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Agritech: Evolved (ATE) project artwork

CurseForge · Minecraft mod

Agritech: Evolved (ATE)

Farming automation mod with planters, machines, modules, and power gen.

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Quick answer

Which Agritech: Evolved (ATE) release should I use?

Updated 23 days ago
Latest stable file agritechevolved-1.1.0.3+mc-1.21.1.jar
Game version 1.21.1
Loader NeoForge

Agritech: Evolved (ATE) agritechevolved-1.1.0.3+mc-1.21.1.jar targets 1.21.1 with NeoForge. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. No extra mods listed for this file.

Where it goes

Is Agritech: Evolved (ATE) required on the client, server, or both?

The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
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 Agritech: Evolved (ATE) agritechevolved-1.1.0.3+mc-1.21.1.jar need?

agritechevolved-1.1.0.3+mc-1.21.1.jar. 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 Agritech: Evolved (ATE) without breaking your instance.

Built for Agritech: Evolved (ATE) agritechevolved-1.1.0.3+mc-1.21.1.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use agritechevolved-1.1.0.3+mc-1.21.1.jar. It targets 1.21.1 with NeoForge; 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 it belongs on the client. The project page does not say whether it belongs on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside agritechevolved-1.1.0.3+mc-1.21.1.jar. It opens that exact file at the source.

About this project

What does Agritech: Evolved (ATE) add?

ATE

Agritech: Evolved (ATE)

Farming automation mod with planters, machines, modules, and power gen.

Planters

Basic Planter — plant a seed or sapling, it grows by itself, drops go into whatever's underneath it. All 11 vanilla wood types.

Advanced Planter — Planter that runs on RF, and has speed and yield upgrade slots.

Cloche

Glass dome that attaches to a planter. Boosts growth speed and yield, stacks with fertilizer and modules. Right-click to attach, shift-right-click empty-handed to take it back off. Break a cloched planter and you get both items back separately.

Machines

  • Composter — turns organic items into biomass fuel and fertilizer. Anything that works in a vanilla composter works in this one too
  • Silo — pulls harvested drops from planters in range into it
  • Fertilizer Spreader — pushes fertilizer items into any planters in range
  • Biomass Burner — burns crude/regular/compacted biomass for RF
  • Energy Capacitors — three tiers, 500k / 1M / 4M RF

Modules

  • Speed (MK1-3) — faster processing, costs more power
  • Yield (MK1-3) — more harvest, slower processing
  • Range (MK1-3) — Increases the Silo and Fertilizer Spreader's effective ranges

Other Blocks

  • Mulch — +50% growth speed
  • Infused Farmland — +100% growth speed

Fertilizer

Bone meal works. Also supports Mystical Agriculture, Immersive Engineering, and Forbidden & Arcanus fertilizers. Pipe or hopper it into any side of either planter.

Data-Driven

Nothing's hardcoded. Add/remove/edit seeds, soils, saplings, fertilizers through:

  • Datapacks — regular JSON
  • KubeJS — for scripted/server-side control

Means you can add support for unsupported mods, change growth modifiers, mess with fertilizer values, or override defaults you don't like.

Mod Support

Crops: Mystical Agriculture & Mystical Agradditions, Farmer's Delight, Ars Nouveau, Silent Gear, Silent's Gems, Immersive Engineering, Occultism, Cobblemon, Pam's HarvestCraft 2, Actually Additions, Croptopia, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored

Trees: Ars Nouveau & Ars Elemental, Forbidden & Arcanus, Integrated Dynamics, Silent Gear, Occultism, Cobblemon, Pam's HarvestCraft 2, Croptopia, EvilCraft, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored

Soils: Mystical Agriculture farmland, Farmer's Delight soils, Just Dire Things goosoils, The Aether II, Oh The Biomes We've Gone, Regions Unexplored

Balance Config

Module strength, power draw, processing times, ranges, are all tunable.

Interactive Placement

  • Right-click with seeds/saplings/soil to insert directly
  • Right-click with a hoe to till compatible blocks
  • Right-click vanilla farmland with mystical essence to convert it

Note

Agritech: Evolved (ATE) is NOT related to Agritech (AT2). Not an addon, not a successor, doesn't build on it. Two separate mods, similar name, same general idea, zero shared code.

Running both is fine but pointless — datapacks/KubeJS for one won't do anything for the other, different namespaces entirely.

Project description from CurseForge.

Pick your setup

Agritech: Evolved (ATE) by Minecraft version and loader

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

3 available setups

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Recent files

Agritech: Evolved (ATE) versions and loaders

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