Перейти к содержимому
Mineforgian

NeroAgriculture

Mine alien ore, power up your machines, build rockets — then terraform a dead world until it rains.

Загрузки
94
Подписчики
2
Обновлён
30 июля 2026 г.
Лицензия
Custom

Опубликован 12 июля 2026 г.

NeroAgriculture

Grow it anywhere — 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 — 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 — in design; not yet released.)


Farming as infrastructure

  1. Hydroponics. Soil-free growing blocks and multiblocks supply water and nutrients directly, letting crops grow where there is no dirt — the foundation of off-world farming, running on Core's power framework.
  2. Greenhouse blocks. Sealed, lit, pressurised enclosures create an Earth-like pocket on hostile worlds, satisfying atmosphere and light requirements artificially for a power cost.
  3. Growth conditions. Every crop checks its environment — light, water/nutrient, atmosphere, oxygen, temperature and planet tags — and grows only when satisfied, so vanilla dirt-farming simply fails in vacuum.
  4. Fertiliser machines. Recipe-driven processors turn raw inputs into fertiliser that accelerates growth or boosts yield on nearby crops.
  5. Genetic crop upgrades. Stations apply persistent trait modifiers — yield, growth speed, hardiness, oxygen output — stored on the seed/crop, so you can engineer your farm over time.
  6. Automated crop towers. Multiblock vertical farms plant, grow and harvest on a batched cycle, exposing item I/O for logistics and storage networks — the automation endgame of farming.
  7. 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

  • 🌱 Alien crops & planet-specific food — new species with non-Earth growth needs and planet-gated produce that carries planet-themed buffs, giving you a reason to farm each world.
  • 🫁 Oxygen-producing plants — flora that generate breathable oxygen for a sealed area and double as life support, tied into Nerospace's oxygen/atmosphere system.
  • 🌍 Terraforming seeds — specialised seeds that, once established, slowly shift a region's local atmosphere or biome toward habitability through Nerospace atmosphere hooks — a slow, area-based arc, never a single click.
  • 🎛️ Configurable realism — 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.
  • 🧵 Server-friendly — 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. Any optional crash telemetry is anonymous and opt-out, carrying version strings only — never names, UUIDs, IPs or world data.

Why it fits the ecosystem

  • 🧩 Built on Neroland Core — one power/upgrade framework, one progression arc, shared c: material and power tags, and its own creative tab.
  • 🚀 Interoperates, never hard-dependsNerospace 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 — all optional, all soft.
  • 🔌 External-ready via Core tags — 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.
  • 🧱 Cross-loader — NeoForge, Forge and Fabric on Minecraft 26.1.2 and 26.2.

Requirements & compatibility

  • Requires Neroland Core — install it alongside NeroAgriculture (it loads first).
  • Optional but recommended: Nerospace for the planet, atmosphere and oxygen rules that give off-world farming and terraforming their meaning.
  • Modpacks are allowed and encouraged — any platform, no need to ask. Use the official files and credit NeroAgriculture by Neroland with links to the CurseForge page and the GitHub repository. Full terms: LICENSE.

Links


Created by Neroland. The project logo was made with the help of AI image tools; in-game art is generated by the project's own tooling and refined by hand.

Ченджлог

0.1.0-beta.1-forge-26.2Бета26.2 · 30 июля 2026 г.

The resource-seed economy release. The mod is reframed around a standalone fragment ladder with NeroAgriculture-native progression: the word "essence" is gone, every machine reports through a real screen, and a full code + design audit (neroland-mc-ecosystem/audits/2026-07-28-neroagriculture-audit.md) was remediated in the same cycle. Builds green across all six loader×MC cells (Fabric/Forge/NeoForge × 26.1.2/26.2).

