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NEROAGRICULTURE

Farming · Crops · Harvest

Grow it anywhere — hydroponics, alien crops, greenhouses and terraforming that turn a dead planet green in the Neroland universe.

Beta v0.7.0-beta.2 04 Nov 2026
NeroAgriculture logo

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🌌 Explore the Neroland ecosystem. See how NeroAgriculture fits together with the rest of the Nero mods — every mod, wiki and changelog in one place. View the ecosystem at nerolandmc.net → · NeroAgriculture on the website


NeroAgriculture is the futuristic farming & terraforming mod of the Neroland ecosystem — the system that makes a colony self-sufficient and a hostile world liveable. Crops become infrastructure here: they feed populations, breathe oxygen into sealed habitats, and burn as biofuel to power the grid. Farm off-world where there is no soil, no air and no sun unless you build it, engineer your crops with genetics, and terraform whole regions as a long, late-game project.

Built on Neroland Core, so its power/upgrade framework, progression gates, config and c: material tags are shared with the rest of the lineup. (Planned — in design; not yet released.)


Farming as infrastructure

  1. Hydroponics. Soil-free growing blocks and multiblocks supply water and nutrients directly, letting crops grow where there is no dirt — the foundation of off-world farming, running on Core's power framework.
  2. Greenhouse blocks. Sealed, lit, pressurised enclosures create an Earth-like pocket on hostile worlds, satisfying atmosphere and light requirements artificially for a power cost.
  3. Growth conditions. Every crop checks its environment — light, water/nutrient, atmosphere, oxygen, temperature and planet tags — and grows only when satisfied, so vanilla dirt-farming simply fails in vacuum.
  4. Fertiliser machines. Recipe-driven processors turn raw inputs into fertiliser that accelerates growth or boosts yield on nearby crops.
  5. Genetic crop upgrades. Stations apply persistent trait modifiers — yield, growth speed, hardiness, oxygen output — stored on the seed/crop, so you can engineer your farm over time.
  6. Automated crop towers. Multiblock vertical farms plant, grow and harvest on a batched cycle, exposing item I/O for logistics and storage networks — the automation endgame of farming.
  7. Biofuel production. Converters turn biomass and crop surplus into a Core-power-tagged fuel/energy output, closing the loop between farming and power.

Off-world & terraforming

  • 🌱 Alien crops & planet-specific food — new species with non-Earth growth needs and planet-gated produce that carries planet-themed buffs, giving you a reason to farm each world.
  • 🫁 Oxygen-producing plants — flora that generate breathable oxygen for a sealed area and double as life support, tied into Nerospace's oxygen/atmosphere system.
  • 🌍 Terraforming seeds — specialised seeds that, once established, slowly shift a region's local atmosphere or biome toward habitability through Nerospace atmosphere hooks — a slow, area-based arc, never a single click.
  • 🎛️ Configurable realism — server owners dial how punishing off-world growing is (oxygen/atmosphere strictness), plus growth rates, genetics ceilings, biofuel energy values, and terraforming speed and reversibility.
  • 🧵 Server-friendly — growth, terraforming and machine state are server-authoritative and persist with the world; terraforming respects claims/territory and harvest cycles are batched to avoid thrashing chunk updates.

Privacy (POPIA / GDPR)

NeroAgriculture stores no personal data. Crop, genetics and terraforming state is world/gameplay data tied to the save, never to a player's identity.

Telemetry notice: NeroAgriculture sends anonymous error reports (stack trace, mod/game versions and the loaded-mod id list — never IPs, usernames, UUIDs, or world data) to the developers via Sentry (EU servers) so crashes can be fixed. On by default — opt out any time by setting telemetryEnabled = false in config/neroagriculture.properties. Full details: PRIVACY.md.

Why it fits the ecosystem

  • 🧩 Built on Neroland Core — one power/upgrade framework, one progression arc, shared c: material and power tags, and its own creative tab.
  • 🚀 Interoperates, never hard-depends — Nerospace is the key partner (planet tags, atmosphere/oxygen rules and biome hooks that the growth and terraforming systems build on), while NeroColonies is the main consumer of food, oxygen and produce. Nerotech/NeroPower can burn biofuel and power your greenhouses, and NeroLogistics routes crop-tower output — all optional, all soft.
  • 🔌 External-ready via Core tags — crop-tower item I/O and biofuel energy interoperate with Create, AE2, Mekanism and Ad Astra planet dimensions through Core's tags as the 26.x ecosystem fills in; Energized Power interop (its Plant Growth Chamber and FE machines) is live now.
  • 🧱 Cross-loader — NeoForge, Forge and Fabric on Minecraft 26.1.2 and 26.2.

