Resource Farm

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Resource Farm

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Stop digging. Start planting. Resource Farm turns ores, mob drops, and legends into glowing trees you grow, prune, and harvest—your farm, your rules, infinite possibilities!

Skyblock
Farming & Agriculture
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NeoForge
Minecraft

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Type
Mod
Latest Version
ResourceFarm-neoforge-26.1.2-2.0.6.jar
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CurseForge ID

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About

Description

Resource Farm

Plant a resource. Grow an empire.

Supported Versions License
CurseForge GitHub


Welcome to the Farm

What if diamonds didn’t hide under mountains—but ripened on branches?
What if blaze rods, sculk, honey, and even nether stars could be cultivated like apples in an orchard?

Resource Farm turns Minecraft’s grind into a living garden. Every resource tree is a complete little ecosystem: saplings that grow on their own terms, leaves that drip resin and fruit, logs that look like ore veins painted into wood, and recipes that turn harvests back into the materials you need. Plant once, prune often, and watch rare goods grow on your schedule—not the world’s random luck.

Whether you want a peaceful mid-game factory of renewable materials, a pack-maker’s balance dial, or a decorative forest glowing with custom colors, this mod is built so your farm feels like your rules.

QQ community: 978108198


At a Glance

Loader NeoForge
Minecraft 26.1.2+
Mod ID resource_farm
Author maple197
License LGPL-3.0
Repo / issues GitHub · Issues

Core Fantasy: Resource Trees

Each resource tree is not just a recolored oak. It is a full set of blocks and items that form a closed farming loop:

Blocks

Block Role
Sapling Start of the cycle. Random-tick growth, optional custom soil/placement rules, and tooltips for fertilizer & placeable surfaces.
Leaves Break for a chance at resin, fruit, and more saplings (fortune-friendly leaves-style loot).
Log Main trunk; looks like a wood base with a resource “ore” overlay and your configured tint.
Stripped log / wood / stripped wood / planks Optional wood pipeline (toggleable in config). Same visual language as vanilla woodcraft.

Items

Item Role
Resin Smoked/smelted from logs (and planks); used to craft the tree’s main product and more.
Fruit Dropped from leaves; pairs with resin in product recipes.
Clump Optional “fragment” item (crossover-style dual-layer look), enabled by default via config.

Look & feel

  • Tree style — which vanilla silhouette to use (oak, birch, spruce, jungle, acacia, dark oak, cherry, mangrove, pale oak…).
  • Ore style — overlay texture language (iron, gold, diamond, redstone, lapis, nether quartz…).
  • Color — a single accent tint baked into models for leaves, saplings, resin, fruit, clump, and overlays.
  • Light emission — optional self-glow on tint overlay models (0–15), for ethereal forests that shine in the dark (visual glow; not necessarily world light).

Creative tabs: Resource Farm and Resource Farm | Resource Tree.


How You Play

1. Craft a sapling

For a simple product tree, the usual path is:

  1. Obtain materials related to that resource (or use JEI/EMI to look up the sapling).
  2. Craft the resource sapling—often a ring of the resource around a vanilla sapling tag item, or a special multi-ingredient pattern for themed trees.
  3. Check the sapling tooltip for fertilizer and where it can be planted.

2. Plant & grow

  • Place the sapling on valid ground (dirt-like by default, or a custom block / block tag if configured).
  • Trees grow on random ticks; growthFrequency controls how rare growth is (higher = slower).
  • Fertilizer: by default bone meal-style items with a success chance; special trees may demand blaze powder, chorus fruit, etc.

3. Harvest the orchard

  • Leaves → resin, fruit, saplings (and leaf blocks themselves).
  • Logs / wood → smoke or smelt into resin; craft into planks and wood forms like vanilla.
  • Resin + fruit → craft the tree’s main product (e.g. raw iron, diamonds, honeycombs…), with productOutput controlling batch size.

4. Expand the farm

Once you have resin and fruit, you can rebuild products and more saplings. Rare trees (nether star, dragon egg…) grow slowly and may use special soils or fertilizers—perfect end-game “prestige orchards.”


Built-in Preset Forests

Out of the box, preset tree groups can be toggled independently. Disable what you don’t want for pack balance.

Minecraft Base

Everyday terrain & utility: dirt, clay, gravel, sand, stone, deepslate, obsidian, netherrack, soul sand, end stone, ice, snowballs, glowstone dust, sculk, experience bottles, plus themed trees for wood, dyes, lava, and water (bucket workflows).

Minecraft Mineral

The classic mining ladder—without mining: flint, coal, raw copper/iron/gold, lapis, redstone, diamond, emerald, amethyst, quartz, ancient debris (and a few block-tier bonus recipes).

Minecraft Biology

Living loot, farmed: breeding products, aquatic drops, bees/honey, rabbits, armadillo & turtle scutes, “minor creature” drops, ender pearls, slime, phantom membrane, breeze rods, ghast tears, blaze rods, wither skeleton skulls, shulker shells…

Minecraft Agriculture

Crops and wonders: cultivation staples, berries, kelp, nether wart, prismarine, chorus, echo shards, and slow-grow legends like nether star (beacon soil, blaze powder boost) and dragon egg.

