Agritech (AT2)
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Farming automation mod. Planters and raised beds grow your crops and trees for you.
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Designed to be relaxing and comfortable with little challenge, often including elements like peaceful villages, farming, and gentle exploration.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Features a central focus of farming and villages/ homesteading.
Features machines that process raw materials or automation processes.
Enhances farming mechanics and introduces new crops and livestock.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Adds extra features or content to an existing mod.
Focuses on cooking, recipes, and food-related mechanics.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Agritech (AT2)
Farming automation mod. Planters and raised beds grow your crops and trees for you.
Automated Planters
Plant a seed or sapling, it grows by itself, drops go into whatever's underneath it. All 11 vanilla wood types.
Cloche
Glass dome that attaches to a planter. Boosts growth speed and yield, stacks with fertilizer. Right-click to attach, shift-right-click empty-handed to take it back off. Break a cloched planter and you get both items back separately.
Fertilizer
Bone meal works. Also supports Mystical Agriculture, Immersive Engineering, and Forbidden & Arcanus fertilizers. Pipe or hopper it into any side of the planter.
Data-Driven
Nothing's hardcoded. Add/remove/edit seeds, soils, saplings, fertilizers through:
- Datapacks — regular JSON
- KubeJS — for scripted/server-side control
Means you can add support for unsupported mods, change growth modifiers, mess with fertilizer values, or override defaults you don't like.
Mod Support
Crops: Mystical Agriculture & Mystical Agradditions, Farmer's Delight, Ars Nouveau, Silent Gear, Silent's Gems, Immersive Engineering, Occultism, Cobblemon, Pam's HarvestCraft 2, Actually Additions, Croptopia, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Trees: Ars Nouveau & Ars Elemental, Forbidden & Arcanus, Integrated Dynamics, Silent Gear, Occultism, Cobblemon, Pam's HarvestCraft 2, Croptopia, EvilCraft, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Soils: Mystical Agriculture farmland, Farmer's Delight soils, Just Dire Things goosoils, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Interactive Placement
- Right-click with seeds/saplings/soil to insert directly
- Right-click with a hoe to till compatible blocks
- Right-click vanilla farmland with mystical essence to convert it
Raised Beds
Manual early-game version. All 12 wood types. Grows stuff automatically but drops harvest on the ground instead of storing it. Outdoor + sky access + daytime = growth bonus. No cloche or automation, fertilize by hand. JEI/Jade supported.
Crates
54-slot storage block, 12 wood types. Auto-collects drops in a 5x5 area, toggleable in the GUI, configurable interval. Pipes can use any side. Also just works as normal storage if you don't care about the auto-collect.
Note
Agritech is NOT related to Agritech: Evolved (ATE). Not an addon, not a successor, doesn't build on it. Two separate mods, similar name, same general idea, zero shared code.
Running both is fine but pointless — datapacks/KubeJS for one won't do anything for the other, different namespaces entirely.

Agritech (AT2)
Farming automation mod. Planters and raised beds grow your crops and trees for you.
Automated Planters
Plant a seed or sapling, it grows by itself, drops go into whatever's underneath it. All 11 vanilla wood types.
Cloche
Glass dome that attaches to a planter. Boosts growth speed and yield, stacks with fertilizer. Right-click to attach, shift-right-click empty-handed to take it back off. Break a cloched planter and you get both items back separately.
Fertilizer
Bone meal works. Also supports Mystical Agriculture, Immersive Engineering, and Forbidden & Arcanus fertilizers. Pipe or hopper it into any side of the planter.
Data-Driven
Nothing's hardcoded. Add/remove/edit seeds, soils, saplings, fertilizers through:
- Datapacks — regular JSON
- KubeJS — for scripted/server-side control
Means you can add support for unsupported mods, change growth modifiers, mess with fertilizer values, or override defaults you don't like.
Mod Support
Crops: Mystical Agriculture & Mystical Agradditions, Farmer's Delight, Ars Nouveau, Silent Gear, Silent's Gems, Immersive Engineering, Occultism, Cobblemon, Pam's HarvestCraft 2, Actually Additions, Croptopia, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Trees: Ars Nouveau & Ars Elemental, Forbidden & Arcanus, Integrated Dynamics, Silent Gear, Occultism, Cobblemon, Pam's HarvestCraft 2, Croptopia, EvilCraft, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Soils: Mystical Agriculture farmland, Farmer's Delight soils, Just Dire Things goosoils, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Interactive Placement
- Right-click with seeds/saplings/soil to insert directly
- Right-click with a hoe to till compatible blocks
- Right-click vanilla farmland with mystical essence to convert it
Raised Beds
Manual early-game version. All 12 wood types. Grows stuff automatically but drops harvest on the ground instead of storing it. Outdoor + sky access + daytime = growth bonus. No cloche or automation, fertilize by hand. JEI/Jade supported.
Crates
54-slot storage block, 12 wood types. Auto-collects drops in a 5x5 area, toggleable in the GUI, configurable interval. Pipes can use any side. Also just works as normal storage if you don't care about the auto-collect.
Note
Agritech is NOT related to Agritech: Evolved (ATE). Not an addon, not a successor, doesn't build on it. Two separate mods, similar name, same general idea, zero shared code.
Running both is fine but pointless — datapacks/KubeJS for one won't do anything for the other, different namespaces entirely.
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