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USDACraft project artwork

CurseForge · Minecraft mod

USDACraft

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

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

Quick answer

Which USDACraft release should I use?

Updated 2 years ago
Latest stable file usdacraft-forge-1.20.1-1.0.3.jar
Game version 1.20.1
Loader NeoForge, Forge

usdacraft-forge-1.20.1-1.0.3.jar targets 1.20.1 with NeoForge, 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 USDACraft 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 NeoForge, 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 usdacraft-forge-1.20.1-1.0.3.jar need?

usdacraft-forge-1.20.1-1.0.3.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 USDACraft without breaking your instance.

Built for usdacraft-forge-1.20.1-1.0.3.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use usdacraft-forge-1.20.1-1.0.3.jar. It targets 1.20.1 with NeoForge, 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 usdacraft-forge-1.20.1-1.0.3.jar. It opens that exact file at the source.

About this project

What does USDACraft add?

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!)

Project description from CurseForge.

Pick your setup

USDACraft by Minecraft version and loader

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

4 available setups

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

Recent files

USDACraft versions and loaders

8 of 8 releases match

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