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Mineforgian

Hydrofarm

Water-tech and farm automation: clustering tanks, smart pipes, sprinklers, hydroponic crop and tree beds, animal pens, and water power — a focused set of machines, not a whole tech tree. Fabric + NeoForge from one codebase.

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2K
Подписчики
9
Обновлён
30 июля 2026 г.
Лицензия
MIT

Опубликован 21 мая 2026 г.

Hydrofarm

Hydrofarm is a compact farming-tech mod: move water, grow crops and trees, keep animals, and turn the results into items, XP, and energy. Every machine earns its slot — no sprawling tech tree, no mandatory progression grind.

Available for Fabric and NeoForge, Minecraft 26.1.x.

💧 Fluids & logistics

  • Liquid Tank — stackable storage with a visible, glowing fluid level. Adjacent tanks merge into one shared pool. Holds water, lava, milk, and Liquid XP.
  • Liquid Pipe & Item Pipe — auto-connecting networks that grow a port wherever they touch an inventory. Right-click a port to make it a terminal with per-face extract/insert modes and whitelist/blacklist filters.
  • Liquid Siphon — slow area extraction from vanilla water; source blocks regenerate, nothing is drained dry.
  • Sprinkler — ~2.5× crop growth and auto-hydration across a 9×9, fed by pipes or tanks.
  • Cauldrons connect to pipes as fluid sources and sinks, on both loaders.

🌱 Growing

  • Hydroponics Bed — four planter quadrants per bed, each growing the crop you configure from the cluster's shared water pool. Harvests collect automatically and trickle Liquid XP.
  • Tree Farm Bed — the same idea for saplings: logs and saplings without the chopping.
  • Adjacent beds form a cluster — shared water, items, and XP, managed from one GUI with cluster-wide rates.
  • Works with Farmer's Delight and Croptopia crops out of the box.

🐄 Animals

  • Animal Capture Net — scoop up an animal, item and all, and carry it home.
  • Husbandry Bed — housed animals produce wool, eggs, milk, and honeycomb on feed-and-water cycles.
  • Butcher Bed — a breeding pair sustains a steady drip of that species' slaughter loot and Liquid XP. The stock itself is never consumed.

⚡ Energy & utility

  • Hydroelectric Generator — water in, energy out. Team Reborn Energy on Fabric, FE on NeoForge — plays nice with the usual tech-mod cables and machines.
  • Energy Pipe & Energy Cell — simple distribution and a multiblock power bank that merges visually as it grows.
  • Autocrafter — energy-powered template crafting from piped-in ingredients, with the recipe displayed on its sides and the result floating above.
  • Mending Station — repairs gear with Liquid XP and energy; fully pipe-automatable.
  • Monster Repulser — an energy-upkeep field that stops hostile spawns inside it.
  • XP Drain — sneak on it to bank your levels as Liquid XP into an attached tank; right-click to take them back. Liquid XP also bottles into XP bottles at any bed or tank.

✨ Decoration

  • Glowcubes — 17 dye-colored light blocks with a slow internal swirl.

🔌 Integrations

  • Jade — cluster and bed overlays out of the box.
  • ModMenu (Fabric) / Mods screen (NeoForge) — in-game config button.
  • Defers to the standalone Capture Net mod when it's installed.

⚙️ Configuration

config/hydrofarm.properties (hand-editable, self-healing) or the in-game screen: render distances and toggles for bed crops and pen animals, sprinkler particle tuning, and per-bed-type Liquid XP output toggles.

Requirements

  • Minecraft 26.1.x · Java 25
  • Fabric: Fabric Loader 0.18.4+ and Fabric API (Team Reborn Energy is bundled)
  • NeoForge: 26.1.2+

Required on both client and server.

Ченджлог

0.3.9+mc26.2Релиз26.2 · 30 июля 2026 г.

A visual fix for Energy Cell banks.

Fixed

  • Energy Cell structures no longer show see-through seams along their edges. The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one.

  • Fixed the seam inside a hollowed-out bank. Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through.

  • Fixed flickering on the frame corners. Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells.

Notes

  • Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load.
  • A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update.
  • Same changes as v0.2.9 on the Minecraft 26.1.2 line.
0.3.9+mc26.2Релиз26.2 · 30 июля 2026 г.

A visual fix for Energy Cell banks.

Fixed

  • Energy Cell structures no longer show see-through seams along their edges. The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one.

  • Fixed the seam inside a hollowed-out bank. Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through.

  • Fixed flickering on the frame corners. Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells.

Notes

  • Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load.
  • A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update.
  • Same changes as v0.2.9 on the Minecraft 26.1.2 line.
0.2.9+mc26.1.2Релиз26.1, 26.1.1, 26.1.2 · 30 июля 2026 г.

