Back to mods
NeroAgriculture project artwork

CurseForge · Minecraft mod

NeroAgriculture

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

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which NeroAgriculture release should I use?

Updated yesterday
beta file NeroAgriculture 0.2.0-beta.1 - Forge 26.3
Game version 26.3
Loader Forge

NeroAgriculture 0.2.0-beta.1 - Forge 26.3 targets 26.3 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is NeroAgriculture required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does NeroAgriculture 0.2.0-beta.1 - Forge 26.3 need?

NeroAgriculture 0.2.0-beta.1 - Forge 26.3. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add NeroAgriculture without breaking your instance.

Built for NeroAgriculture 0.2.0-beta.1 - Forge 26.3. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use NeroAgriculture 0.2.0-beta.1 - Forge 26.3. It targets 26.3 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside NeroAgriculture 0.2.0-beta.1 - Forge 26.3. It opens that exact file at the source.

About this project

What does NeroAgriculture add?

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.

Links


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.

Project description from CurseForge.

Pick your setup

NeroAgriculture by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

9 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

NeroAgriculture versions and loaders

21 of 21 releases match

Looking for an older file? The official CurseForge project page is in Resources.