Added

The fragment ladder and resource seeds

  • Cosmic-ascent fragment ladder — five tier items Territe → Forgite → Orbite → Colonite → Voidite Fragment (replacing the essences), condensed 4:1 up the ladder on the Fragment Infuser with steeply scaling NeroFlux + time costs. The per-resource drop is the Resource Fragment; compacted fragment blocks and decor follow the same naming.
  • Native, standalone progression — NeroAgriculture-owned datapack gates refinement / synthesis / transmutation / ascension that open themselves as each tier's fragments are first produced, so the whole ladder is reachable with only Neroland Core installed.
  • Resource seeds require the real resource: synthesized from the resource + tier-scaled matching fragments + a Prospora Seed — seeds amplify what you have found, never mint what you haven't. Harvests have a configurable seed-return chance (growth.seed_return_percent, default 10%).
  • Prospora base crop — a farmland-planted bootstrap crop dropping Territe Fragments + its seed.
  • Fusion / alloy seeds — data-driven fragment_fusion recipes on the Infuser; curated Steel, Energized Steel (dormant-safe) and Core-native Nero Alloy, fully datapack-extendable and clamped by fusion.enabled / fusion.max_tier.
  • Generic fragment → resource conversion for every catalog material (per-material recipe JSONs still override), and a dynamic creative tab listing one seed per synced catalog material.
  • Tag-driven discovery across c:ingots/gems/ores/dusts/raw_materials, with per-resource tier/gate/yield/conversion/colour/enabled overrides and a configurable default tier for unknown materials (discovery.default_tier, default Orbite).
  • Resource-colour tinting — seeds, fragments and planted crops tint to their resource's ingot colour on all three loaders, driven by the shared colour resolver.

Machines, screens and UX

  • Every machine now has a real screen in the shared texture-free style: fabrication machines, Genetics Station, Crop Tower, Grow Beds, Planter/Harvester/Fertiliser Applicator, the processors, and slot-free status panels for Greenhouse / Terraforming / Pollination Beacon. All gauges are labelled (Energy / Nutrient / Progress), and gauge values sync as a fraction of the live configured capacity.
  • Growth progress readouts — Grow Beds show a live growth bar for the planted crop; Crop Towers show average growth plus a "Ripe n/m" mature-slot counter.
  • In-GUI build guides — the Crop Tower and Greenhouse Controller screens carry a scrollable left-hand guide (with a block-layer sketch) walking through the build steps.
  • Working-area hologram toggle on the area machines (end-rod outline, persisted per machine).
  • Grow beds are hopping pots — auto-harvest into four hopper-extractable output slots and auto-replant from the seed slot; the full farm loop automates on the bed.
  • Greenhouse Door — a two-block metal-and-glass airlock door: it counts as sealed shell whether open or closed, so walking in never breaches the greenhouse. Crafted 2×3 from Greenhouse Glass over Greenhouse Frame (yields 3).

Ecosystem integration

  • Nerospace planet-visit adapter (runtime-guarded, no hard dependency): planet visits grant Core material_discovered milestones for planet-bound materials, making Nerospace-restricted materials researchable; historical visits backfill when Nerospace ≥ 1.0.0-beta.8 is present. Toggle: compat.nerospace_visits.
  • Optional sibling overlays (progression.sibling_overlays, default off): higher tiers can additionally require the matching Neroland arc gate a sibling mod drives open — dormant-safe, standalone play is never blocked.

Changed

  • Progression posture (playtest decision, 2026-07-16): hard tier gates are off by default — no machine step or material is gate-blocked out of the box; the native gates stay registered for packs that want unlocks back. Pacing comes from the economy (real-resource sacrifice, the 4:1 ladder, NF + time, yield caps) plus Seed Research, now required by default (progression.require_research=true).
  • Gate unlocks and machine/crop/pollination checks are owner-bound (placer-recorded, erasure-covered), with a nearest-player fallback only for ownerless blocks.
  • Crop towers respect the environment: per-layer climate checks with a configurable NeroFlux surcharge in hostile environments (crop_tower.hostile_environment_nf_multiplier, default 4) instead of bypassing the system.
  • Area machines (Planter/Harvester/Applicator) start at a 7×7 area, extendable to 13×13 with range upgrades.
  • Biofuel is a fluid in its own right — own properties, bucket and liquid block (lighter and runnier than nutrient) instead of sharing nutrient's definition.
  • Food & alien content de-emphasised to a clearly-labelled secondary system; nothing removed.
  • Texture set repainted to the fragment naming with a ~15% darker lab palette; tinted items use neutral greyscale bases so the resource colour multiplies cleanly.
  • Internal: canonical cross-loader machine and screen tables in common (new machines can no longer silently miss capabilities or screens on one loader).

