USDACraft
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Climate-based, realistic farming. No more cacti in a taiga!
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.
Centers on surviving in harsh conditions, managing resources, and fending off PvE threats.
Enhances farming mechanics and introduces new crops and livestock.
Includes educational content aimed towards newer modded Minecraft players, usually guiding the player through specific mods.
Focuses on cooking, recipes, and food-related mechanics.
Introduces lifelike mechanics and detailed enhancements to create a more believable and engaging experience.
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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!)
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