NeroAgriculture

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NeroAgriculture

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

Automation & Processing
Farming & Agriculture
Food & Culinary
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NeoForge
Fabric
Minecraft
26.2

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NeroAgriculture 0.1.0-beta.1 - Forge 26.2
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NeroAgriculture

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

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. Any optional crash telemetry is anonymous and opt-out, carrying version strings only — never names, UUIDs, IPs or world data.

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-dependsNerospace 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 this page and the GitHub repository. Full terms: LICENSE.

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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.

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