Fixed

Audit remediation (2026-07-29)

  • Recipe lookup no longer scans and sorts the whole recipe manager every tick — per-type cached index plus an idle gate on the fabrication machines; material matching cached per catalog.
  • Breaking a Grow Bed or Foundation Machine no longer voids its inventory; all machines drop contents from the removal hook, covering creative breaks and explosions.
  • Crop block entities sync to the client — in-world crop tints render the real material colour; grow beds no longer broadcast a full sync packet on every dirty-mark.
  • Server-scoped static caches are cleared on server stop (terraforming regions, greenhouse index, cycles, catalog, gallery records, visit tracking) instead of leaking into the next world.
  • Forge honours per-side machine side-config dynamically, matching Fabric/NeoForge.
  • Platform services preload at construction even with telemetry opted out (mid-tick ServiceLoader crash class).
  • Player-data erasure reaches machines in unloaded chunks via a persisted tombstone set with a retention window (privacy.erasure_retention_days, default 90). (POPIA/GDPR)
  • Greenhouse oxygen contributions are retracted on breach/unpower/removal.
  • Plus a full medium/low sweep: synthesizer hopper filter matches its recipe; tower harvests no longer burn fertiliser on jammed outputs and split yields across stacks; dedicated-server clients resolve materials/species from the synced catalog; screens no longer hard-code gauge maxima; compatibility panels cached per screen; menu slot filters, parser hardening, unified colour parsing, aggregated reload logging, surgical gallery clear, network action validation, Fabric dedicated-server classloading, zero-yield age reset, and client cache clearing on disconnect.

Playtest and rendering fixes

  • All machines accept battery/pipe power — every machine exposes energy + fluid (side-config gated) and items on all three loaders.
  • Fluids render on all three loaders (animated still/flow sprites; previously missing-texture checkerboard outside NeoForge).
  • UI overlap sweep — fabrication, area-machine, grow-bed, genetics and tower screens re-banded so labels, slots and text never collide; the Crop Tower screen gained dedicated rows for its gauges, growth bar and status line.
  • Right-click with an item in hand opens machine UIs instead of placing the held block; crops are walk-through (noCollision); block items translate via their block keys; seeds and fragments are named for their resource ("Iron Seed", "Redstone Fragment").
  • Gallery: exhibits record what they place so clear removes exactly that; fluids and doors are excluded from the floating grid; the greenhouse exhibit's battery no longer blocks the controller's face and the dome has a walk-in Greenhouse Door.

Notes

  • Privacy (POPIA/GDPR): player data is UUID-only, opt-out, and routed through Core's shared PlayerDataErasure hook — now including unloaded-chunk machine owners via erasure tombstones; telemetry carries no personal data. See Privacy and erasure.
  • Build: all six cells compile and pass ecjCheck and unit tests. The new screens, door and tint paths are compile-verified; in-game visual checks continue on the dev machine.
0.1.0-beta.1-forge-26.1.2Бета26.1.2 · 30 июля 2026 г.

The resource-seed economy release. The mod is reframed around a standalone fragment ladder with NeroAgriculture-native progression: the word "essence" is gone, every machine reports through a real screen, and a full code + design audit (neroland-mc-ecosystem/audits/2026-07-28-neroagriculture-audit.md) was remediated in the same cycle. Builds green across all six loader×MC cells (Fabric/Forge/NeoForge × 26.1.2/26.2).

Added

The fragment ladder and resource seeds

  • Cosmic-ascent fragment ladder — five tier items Territe → Forgite → Orbite → Colonite → Voidite Fragment (replacing the essences), condensed 4:1 up the ladder on the Fragment Infuser with steeply scaling NeroFlux + time costs. The per-resource drop is the Resource Fragment; compacted fragment blocks and decor follow the same naming.
  • Native, standalone progression — NeroAgriculture-owned datapack gates refinement / synthesis / transmutation / ascension that open themselves as each tier's fragments are first produced, so the whole ladder is reachable with only Neroland Core installed.
  • Resource seeds require the real resource: synthesized from the resource + tier-scaled matching fragments + a Prospora Seed — seeds amplify what you have found, never mint what you haven't. Harvests have a configurable seed-return chance (growth.seed_return_percent, default 10%).
  • Prospora base crop — a farmland-planted bootstrap crop dropping Territe Fragments + its seed.
  • Fusion / alloy seeds — data-driven fragment_fusion recipes on the Infuser; curated Steel, Energized Steel (dormant-safe) and Core-native Nero Alloy, fully datapack-extendable and clamped by fusion.enabled / fusion.max_tier.
  • Generic fragment → resource conversion for every catalog material (per-material recipe JSONs still override), and a dynamic creative tab listing one seed per synced catalog material.
  • Tag-driven discovery across c:ingots/gems/ores/dusts/raw_materials, with per-resource tier/gate/yield/conversion/colour/enabled overrides and a configurable default tier for unknown materials (discovery.default_tier, default Orbite).
  • Resource-colour tinting — seeds, fragments and planted crops tint to their resource's ingot colour on all three loaders, driven by the shared colour resolver.

