L

Upgrade Units

The IF may be equipped with various upgrade units to improve the growth rate of crops and the overall performance of the machine. There are 5 unique upgrade units to choose from and 1-12 upgrade slots based on the length of the machine, since they replace the wood frame boxes on the top layer of the structure. The tier of the upgrade units must match the tier of the seed beds exactly.

Advanced Harvesting Unit

(MV+) This unit increases the amounts of drops by +20% and power consumption by +50% per unit. Higher tier units offer the exact same bonuses. There can only be two advanced harvesting units per IF.

Fertilization Unit

(MV+) This unit forces the IF to always consume enriched fertilizer (without any potency bonus) at the beginning of each cycle to increase growth speed by x1.5, the number of drops by +50%, and power consumption by +50%. That means the amount of enriched fertilizer consumed is equivalent to the original amount of regular fertilizer consumed, and the latter can no longer be used in the IF at all. Higher tier units offer the exact same bonuses at the cost of more enriched fertilizer per cycle. Running out of enriched fertilizer halts processing but does not shut the machine down. There can only be one fertilization unit per IF.

Environmental Enhancement Unit

(MV+) This unit unlocks an environmental module slot in the GUI of the controller and increases power consumption by +50% per unit. Environmental modules change the simulated temperature and/or biome inside the machine to improve the crop's nutrient stats. Higher tier units offer the exact same bonuses. There can only be two environmental enhancement units per IF.

Growth Acceleration Unit

(MV+) This unit increases the growth speed of crops by +100% and power consumption by +125% per unit. This unit is incompatible with the overclocked growth acceleration unit and higher tier units offer the exact same bonuses. There is no limit to the amount of growth acceleration units per IF.

Overclocked Growth Acceleration Unit

(ZPM+) This unit unlocks the ability to use ONE multi-amp energy hatch instead of regular energy hatches and grants the IF unlimited imperfect overclocks. Each overclock doubles the output production, water consumption, and fertilizer consumption at the cost of 4x power but does not affect the base cycle duration. This unit is incompatible with the growth acceleration unit and higher tier units offer the exact same bonuses. There can only be 1 overclocked growth acceleration unit per IF.

Optimal Configurations

The following table lists the optimal upgrade configurations for each IF tier from MV to UXV. Optimal in this case means the highest output per cycle with 31/31/31 seeds assuming that enriched fertilizer is always present, there is enough power for the maximum number of overclocks, and all nutrient bonuses come from Environmental Enhancement Units rather than natural biome matches. The following are the abbreviations for each upgrade unit:

  • F = Fertilization Unit
  • G = Growth Acceleration Unit
  • E = Environmental Enhancement Unit
  • H = Advanced Harvesting Unit
  • OC = Overclocked Growth Acceleration Unit
Industrial Farm Upgrade Units Nutrients Example Outputs
Tier Seeds Energy Hatches Power Amps F G E H OC Salty Root (T4) Oil Berry (T8) Diareed (T12)
MV 225 1x MV 180 EU/t 1.41A MV 1 27 38.8 /s 12.8 /s 0.60 /s
HV 361 2x HV 1,320 EU/t 2.58A HV 1 1 27 138.0 /s 45.6 /s 2.00 /s
EV 529 2x EV 7,680 EU/t 3.75A EV 1 2 27 332.2 /s 109.8 /s 4.80 /s
IV 729 3x IV 40,320 EU/t 4.92A IV 1 3 27 663.4 /s 219.2 /s 9.60 /s
LuV 961 3x LuV 176,640 EU/t 5.39A LuV 1 3 1 41 944.4 /s 312.0 /s 13.6 /s
ZPM 1,225 1x ZPM (64A) 6,881,280 EU/t 52.5A ZPM 1 2 2 1 55 2,198 /s 747.6 /s 36.0 /s
UV 1,521 1x UV (64A) 27,525,120 EU/t 52.5A UV 1 2 2 1 55 2,917 /s 992.2 /s 48.0 /s
UHV 1,849 1x UHV (64A) 110,100,480 EU/t 52.5A UHV 1 2 2 1 55 3,775 /s 1,284 /s 62.0 /s
UEV 2,209 1x UEV (64A) 440,401,920 EU/t 52.5A UEV 1 2 2 1 55 4,784 /s 1,627 /s 78.6 /s
UIV 2,601 1x UIV (64A) 1,761,607,680 EU/t 52.5A UIV 1 2 2 1 55 5,954 /s 2,025 /s 98.0 /s
UMV 3,025 1x UMV (64A) 7,046,430,720 EU/t 52.5A UMV 1 2 2 1 55 7,299 /s 2,482 /s 120.0 /s
UXV 3,481 1x UXV (64A) 28,185,722,880 EU/t 52.5A UXV 1 2 2 1 55 8,831 /s 3,003 /s 145.2 /s

Notice that upgrading seed beds beyond ZPM does not allow you to add more upgrade units because each one has its own individual cap. Output production continues to increase from the higher seed bed bonuses and the higher seed capacities, but it does not scale nearly as well as additional imperfect overclocks on ZPM farms. In other words, stop upgrading the seed beds and instead upgrade the energy hatch, as seen in the following table. This also saves from having to completely re-pattern and re-build all existing IFs each voltage tier.