All of these can be switched off in
config/resource_farm/resource_farm_preset_tree.yaml.


Configuration for Players & Pack Makers

Configs live under config/resource_farm/.

Main config — resource_farm.yaml

Developer helpers:

Option Default Meaning
dev.dumpData false Dump registered data for debugging
dev.dumpAssets false Dump generated assets for debugging

Preset & generation — resource_farm_preset_tree.yaml

Block generation

  • Stripped logs, wood, stripped wood, planks — on/off
  • Clump: autoGenerateClump / forceGenerateClump

Recipe generation

  • Tree product crafts
  • Sapling crafts
  • Resin smelting / smoking
  • Basic wood conversion (log → planks / wood)

Preset groups

  • Master switch: enablePresetTreeGroups
  • Per group: minecraftBase, minecraftMineral, minecraftBiology, minecraftAgriculture

Custom trees via JSON

You can register and remove trees without writing Java:

File Purpose
config/resource_farm/resource_tree_register_configs.json Add trees at startup
config/resource_farm/resource_tree_remove_configs.json Strip trees you don’t want

Examples and field-by-field docs:

Quick field reference

Field Role Default-ish
item or translateKey Identity of the tree (one required)
automaticBasicRecipe Auto resin+fruit → product & sapling recipes true
productOutput How many products per craft 1
treeStyle Wood silhouette (oak, birch, …) oak
oreStyle Overlay style (iron, diamond, …) iron
fertilizeSetting Main/secondary fertilizer items & chances Bone meal ~35%
growthFrequency 1/N chance per random tick 10
customPlaceBlock / customPlaceBlockTag Where the sapling may be planted Vanilla-like
lightLevel Model self-glow 0–15 0
colors ARGB/hex tint (e.g. "0xFF99FFFF") 0

Minimal tree:

[
  { "item": "minecraft:paper" }
]

Themed tree (sketch):

[
  {
    "item": "minecraft:amethyst_shard",
    "treeStyle": "dark_oak",
    "oreStyle": "emerald",
    "productOutput": 16,
    "lightLevel": 7,
    "colors": "0xFF9966CC",
    "customPlaceBlockTag": "minecraft:stone_ore_replaceables"
  }
]

Recipes in Practice

(Exact patterns are in-game; JEI/EMI recommended.)

Flow Typical result
Logs / wood → smoking Resin (solid yield)
Planks → smelting / smoking Resin (smaller yield)
Resin + fruit (shaped) Main product × productOutput
Product + saplings tag More resource saplings
Logs → planks / wood Vanilla-like wood pipeline
Special presets Extra outputs (e.g. charcoal from coal tree, honey bottles from honeycomb tree, multi-log “wood” tree)

Leaves use a vanilla leaves-style loot table: self-drops, saplings, and weighted resin/fruit rolls (fortune applies where relevant). Logs and wood forms drop themselves.


For Developers

Secondary notes for mod/pack authors who dig into the codebase.

Architecture (high level)

Area Responsibility
TreeRegister / TreeBuilder Dynamic registration of blocks & items per tree config
TreeModelRenderer Runtime dynamic assets: multipart block models, tinted overlays, item definitions, element light_emission
TreeRecipe / TreesCommonRegister Common + special recipes for presets
TreeLootInsert Dynamic loot table injection
TreeTagInsert Tags for leaves, logs, saplings, resin, fruit, clump…
TreeRegisterConfig / TreeRemoveConfig JSON-driven add/remove
ResourceTreeTypes / ResourceOreTypes Style catalogs for wood base + ore overlay

Extending styles

  • Add entries in ResourceTreeTypes / ResourceOreTypes (textures under assets/resource_farm/…).
  • Register trees in Java via TreeRegister helpers, or ship JSON configs with your pack.

Light emission note (26.1+)

Block model self-glow must be set on the element as light_emission (0–15), not on individual faces. This mod’s generator follows that vanilla contract (see cross_emissive / firefly bush patterns).

Build

./gradlew build

Requirements track Minecraft 26.1.2 and NeoForge 26.1.x (see gradle.properties). Local helper library jars may be required under libs/ depending on your setup.

Dependencies (runtime concept)

  • NeoForge
  • Configuration library used for YAML configs
  • MapleUtilLib / registry helpers as bundled by the project

(Check the published CurseForge page for exact required dependencies for players.)


Design Goals

  1. Readable gameplay — sapling tooltips, creative tabs, clear resin/fruit/product loop.
  2. Pack-first flexibility — toggle presets, strip trees, add JSON trees, tune recipes & blocks.
  3. Visual identity — tree style × ore style × color × optional glow.
  4. Data-driven where it counts — registration, models, loot, recipes, and tags generated from config rather than hundreds of hand-written JSON files.

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Stop hunting every last ore vein.
Start planting them.

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