Electric Hoe

Electric Hoe

alaindustrial:electric_hoe
ItemsLVImplementeditemenergytoolhoefarming

Summary

The Electric Hoe is the fourth and last powered hand tool in the line: after the Electric Drill (stone), the Electric Chainsaw (wood) and the Electric Shovel (earth), it covers farmland. Same contract: it runs on EU/FE instead of durability, never breaks, and when it runs flat it keeps working at hand speed with every drop intact.

It does two things, and both cost 50 EU/FE per use:

A full buffer is 10 000 EU/FE — about 200 uses on one charge.

A flat hoe behaves differently in its two roles, on purpose: it keeps breaking at hand speed with every drop intact, but outside creative it will not till — instead of farmland you get a red "Not enough charge to till" above the hotbar. The Electric Drill's torch works the same way: mining degrades gracefully, the right-click action needs power.

Like the mod's other EU/FE items, the hoe has no durability and never breaks: the bar under the icon shows EU/FE charge (gold), not wear. It charges where the Energy Pack does — in the Battery Box charge slot and from a worn pack.

Energy

Its own EU/FE buffer, outside the energy network. Charges in the Battery Box slot and from a worn pack; spends charge both on tilling and on breaking blocks.

WhatValue
Buffer10 000 EU/FE
ChargingBattery Box slot / worn pack, fills in ~16 s
Cost50 EU/FE per block broken, 50 EU/FE per successful till
Passive drainnone

In creative no EU/FE is spent and the charge is not checked either — the hoe tills even with an empty buffer.

Low-charge warning. When the charge falls below 10% of capacity, the owner hears a short beep and sees "Low charge: item name — N%" above the hotbar. The warning is personal: only the player using the item gets it. It fires once, on crossing the threshold; while the item stays below it and keeps spending, it repeats no more than once every 60 seconds, and an item picked up already low warns on its first spend. When what is left no longer pays for the next action (a block, a hit or a shot), a separate signal sounds and the line "Out of charge: item name" appears — once, until the item is charged back above the price of an action. Such an item never reaches zero: below the price of an action it works as a plain one, without the electric drive. Creative players and spectators get no warning. The switch is.

How it behaves

Inventory

Not applicable — the hoe has no internal item storage (stack size 1).

Block Properties

Not applicable (item).

Recipes

The same frame as the other three with a diamond hoe in the middle: iron ingots on top, two batteries at the sides, two copper coils and an electronic circuit below. Charge held by the batteries carries over into the finished hoe. The recipe unlocks once you have obtained all three: a copper coil, an electronic circuit and a diamond hoe.

Repair is not applicable — there is no durability; "repair" means recharging.

Diamond tip (upgrade)

Diamond-Tipped Electric Hoe (is the hoe's second tier and the line's third upgrade, after the diamond-tipped drill and the diamond-tipped chainsaw. Exactly two things differ from the base hoe; everything else is inherited unchanged.

1. It breaks faster. Speed 10.5 against the base hoe's 9.0 — the same +1.5 step the drill (8.5 -> 10.0) and the chainsaw (9.0 -> 10.5) took. The mining tier does not change: the upgrade works faster, it does not unlock new blocks.

2. Tilled plots come out already watered. Ordinary tilling — with a vanilla hoe or with the base electric one — creates dry farmland: a fresh farmland block has zero moisture. Vanilla then decides:

That is where the upgrade earns its keep: in vanilla, tilling a field far from water and not planting it straight away is close to pointless — the plots dry out and crumble back into dirt. The diamond-tipped hoe hands every fresh plot full moisture instead, which gives both faster growth (vanilla grows crops quicker on moist soil) and seven random ticks of slack before a plot can revert at all.

This is a head start, not a sprinkler. Moisture then drains on the ordinary vanilla schedule; the upgrade neither tops it up nor replaces water next to the field. It does not water existing farmland either — the effect only fires on a block it just turned into farmland itself, and only when the till actually happened (outside creative, that means it was paid for). Outside creative, a flat hoe cannot water anything.

Note that tilling coarse dirt and rooted dirt yields plain dirt rather than farmland (that is vanilla's own table), so the perk does not apply there — there is nothing to water.

Why not Silk Touch, like the drill and the chainsaw. Those upgrades got a switchable Silk Touch mode. A hoe needs Silk Touch only narrowly: among the blocks of its domain (the #minecraft:mineable/hoe tag) the only ones that do not drop themselves without it are the sculk family — sculk, sculk_catalyst, sculk_vein, sculk_shrieker, sculk_sensor, calibrated_sculk_sensor — and leaves, which without Silk Touch or shears do not drop themselves — at best a sapling, sticks or an apple. The ordinary Silk Touch enchantment covers that: the hoe sits in #minecraft:hoes and therefore in #minecraft:enchantable/mining_loot, so the enchanting table and the anvil put it on the hoe — the base one and the upgrade alike. A switchable mode for so few blocks does not pay off, so this upgrade strengthens the one thing only the hoe has — tilling.

Inherited unchanged: the 10 000 EU/FE buffer, 50 EU/FE per block and 50 EU/FE per till, 32 EU/FE/t intake, the same charging spots, no durability, hand-speed operation on an empty buffer, creative behaviour, and the attack profile of a vanilla hoe (it is not a weapon). The upgrade has no config keys of its own.

Crafting: — the base hoe in the centre, a row of three diamond dusts on top (the "tip" itself), two cupronickel ingots at the sides, and lapis dust below. The materials deliberately differ from both the drill's (invar, silver gear) and the chainsaw's (bronze, gold gear) so the three upgrade branches do not compete for the same bottleneck. There is no gear in the recipe on purpose: a hoe has no rotating parts and nothing for a drive to turn — the bottom slot carries lapis dust as the recipe's "water" component instead.

The charge survives the upgrade. The recipe uses the type, so the EU/FE inside the base hoe moves into the result rather than burning away. The drill's and the chainsaw's recipes work the same way.
You have to lay the recipe out by hand. The recipe book's auto-fill button will not pick up a charged hoe: vanilla's ingredient lookup compares item components, and a charged hoe carries pouch_energy, which the showcase reference does not. This is a vanilla limitation shared by all three upgrades — details in task.

Progression

Crafting

Shaped Crafting
Any Iron Ingot
Any Iron Ingot
Any Iron Ingot
Battery
Diamond Hoe
Battery
Copper Coil
Electronic Circuit
Copper Coil
Crafting Table
▶
Electric Hoe
Electric Hoe

Used in

Shaped Crafting
Diamond Dust
Diamond Dust
Diamond Dust
Cupronickel Ingot
Electric Hoe
Cupronickel Ingot
Lapis Dust
Crafting Table
▶
Diamond-Tipped Electric Hoe
Diamond-Tipped Electric Hoe