A visual fix for Energy Cell banks.

Fixed

  • Energy Cell structures no longer show see-through seams along their edges. The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one.

  • Fixed the seam inside a hollowed-out bank. Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through.

  • Fixed flickering on the frame corners. Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells.

Notes

  • Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load.
  • A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update.
  • Same changes as v0.3.9 on the Minecraft 26.2 line.
0.2.9+mc26.1.2Релиз26.1, 26.1.1, 26.1.2 · 30 июля 2026 г.

A visual fix for Energy Cell banks.

Fixed

  • Energy Cell structures no longer show see-through seams along their edges. The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one.

  • Fixed the seam inside a hollowed-out bank. Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through.

  • Fixed flickering on the frame corners. Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells.

Notes

  • Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load.
  • A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update.
  • Same changes as v0.3.9 on the Minecraft 26.2 line.
0.3.8+mc26.2Релиз26.2 · 30 июля 2026 г.

Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that.

Fixed

  • Big multiblocks no longer lag the game. Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the square of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure.

    Measured in-game on a 9×9×9 (729-block) tank warehouse:

    Before After
    Standing and looking at it ~14,580 scans/sec 19/sec
    Each block placed ~740 scans ~3

    A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen.

  • An "anti-stutter" feature had never actually worked. Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's height, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out.

  • Energy Cells could gain energy across a save and reload. Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case.

  • A cell next to a newly-placed generator could ignore it for a few seconds. Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live.

  • Sprinklers and Monster Repulsers could carry data between singleplayer worlds. Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted.

  • Fluid and energy transfers no longer touch parts of a structure they cannot change. Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing.

Notes

  • No world or config changes. Existing builds load and behave exactly as before, just faster.
  • Same changes as v0.2.8 on the Minecraft 26.1.2 line.
0.3.8+mc26.2Релиз26.2 · 30 июля 2026 г.

Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that.

Fixed

  • Big multiblocks no longer lag the game. Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the square of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure.

    Measured in-game on a 9×9×9 (729-block) tank warehouse:

    Before After
    Standing and looking at it ~14,580 scans/sec 19/sec
    Each block placed ~740 scans ~3

    A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen.

  • An "anti-stutter" feature had never actually worked. Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's height, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out.

  • Energy Cells could gain energy across a save and reload. Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case.

  • A cell next to a newly-placed generator could ignore it for a few seconds. Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live.

  • Sprinklers and Monster Repulsers could carry data between singleplayer worlds. Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted.

  • Fluid and energy transfers no longer touch parts of a structure they cannot change. Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing.

Notes

  • No world or config changes. Existing builds load and behave exactly as before, just faster.
  • Same changes as v0.2.8 on the Minecraft 26.1.2 line.
0.2.8+mc26.1.2Релиз26.1, 26.1.1, 26.1.2 · 30 июля 2026 г.

Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that.

Fixed

  • Big multiblocks no longer lag the game. Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the square of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure.

    Measured in-game on a 9×9×9 (729-block) tank warehouse:

    Before After
    Standing and looking at it ~14,580 scans/sec 19/sec
    Each block placed ~740 scans ~3

    A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen.

  • An "anti-stutter" feature had never actually worked. Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's height, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out.

  • Energy Cells could gain energy across a save and reload. Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case.

  • A cell next to a newly-placed generator could ignore it for a few seconds. Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live.

  • Sprinklers and Monster Repulsers could carry data between singleplayer worlds. Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted.

  • Fluid and energy transfers no longer touch parts of a structure they cannot change. Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing.

Notes

  • No world or config changes. Existing builds load and behave exactly as before, just faster.
  • Same changes as v0.3.8 on the Minecraft 26.2 line.
0.2.8+mc26.1.2Релиз26.1, 26.1.1, 26.1.2 · 30 июля 2026 г.

Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that.

Fixed

  • Big multiblocks no longer lag the game. Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the square of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure.

    Measured in-game on a 9×9×9 (729-block) tank warehouse:

    Before After
    Standing and looking at it ~14,580 scans/sec 19/sec
    Each block placed ~740 scans ~3

    A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen.

  • An "anti-stutter" feature had never actually worked. Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's height, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out.

  • Energy Cells could gain energy across a save and reload. Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case.

  • A cell next to a newly-placed generator could ignore it for a few seconds. Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live.

  • Sprinklers and Monster Repulsers could carry data between singleplayer worlds. Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted.

  • Fluid and energy transfers no longer touch parts of a structure they cannot change. Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing.

Notes

  • No world or config changes. Existing builds load and behave exactly as before, just faster.
  • Same changes as v0.3.8 on the Minecraft 26.2 line.

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