Source-checkedTechnology & automation

Programmable Farming

by Mazzu · for Space Engineers

PROGRAMMABLE FARMING Version 1.1 Programmable Farming adds Programmable Block automation support for vanilla Farm Plots in Space Engineers such as Planting and Harvesting. The mod acts as a bridge…

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39d agoLast updated
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About Programmable Farming

From Steam Workshop

PROGRAMMABLE FARMING Version 1.1 Programmable Farming adds Programmable Block automation support for vanilla Farm Plots in Space Engineers such as Planting and Harvesting. The mod acts as a bridge…

PROGRAMMABLE FARMING Version 1.1

Programmable Farming adds Programmable Block automation support for vanilla Farm Plots in Space Engineers such as Planting and Harvesting.

The mod acts as a bridge between a Programmable Block script and the Farm Plot API. The mod itself does not decide what a farm should do and does not continuously run farming automation in the background.

The Programmable Farming PB Script discovers and manages the farm using tags stored in Custom Data.

================================================================ 1. REQUIREMENTS ================================================================

- Programmable Farming mod - Programmable Farming PB Script - Vanilla Farm Plots

The mod and PB script are designed to be used together.

================================================================ 2. HOW IT WORKS ================================================================

A greenhouse is defined by a name shared by its tagged blocks.

Example:

[PF:Greenhouse1 Harvest,Plant,Remove]

Every time the PB script runs, it rebuilds the greenhouse topology from the tags found in Custom Data.

Greenhouse names are case-sensitive and must be a single token.

Valid examples:

Greenhouse1 Main_Greenhouse Greenhouse-1

The PF keyword and action/attribute names are case-insensitive.

================================================================ 3. PROGRAMMABLE BLOCK ================================================================

Put the greenhouse tag in the Programmable Block Custom Data.

Example:

[PF:Greenhouse1 Harvest,Plant,Remove]

The actions listed after the greenhouse name define what the PB is allowed to do.

Available actions:

Harvest Plant Remove

================================================================ 4. ENABLED ACTIONS ================================================================

Actions are explicitly enabled.

Examples:

[PF:Greenhouse1 Harvest,Plant,Remove]

Allows all farming operations.

[PF:Greenhouse1 Harvest,Plant]

Allows harvesting and planting. Dead plants will not be removed.

[PF:Greenhouse1 Plant]

Allows planting only.

[PF:Greenhouse1 Harvest]

Allows harvesting only.

[PF:Greenhouse1]

Enables no farming actions.

The PB can still discover the greenhouse and report its state.

================================================================ 5. FARM PLOTS ================================================================

Put a tag in the Custom Data of each Farm Plot.

Examples:

[PF:Greenhouse1 Fruit Seeds]

[PF:Greenhouse1 Grain Seeds]

[PF:Greenhouse1 Vegetable Seeds]

[PF:Greenhouse1 Mushroom Spores]

The tag determines which crop is planted in that Farm Plot.

================================================================ 6. INVENTORIES ================================================================

Inventory blocks belonging to the greenhouse can use:

[PF:Greenhouse1]

Generic input/output inventory.

[PF:Greenhouse1 IN]

Preferred seed input inventory.

[PF:Greenhouse1 OUT]

Preferred harvest output inventory.

If only one tagged inventory block exists, it is used for both seed input and harvest output.

If multiple tagged inventory blocks exist, IN is preferred for seeds and OUT is preferred for harvested items.

If a direction-specific inventory is not available, the script falls back to the first matching inventory block.

The current version uses the first available inventory of the selected block.

================================================================ 7. PLANTING ================================================================

A Farm Plot is planted only when:

- Plant is enabled on the PB. - The Farm Plot is empty. - A suitable input inventory is available. - Enough seeds are available.

The required seeds are consumed from the selected input inventory.

================================================================ 8. HARVESTING ================================================================

A Farm Plot is harvested only when:

- Harvest is enabled on the PB. - The plant is harvestable. - A suitable output inventory is available.

Harvested items are placed directly into the selected output inventory.

If Plant is also enabled, the PB may plant the Farm Plot again during the same run after a successful harvest.

================================================================ 9. DEAD PLANTS AND REMOVE ================================================================

Remove is only used for an actual dead planted plant.

If Remove is not enabled, the dead plant is left untouched.

If Remove is enabled, the dead plant is removed.

A Farm Plot is NOT replanted during the same PB run after a dead plant has been removed.

================================================================ 10. MULTIPLE GREENHOUSES ================================================================

Multiple independent greenhouses can exist on the same grid.

Example:

PB:

[PF:GreenhouseA Harvest,Plant,Remove]

Farm Plot:

[PF:GreenhouseA Fruit Seeds]

Inventory:

[PF:GreenhouseA IN]

Another PB can independently control:

[PF:GreenhouseB Harvest,Plant]

Only blocks with an exactly matching greenhouse name belong to that greenhouse.

GreenhouseA does not match GreenhouseAA.

================================================================ 11. GRID SCOPE ================================================================

The PB script discovers tagged blocks on its own physical grid.

The farm configuration is rebuilt from Custom Data every time the PB script runs.

No persistent farm configuration is stored by the mod.

================================================================ 12. INSTALLATION

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 39d ago.

Programmable Farming on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server load
light
Smallest plan we suggest
Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2026-09-26, released 2026-09-26

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of Programmable Farming.

Run Programmable Farming on a Space Engineers server

Deploy a server above, then upload the file in Files.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Technology & automation

Machines, power, logistics and automation.

Compatibility

Game
Space Engineers

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-10-04Open ↗
  • ✓AuthorMazzu, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Programmable Farming, answered

Generated from the mod’s own source data.

Is it free?

Yes. Programmable Farming is free to download from Steam Workshop.

How do I add it to my Nxeon server?

One-click install isn't available for this game's mods yet. Download Programmable Farming from Steam Workshop and upload it to your Nxeon Space Engineers server in Files.

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Run Programmable Farming on a Space Engineers server.

Deploy in about a minute from $13.99 a month, then upload Programmable Farming in Files.