Machines, screens and UX

  • Every machine now has a real screen in the shared texture-free style: fabrication machines, Genetics Station, Crop Tower, Grow Beds, Planter/Harvester/Fertiliser Applicator, the processors, and slot-free status panels for Greenhouse / Terraforming / Pollination Beacon. All gauges are labelled (Energy / Nutrient / Progress), and gauge values sync as a fraction of the live configured capacity.
  • Growth progress readouts — Grow Beds show a live growth bar for the planted crop; Crop Towers show average growth plus a "Ripe n/m" mature-slot counter.
  • In-GUI build guides — the Crop Tower and Greenhouse Controller screens carry a scrollable left-hand guide (with a block-layer sketch) walking through the build steps.
  • Working-area hologram toggle on the area machines (end-rod outline, persisted per machine).
  • Grow beds are hopping pots — auto-harvest into four hopper-extractable output slots and auto-replant from the seed slot; the full farm loop automates on the bed.
  • Greenhouse Door — a two-block metal-and-glass airlock door: it counts as sealed shell whether open or closed, so walking in never breaches the greenhouse. Crafted 2×3 from Greenhouse Glass over Greenhouse Frame (yields 3).

Ecosystem integration

  • Nerospace planet-visit adapter (runtime-guarded, no hard dependency): planet visits grant Core material_discovered milestones for planet-bound materials, making Nerospace-restricted materials researchable; historical visits backfill when Nerospace ≥ 1.0.0-beta.8 is present. Toggle: compat.nerospace_visits.
  • Optional sibling overlays (progression.sibling_overlays, default off): higher tiers can additionally require the matching Neroland arc gate a sibling mod drives open — dormant-safe, standalone play is never blocked.

Changed

  • Progression posture (playtest decision, 2026-07-16): hard tier gates are off by default — no machine step or material is gate-blocked out of the box; the native gates stay registered for packs that want unlocks back. Pacing comes from the economy (real-resource sacrifice, the 4:1 ladder, NF + time, yield caps) plus Seed Research, now required by default (progression.require_research=true).
  • Gate unlocks and machine/crop/pollination checks are owner-bound (placer-recorded, erasure-covered), with a nearest-player fallback only for ownerless blocks.
  • Crop towers respect the environment: per-layer climate checks with a configurable NeroFlux surcharge in hostile environments (crop_tower.hostile_environment_nf_multiplier, default 4) instead of bypassing the system.
  • Area machines (Planter/Harvester/Applicator) start at a 7×7 area, extendable to 13×13 with range upgrades.
  • Biofuel is a fluid in its own right — own properties, bucket and liquid block (lighter and runnier than nutrient) instead of sharing nutrient's definition.
  • Food & alien content de-emphasised to a clearly-labelled secondary system; nothing removed.
  • Texture set repainted to the fragment naming with a ~15% darker lab palette; tinted items use neutral greyscale bases so the resource colour multiplies cleanly.
  • Internal: canonical cross-loader machine and screen tables in common (new machines can no longer silently miss capabilities or screens on one loader).