Industrial Farm Upgrade Units Nutrients Example Outputs
Tier Seeds Energy Hatches Power Amps F G E H OC Salty Root (T4) Oil Berry (T8) Diareed (T12)
ZPM 1,225 1x ZPM (64A) 6,881,280 EU/t 52.5A ZPM 1 2 2 1 55 2,198 /s 747.6 /s 36.0 /s
ZPM 1,225 1x UV (64A) 27,525,120 EU/t 52.5A UV 1 2 2 1 55 4,396 /s 1,495 /s 72.4 /s
ZPM 1,225 1x UHV (64A) 110,100,480 EU/t 52.5A UHV 1 2 2 1 55 8,792 /s 2,990 /s 144.6 /s
ZPM 1,225 1x UEV (64A) 440,401,920 EU/t 52.5A UEV 1 2 2 1 55 17,585 /s 5,980 /s 289.2 /s
ZPM 1,225 1x UIV (64A) 1,761,607,680 EU/t 52.5A UIV 1 2 2 1 55 35,170 /s 11,961 /s 578.4 /s
ZPM 1,225 1x UMV (64A) 7,046,430,720 EU/t 52.5A UMV 1 2 2 1 55 70,341 /s 23,922 /s 1,157 /s
ZPM 1,225 1x UXV (64A) 28,185,722,880 EU/t 52.5A UXV 1 2 2 1 55 140,683 /s 47,844 /s 2,313 /s

Imperfect overclocks are clearly better than upgrading the seed beds, but they are still not perfectly energy efficient. Their 2x speed for 4x power doubles the total EU cost per seed which is eventually unsustainable. The next best option to scaling production is building additional IFs. That requires more seeds and upgrade units, but it keeps power costs low. For example, four ZPM farms each with a 64A ZPM energy hatch have the same output as one ZPM farm with a 64A UHV energy hatch but cost 25% of the power.

Crops

See More: CropsNH

The following table lists all the crops that specifically require the IF. Their required light levels can be ignored since that has no effect on the operation of the machine, but their biome preferences directly impact the nutrient score. The drop multiplier is typically 0.95 Tier {\displaystyle {\displaystyle 0.95^{\text{Tier}}}} but there is one exception here highlighted BLUE. Magical nightshade is instead 0.93 Tier {\displaystyle {\displaystyle 0.93^{\text{Tier}}}} . For a full list of crops and their stats, visit the CropsNH page linked above.

Tier Crop Soil Type Min Seed Bed Growth Points Preferences Requirements Drops Outputs (%)
9 Titania Stone EV 1,800 Hot, Savanna IF only, needs a block of titanium, ilmenite, or rutile below x0.63 1 Titania Leaf (100.0%)
9 God of Thunder Stone HV 3,600 Sparse, Wasteland IF only, needs a block of thorium or thorianite below x0.63 1 Thunder Flower (100.0%)
11 Platina Stone HV 6,600 Hot, Sandy IF only, needs a block of platinum or sheldonite below x0.57 1 Platina Leaf (100.0%)
12 Scheelinium Stone EV 2,400 Wet, Ocean, Cold IF only, needs a block of tungsten, scheelite, or tungstate below x0.54 1 Scheelinium Leaf (100.0%)
12 Reactoria Stone EV 4,800 Hot, Cold IF only, needs a block of uranium, uraninite, or pitchblende below x0.54 1 Reactoria Stem (25.0%), 1 Reactoria Leaf (75.0%)
12 Iridine Stone IV 7,200 Snowy, Cold IF only, needs a block of iridium below x0.54 1 Iridine Leaf (75.0%)
12 Osmianth Stone IV 7,200 River, Ocean IF only, needs a block of osmium below x0.54 1 Osmianth Flower (25.0%)
12 Star Wart Stone EV 7,200 Dead, Nether IF only, needs a block of nether star below x0.54 1 Star Wart (100.0%)
12 Stargatium Stone IV 7,200 Lush, Wasteland IF only, needs a block of naquadah below x0.54 1 Endstone Dust (25.0%), 1 Stargatium Leaf (75.0%)
12 Transformium Farmland EV 7,200 End, Cold IF only x0.54 1 UUM Berry (10.0%), 1 UUA Berry (90.0%)
13 Space Flower Farmland IV 15,000 Dead, Cold, Dry IF only, needs a block from space below x0.51 1 Space Flower (100.0%)
13 Magical Nightshade Farmland HV 23,436 Cold, Magical IF only, needs a block of shadow metal below x0.39 1 Magic Essence (100.0%)

Trivia

  • The seed bed bonus of the Industrial Farm is 4x the drop rate bonus of the Crop Manager.