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Power & Supplies

A running farm draws two external inputs: power for grow lamps and supplements for fruiting crops.

Two supply axes

AxisSourceTouches a cargo hold?How you refill itWhat it gates
Power (light)ammo.drive_cell from the host's GENERAL holdYes, the only hold drawAuto-drawn while cells sit in the holdGrow-lamp brightness → growth of all crops
Supplements (P/K/Fe)A persisted dosed pool on the systemNoRight-click the Console holding a supplement itemOnly fruiting crops

Drive Cells are the only thing aquaponics pulls from a cargo hold. Supplements live in the dosed pool; eggs and harvested produce pile up in the system's output buffer and are collected at the Console.


Power: grow lamps burn Drive Cells

Grow Lamps (SEA_LANTERN blocks) light crops, burning Drive Cells (ammo.drive_cell) drawn automatically from the host's shared GENERAL cargo hold.

A fish-only build has no lamps and draws zero power.

How the draw works

Lamps spend cells fractionally; a hold hands out whole cells. A per-farm energy buffer bridges the gap: every couple of seconds the system pulls one whole Drive Cell from the GENERAL hold if the buffer is low (at most one cell per pass), and lamps spend out of that buffer fractionally. An empty hold drains the buffer to zero within a minute; the lamps go dark. A server restart forgives at most the one cell of buffer charge.

The burn rate

Standard numbers (server-tunable):

ValueMeaning
0.1 cells / lamp-unit / minCells burned per lamp-unit per minute
2.0 lamp-units per bedLamp output a planted bed wants for full light

Total burn = total lamp output × 0.1 cells/min. A 2-lamp farm burns ~1 Drive Cell every 5 minutes while online (2 × 0.1/min = 0.2 cells/min). Burn scales linearly with lamp output.

Lamp reach and placement are in Building a System. Lamps only burn while a faction member is online; see The Nitrogen Cycle for the online-gating and grace window.

How an empty hold dims the lights

Light enters crop growth as a multiplier of two pieces:

Light multiplier = coverage × powered fraction. Refill the hold and the powered fraction returns to 1.0.

Drive Cells also power circulation

Powered circulation pumps (Circulation Relays) only oxygenate while at least one Drive Cell is available; a dead hold stops them. Plain Aerators (bubble columns) oxygenate unpowered. See Fish.


Supplements: a dosed pool

Supplements are phosphorus, potassium, and iron (P/K/Fe). Fish waste is nitrogen-rich but poor in P/K/Fe; fruiting and flowering crops need P/K/Fe dosed in, leafy crops do not.

Supplements live in a persisted dosed pool: a single "pool units" number, topped up by hand and drawn down by fruiting crops. The pool survives restarts and never touches inventory.

How to dose

At the Aquaponics Console (CARTOGRAPHY_TABLE):

  1. Hold any aquaponics.supplement.* item.
  2. Right-click the Console.
  3. One supplement item is consumed; the pool goes up 30 units per item.

Buy supplements from the shop, or fabricate them from mined feedstocks: phosphate and potash come from rocky-planet deposits (see Planets); Iron Chelate is fabricated from asteroid-mined Raw Silica plus refined iron. A Fabricator turns each into its matching supplement.

The Console confirms with "Dosed supplements (pool ~N units). Fruiting crops draw from this; leafy crops don't need it." There is no automated feed: supplements cannot be piped from a hold.

Which crops need it

Per-minute supplement demand by crop:

CropTypeSupplement demand / minNeeds dosing?
Lettuceleafy0.0No
Wheatfruiting0.05Yes
Tomatofruiting0.15Yes
(any other crop)(other)0.02Yes

Leafy crops demand 0.0; an empty pool never penalises them. Fruiting crops stall completely on an empty pool; their supplement factor drops to zero. See Crops for wilting and the other limiting factors.

How the pool drains (pooled satisfaction)

The pool is shared across all fruiting crops:

If the pool covers half the total fruiting demand, every fruiting crop grows at half its supplement-limited rate. Pooling never touches leafy crops.

One supplement item adds 30 pool units. A single tomato (0.15/min) draws 30 units down over ~200 minutes of online growth; a bed drains it proportionally faster. The Console reports the pool as "minutes of buffer left versus current fruiting demand" and names supplements as the limiting factor when they're the constraint.


Scaling up

FrontCost
Power throughputMore beds → more lamps; burn scales linearly (lamp output × 0.1 cells/min)
Supplement labourFruiting crops (tomato 0.15/min, wheat 0.05/min) drain the pool; dose by hand, +30 units per item, no automation
Chemistry riskDensity pushes more fish into the tank; over-stocking tips the lethal ammonia/oxygen cascade (see The Nitrogen Cycle)

A 2-lamp, lettuce-only build burns ~1 Drive Cell / 5 min and needs zero supplements.


At a glance

QuestionAnswer
What do lamps burn?Drive Cells (ammo.drive_cell) from the GENERAL hold, the only hold draw
How fast?~0.1 cell per lamp-unit per minute; a 2-lamp farm ≈ 1 cell / 5 min
What happens on an empty hold?Buffer drains → lights dim → all crops slow; powered pumps stop aerating
Do fish-only farms burn power?No: no lamps, no draw
Where do supplements live?A dosed pool on the farm, never a cargo hold
How do I dose?Right-click the Console holding a supplement item (+30 pool units each)
Which crops need supplements?Fruiting (wheat, tomato) stall when empty; leafy (lettuce) never need any
Is dosing automated?No: no hold feed; dose by hand at the Console

See also