Machine
Hydroponic System
Grows one seed in a water container and harvests it into its output tray overnight.
- 300 Credits
- Value
- 8 kJ
- Power per night
- 8 work per night
- Speed
- Universal, Hydroponic
- Modules
- 3 x 4
- Size
A plant is harvested when it reaches its required work. A night without enough charge or water does nothing.
Health at harvest sets the size of the produce. Mineral outside the plant's range and contaminants in the water cost health.
What does not fit in the 9 x 6 tray goes to the store inventory. A Hatchet used on the machine destroys the planted seed.
Nutrifruit Seed. 2 nights.
Kotton Seed. 6 nights.
Dream Cap Spores. 4 nights.
Coffee Beans. 3 nights.
Fillerweed Seed. 1 night. 1 of them is Small.
Bloomberry Seed. 3 nights.
Hydroreed Seed. 3 nights. Needs a Hydroreed Filter Hydroponic Module, x1 per module.
Dream Cap Spores. 4 nights. Needs a Dream Cap Neutralizer Hydroponic Module.
Dream Cap Spores. 4 nights. Needs a Dream Cap Nightmare Hydroponic Module.
Kotton Seed. 6 nights. Needs a Kotton Auto Loom Hydroponic Module.
Nutrifruit: 100 mL water per night
Kotton: 250 mL water per night
Dream Cap: 100 mL water per night
Coffee: 100 mL water per night
Fillerweed: 451 mL water per night
Hydroreed: 20 mL water per night
BloomBerry: 100 mL water per night
Adds 15 mL of Mineral to the water.
Any liquid container, in the water slot.
Module stats
- Efficiency
- Lowers power use
- Performance +25%
- +1 work per night
- Quality 100
- +50% harvest
+1 Nutrifruit per module. Performance -10%, Efficiency -10%.
Dream Cap comes out as Meal Cap, +2 per module. Performance +15%, Efficiency +15%.
Kotton comes out as Kotton Fabric, one per fiber. Performance -50%, Efficiency -100%.
Dream Cap comes out as Nightmare Cap. The Neutralizer wins if both are in. Performance -33%, Efficiency -50%.
+4 Fillerweed and no Fillerweed seeds. Does not stack. Efficiency -25%.
+1 Hydroreed Filter per module. Efficiency -15%.
Takes the contraband status off the growing seed every night.
A Module Bay Expansion Kit opens a bigger module bay (up to 2 kits, +100 Credits value each).
Turbo boosters give it one extra night of work.
With a 100 kJ Energy Cell, a Large bottle of Ghostwater, 3 stuck Glitched Modules (+15% Performance, -15% Efficiency each) and 1 stuck Ruined Module.
Hydroponic Farmer start only. With a 100 kJ Energy Cell, a Large bottle of Ghostwater, 2 stuck Eco Modules and 2 stuck Ruined Modules.
Where to get it
Hydroponics stock, with the Retired Farmer upgrade: 66% per visit while you own none, 25% once you own one.
Always brings one. He visits every Friday, with the Retired Farmer upgrade or the Hydroponic Farmer start.
350 Credits. The starter kit holds an Old Hydroponic System.
An Old and a Decrepit Hydroponic System, both Shabby.


