About NeroAgriculture
From ModrinthMine alien ore, power up your machines, build rockets β then terraform a dead world until it rains.
> π± NeroLink App Beta β your Neroland world on your phone. Check energy, alerts and machines live, claim quest rewards and search your storage without logging in. Join the beta at nerolandmc.net β > > π Explore the Neroland ecosystem. See how NeroAgriculture fits together with the rest of the Nero mods β every mod, wiki and changelog in one place. View the ecosystem at nerolandmc.net β Β· NeroAgriculture on the website
NeroAgriculture
Grow it anywhere β 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 β 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 β in design; not yet released.)
Farming as infrastructure
- Hydroponics. Soil-free growing blocks and multiblocks supply water and nutrients directly, letting crops grow where there is no dirt β the foundation of off-world farming, running on Core's power framework.
- Greenhouse blocks. Sealed, lit, pressurised enclosures create an Earth-like pocket on hostile worlds, satisfying atmosphere and light requirements artificially for a power cost.
- Growth conditions. Every crop checks its environment β light, water/nutrient, atmosphere, oxygen, temperature and planet tags β and grows only when satisfied, so vanilla dirt-farming simply fails in vacuum.
- Fertiliser machines. Recipe-driven processors turn raw inputs into fertiliser that accelerates growth or boosts yield on nearby crops.
- Genetic crop upgrades. Stations apply persistent trait modifiers β yield, growth speed, hardiness, oxygen output β stored on the seed/crop, so you can engineer your farm over time.
- Automated crop towers. Multiblock vertical farms plant, grow and harvest on a batched cycle, exposing item I/O for logistics and storage networks β the automation endgame of farming.
- 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
- π± Alien crops & planet-specific food β new species with non-Earth growth needs and planet-gated produce that carries planet-themed buffs, giving you a reason to farm each world.
- π« Oxygen-producing plants β flora that generate breathable oxygen for a sealed area and double as life support, tied into Nerospace's oxygen/atmosphere system.
- π Terraforming seeds β specialised seeds that, once established, slowly shift a region's local atmosphere or biome toward habitability through Nerospace atmosphere hooks β a slow, area-based arc, never a single click.
- ποΈ Configurable realism β 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.
- π§΅ Server-friendly β 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.
> Telemetry notice: NeroAgriculture sends anonymous error reports (stack trace, mod/game versions and the loaded-mod id list β never IPs, usernames, UUIDs, or world data) to the developers via Sentry (EU servers) so crashes can be fixed. On by default β opt out any time by setting telemetryEnabled = false in config/neroagriculture.properties. Full details: PRIVACY.md.
Why it fits the ecosystem
- π§© Built on Neroland Core β one power/upgrade framework, one progression arc, shared
c:material and power tags, and its own creative tab. - π Interoperates, never hard-depends β Nerospace 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 β all optional, all soft.
- π External-ready via Core tags β 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.
- π§± Cross-loader β NeoForge, Forge and Fabric on Minecraft 26.1.2 and 26.2.
Requirements & compatibility
Highlights
From source dataGame versions
Supports 3 Minecraft versions, the newest being 26.3.
Loaders
Runs on Fabric, Forge and NeoForge.
Footprint
Rated a light load on a server.
NeroAgriculture on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Minecraft servers. We download it from Modrinth, place it, and restart the server.
- Server side
- Required on the server
- Server type needed
- Fabric, Forge, NeoForge
- Server load
- light
- Smallest plan we suggest
- Minecraft β 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 0.5.0-beta.1-forge-26.3 (beta), released 2026-10-12
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Forge | 26.1.2 to 26.3 (3 versions) | 26.3 |
| NeoForge | 26.2 to 26.3 (2 versions) | 26.3 |
From 15 recorded builds of NeroAgriculture.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 0.5.0-beta.1-forge-26.3 beta | 2026-10-12 | 26.3 | Forge |
| 0.5.0-beta.1-forge-26.2 beta | 2026-10-12 | 26.2 | Forge |
| 0.5.0-beta.1-forge-26.1.2 beta | 2026-10-12 | 26.1.2 | Forge |
| 0.5.0-beta.1-neoforge-26.3 beta | 2026-10-12 | 26.3 | NeoForge |
| 0.5.0-beta.1-neoforge-26.2 beta | 2026-10-12 | 26.2 | NeoForge |
| 0.4.0-beta.1-forge-26.3 beta | 2026-10-11 | 26.3 | Forge |
Run NeroAgriculture on a Minecraft server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogTechnology & automation
Machines, power, logistics and automation.
Runs on your server
From source side supportModrinth lists NeroAgriculture as required on the server. Check its Modrinth page to see whether players need it too.
Compatibility
- Game
- Minecraft
- Loaders
- FabricForgeNeoForge
- Runs on
- Serverrequired on the server
- Game versions
- 26.3 and 2 earlier
Verified at the source
- βModrinthOfficial listing, checked 2026-10-12Open β
- βAuthorDario-Maselli, as published on Modrinth
- βLicenseLicenseRef-CustomFree












