Agritech: Evolved (ATE)

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Agritech: Evolved (ATE)

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Farming automation mod with planters, machines, modules, and power gen.

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Farming & Agriculture
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NeoForge
Minecraft
26.2

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Type
Mod
License
MIT License
Latest Version
agritechevolved-1.1.0.3+mc-1.21.1.jar
Authors
CurseForge
Modrinth

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Description

ATE

Agritech: Evolved (ATE)

Farming automation mod with planters, machines, modules, and power gen.

Planters

Basic Planter — plant a seed or sapling, it grows by itself, drops go into whatever's underneath it. All 11 vanilla wood types.

Advanced Planter — Planter that runs on RF, and has speed and yield upgrade slots.

Cloche

Glass dome that attaches to a planter. Boosts growth speed and yield, stacks with fertilizer and modules. 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.

Machines

  • Composter — turns organic items into biomass fuel and fertilizer. Anything that works in a vanilla composter works in this one too
  • Silo — pulls harvested drops from planters in range into it
  • Fertilizer Spreader — pushes fertilizer items into any planters in range
  • Biomass Burner — burns crude/regular/compacted biomass for RF
  • Energy Capacitors — three tiers, 500k / 1M / 4M RF

Modules

  • Speed (MK1-3) — faster processing, costs more power
  • Yield (MK1-3) — more harvest, slower processing
  • Range (MK1-3) — Increases the Silo and Fertilizer Spreader's effective ranges

Other Blocks

  • Mulch — +50% growth speed
  • Infused Farmland — +100% growth speed

Fertilizer

Bone meal works. Also supports Mystical Agriculture, Immersive Engineering, and Forbidden & Arcanus fertilizers. Pipe or hopper it into any side of either 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, Oh The Biomes We've Gone, Regions Unexplored

Balance Config

Module strength, power draw, processing times, ranges, are all tunable.

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

Note

Agritech: Evolved (ATE) is NOT related to Agritech (AT2). 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.

ATE

Agritech: Evolved (ATE)

Farming automation mod with planters, machines, modules, and power gen.

Planters

Basic Planter — plant a seed or sapling, it grows by itself, drops go into whatever's underneath it. All 11 vanilla wood types.

Advanced Planter — Planter that runs on RF, and has speed and yield upgrade slots.

Cloche

Glass dome that attaches to a planter. Boosts growth speed and yield, stacks with fertilizer and modules. 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.

Machines

  • Composter — turns organic items into biomass fuel and fertilizer. Anything that works in a vanilla composter works in this one too
  • Silo — pulls harvested drops from planters in range into it
  • Fertilizer Spreader — pushes fertilizer items into any planters in range
  • Biomass Burner — burns crude/regular/compacted biomass for RF
  • Energy Capacitors — three tiers, 500k / 1M / 4M RF

Modules

  • Speed (MK1-3) — faster processing, costs more power
  • Yield (MK1-3) — more harvest, slower processing
  • Range (MK1-3) — Increases the Silo and Fertilizer Spreader's effective ranges

Other Blocks

  • Mulch — +50% growth speed
  • Infused Farmland — +100% growth speed

Fertilizer

Bone meal works. Also supports Mystical Agriculture, Immersive Engineering, and Forbidden & Arcanus fertilizers. Pipe or hopper it into any side of either 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, Oh The Biomes We've Gone, Regions Unexplored

Balance Config

Module strength, power draw, processing times, ranges, are all tunable.

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

Note

Agritech: Evolved (ATE) is NOT related to Agritech (AT2). 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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