USDACraft

Quick rating

USDACraft

No reviews yet

Climate-based, realistic farming. No more cacti in a taiga!

Industrial
Cozy
Tech
Village & Farm Life
Survival
Farming & Agriculture
Educational
Food & Culinary
Realism & Immersion
Mod Loaders
Forge
NeoForge
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

About

Project Details

Type
Mod
Latest Version
usdacraft-forge-1.20.1-1.0.3.jar
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Mangos in a tundra? NO!

Spinach in the middle of the Sahara? NO!

Wheat in a prairie? YES!

Rubber trees in the middle of a jungle? Well, that's actually where they're from, so you better get ready to build a logistics or transportation system to cover your needs.

Isn't it funny what you can grow in the completely wrong climate? Let's fix that. Now you have to use your head and plan out your farm ahead of time! With this mod, you'll need to use USDA zones to determine which crops are and are not appropriate for your base. Failure to adhere to minimums and maximums can result in plant death and fungal diseases.

Don't forget to craft the biome manual so you can find which biomes are best for you!

This project will be completed in phases:

Phase 1 (WIP):

- Limit plants and important trees such as rubber trees to specific biomes based on their appropriate USDA hardiness zone designation and RH (relative humidity) ranges.

- Introduce a sickness progression pipeline (<cold shock/heat stress/dehydrated/blight>, then dead).

- WIP: Saplings will take longer to grow when they're in the wrong climate.

- WIP: Odds of gaining an adverse status depends on a plant's min/max tolerance and the intensity of a biome's stats. For instance, if a plant has a max RH tolerance of 40% but the biome has an average RH of 80% (wow!), the plant has a very high likelihood of contracting blight. Likewise, if the plant is in a biome with a RH of 50%, the plant has a much lower likelihood of contracting blight.

- WIP: Interim plant for dying crops/saplings/etc

Phase 2:

- Update the hardiness zone list book

- Add initial remediations/preventions for certain problems (sun shades for heat, fungicides)

- Make blight spread if left untreated :)

- Maybe add Create fungicide sprayers for a bit more depth and mod intercompatibility

Phase 3:

- Greenhouses for cold climates. Maybe add more advanced, powered climate control tools such as AC. No generator will be provided in this mod, so you'll be expected to use another mod for power.

- Sprinklers, will require a constant source of water. Pumps are not provided in this mod.

Phase 4: Might or might not do

- Soil treatments for added gameplay depth- make your farmland loamy, silty, etc.

- Restrict crops to specific soil types. Most plants will have loose soil restrictions, but some notorious plant types will have extreme soil restrictions (e.g. research real world wasabi farming. Wow!)

Screenshots

Gallery

  • How to make the biome manual
    How to make the biome manual
  • Sugar cane isn't free anymore :)
    Sugar cane isn't free anymore :)
  • Zone far too hot and humid for cacti
    Zone far too hot and humid for cacti
  • Zone too humid for wheat
    Zone too humid for wheat

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~1,000
Downloads
Last Updated
Created
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works