Requirements & compatibility

  • Requires Neroland Core — install it alongside NeroAgriculture (it loads first).
  • Optional but recommended: Nerospace for the planet, atmosphere and oxygen rules that give off-world farming and terraforming their meaning.
  • Modpacks are allowed and encouraged — any platform, no need to ask. Use the official files and credit NeroAgriculture by Neroland with links to the CurseForge page and the GitHub repository. Full terms: LICENSE.

Created by Neroland. The project logo was made with the help of AI image tools; in-game art is generated by the project's own tooling and refined by hand.

Latest release

v0.7.0-beta.2 04 Nov 2026

Resource-farming overhaul beta.

Added

  • Field Generator: an early coal- or charcoal-powered source for adjacent machines.
  • Extraction, research and synthesis recipes for all built-in catalog materials; vanilla ore materials also accept their ordinary mining drops as samples.
  • Conservative catalog-backed fabrication for explicit material definitions and selected common tagged metals, with sample, discovery and research requirements and existing recipe precedence.
  • Optional catalog definitions for Nerosium, Nerosteel, Xertz Quartz, Cindrite and Glacite; the three planet-specific resources require a visit and their corresponding growing world.
  • Optional Mars Hematite and Nyxara Voidglass seeds require their actual items, planet visits and matching growing worlds; each has distinct seed and fragment models.
  • Optional Stalker Hide and Stalker Sinew material definitions for NeroCreatures.
  • Sample-based definitions for string, leather, slime balls, gunpowder, blaze rods and ender pearls.
  • Owner-aware progression for crop towers, including Core data erasure and migration of ownerless towers.
  • Distinct coal, iron, copper, gold, redstone, diamond and five planetary-material seed models on Minecraft 26.1.2 and newer; matching fragments and existing seeds select them from their saved material component.
  • Metal, crystal and carbon crop model families, with a generic fallback and migration for existing crops.
  • Seed tooltips show catalog-defined base yield, conversion and world or gate requirements. The revised catalog network packet requires the same overhaul build on clients and servers.

Changed

  • Territe grow beds now open a passive farming screen with seed and output slots. Seed use on a bed's side opens its screen; seed use on top still plants by hand.
  • Automatic common-metal recipes and generic conversion exclude ore-only discoveries, including config overrides, to avoid farming ore blocks. Explicit datapack definitions and conversion recipes remain available.
  • The Field Generator recipe unlocks in the vanilla recipe book from its ordinary crafting ingredients.
  • Speed and yield fertiliser can be applied directly to grow beds by hand.
  • Positive seasonal yield modifiers no longer round a productive resource harvest down to zero.
  • Crop towers respect material world restrictions and report a wrong-world seed without consuming it; manual and automated harvests also leave existing crops intact when their required world changes.
  • Fresh coal crops yield two fragments instead of one, reducing the wait for the first conversion.
  • Resource crops grow faster on random ticks, shortening the wait for starter and higher-tier harvests.
  • The research bench uses a crafting table instead of a lectern, reducing the early book and leather cost.
  • A crop can roll for a bonus seed on its first harvest only, preventing repeated copying of its genetics.
  • Player-bound automation uses its recorded owner; it pauses when that owner is unavailable, and older ownerless machines can be claimed by opening them with owner tracking enabled.

Fixed

  • Crop towers can use stored power for hostile-environment growth even when the cost exceeds their external transfer rate; the low-power status accounts for the environment surcharge.
  • Grow beds, greenhouses, area machines and terraforming controllers use their stored energy for internal work instead of limiting each operation to the machine's external transfer rate.
  • Resource crop textures now use neutral shading so material tints remain visible instead of darkening red and purple crops against green pixels.
  • Coal dropped by ordinary mining is accepted for extraction, research and seed synthesis; coal ore blocks remain accepted where the common coal ore tag is available.
  • Alloy fusion now checks the target material's discovery and research when research is enabled. Existing seeds and world data are unchanged; fusion recipes need a matching research recipe.
  • Harvest yield caps and catalog-defined material colours now apply consistently across farm paths.
Full changelog →

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