CurseForge · Minecraft mod
Agritech: Evolved (ATE)
Farming automation mod with planters, machines, modules, and power gen.
Quick answer
Which Agritech: Evolved (ATE) release should I use?
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.
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.
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.
- 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.
- 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.
- 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.
- 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?

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.
26.1.2
1 loader build1.21.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Agritech: Evolved (ATE) versions and loaders
agritechevolved-1.1.0.3+mc-1.21.1.jar
9 Jul 2026
agritechevolved-1.1.0.2+mc-1.21.1.jar
7 Jul 2026
agritechevolved-3.1.0.2+neoforge-mc26.2.jar
7 Jul 2026
agritechevolved-2.2.0.2+neoforge-mc26.1.2.jar
7 Jul 2026
agritechevolved-3.1.0.1+neoforge-mc26.2.jar
5 Jul 2026
agritechevolved-2.2.0.1+neoforge-mc26.1.2.jar
5 Jul 2026
agritechevolved-3.1.0+neoforge-mc26.2.jar
5 Jul 2026
agritechevolved-2.2.0+neoforge-mc26.1.2.jar
5 Jul 2026
agritechevolved-3.0.0.2+neoforge-mc26.2.jar
24 Jun 2026
agritechevolved-2.1.2.2+neoforge-mc26.1.2.jar
24 Jun 2026
agritechevolved-1.1.0.1+mc-1.21.1.jar
24 Jun 2026
agritechevolved-1.1.0+mc-1.21.1.jar
23 Jun 2026
Looking for an older file? The official CurseForge project page is in Resources.