Fixed

Audit remediation (2026-07-29)

  • Recipe lookup no longer scans and sorts the whole recipe manager every tick — per-type cached index plus an idle gate on the fabrication machines; material matching cached per catalog.
  • Breaking a Grow Bed or Foundation Machine no longer voids its inventory; all machines drop contents from the removal hook, covering creative breaks and explosions.
  • Crop block entities sync to the client — in-world crop tints render the real material colour; grow beds no longer broadcast a full sync packet on every dirty-mark.
  • Server-scoped static caches are cleared on server stop (terraforming regions, greenhouse index, cycles, catalog, gallery records, visit tracking) instead of leaking into the next world.
  • Forge honours per-side machine side-config dynamically, matching Fabric/NeoForge.
  • Platform services preload at construction even with telemetry opted out (mid-tick ServiceLoader crash class).
  • Player-data erasure reaches machines in unloaded chunks via a persisted tombstone set with a retention window (privacy.erasure_retention_days, default 90). (POPIA/GDPR)
  • Greenhouse oxygen contributions are retracted on breach/unpower/removal.
  • Plus a full medium/low sweep: synthesizer hopper filter matches its recipe; tower harvests no longer burn fertiliser on jammed outputs and split yields across stacks; dedicated-server clients resolve materials/species from the synced catalog; screens no longer hard-code gauge maxima; compatibility panels cached per screen; menu slot filters, parser hardening, unified colour parsing, aggregated reload logging, surgical gallery clear, network action validation, Fabric dedicated-server classloading, zero-yield age reset, and client cache clearing on disconnect.

Playtest and rendering fixes

  • All machines accept battery/pipe power — every machine exposes energy + fluid (side-config gated) and items on all three loaders.
  • Fluids render on all three loaders (animated still/flow sprites; previously missing-texture checkerboard outside NeoForge).
  • UI overlap sweep — fabrication, area-machine, grow-bed, genetics and tower screens re-banded so labels, slots and text never collide; the Crop Tower screen gained dedicated rows for its gauges, growth bar and status line.
  • Right-click with an item in hand opens machine UIs instead of placing the held block; crops are walk-through (noCollision); block items translate via their block keys; seeds and fragments are named for their resource ("Iron Seed", "Redstone Fragment").
  • Gallery: exhibits record what they place so clear removes exactly that; fluids and doors are excluded from the floating grid; the greenhouse exhibit's battery no longer blocks the controller's face and the dome has a walk-in Greenhouse Door.

Notes

  • Privacy (POPIA/GDPR): player data is UUID-only, opt-out, and routed through Core's shared PlayerDataErasure hook — now including unloaded-chunk machine owners via erasure tombstones; telemetry carries no personal data. See Privacy and erasure.
  • Build: all six cells compile and pass ecjCheck and unit tests. The new screens, door and tint paths are compile-verified; in-game visual checks continue on the dev machine.
0.1.0-beta.1-neoforge-26.2Бета26.2 · 30 июля 2026 г.

The resource-seed economy release. The mod is reframed around a standalone fragment ladder with NeroAgriculture-native progression: the word "essence" is gone, every machine reports through a real screen, and a full code + design audit (neroland-mc-ecosystem/audits/2026-07-28-neroagriculture-audit.md) was remediated in the same cycle. Builds green across all six loader×MC cells (Fabric/Forge/NeoForge × 26.1.2/26.2).

Added

The fragment ladder and resource seeds

  • Cosmic-ascent fragment ladder — five tier items Territe → Forgite → Orbite → Colonite → Voidite Fragment (replacing the essences), condensed 4:1 up the ladder on the Fragment Infuser with steeply scaling NeroFlux + time costs. The per-resource drop is the Resource Fragment; compacted fragment blocks and decor follow the same naming.
  • Native, standalone progression — NeroAgriculture-owned datapack gates refinement / synthesis / transmutation / ascension that open themselves as each tier's fragments are first produced, so the whole ladder is reachable with only Neroland Core installed.
  • Resource seeds require the real resource: synthesized from the resource + tier-scaled matching fragments + a Prospora Seed — seeds amplify what you have found, never mint what you haven't. Harvests have a configurable seed-return chance (growth.seed_return_percent, default 10%).
  • Prospora base crop — a farmland-planted bootstrap crop dropping Territe Fragments + its seed.
  • Fusion / alloy seeds — data-driven fragment_fusion recipes on the Infuser; curated Steel, Energized Steel (dormant-safe) and Core-native Nero Alloy, fully datapack-extendable and clamped by fusion.enabled / fusion.max_tier.
  • Generic fragment → resource conversion for every catalog material (per-material recipe JSONs still override), and a dynamic creative tab listing one seed per synced catalog material.
  • Tag-driven discovery across c:ingots/gems/ores/dusts/raw_materials, with per-resource tier/gate/yield/conversion/colour/enabled overrides and a configurable default tier for unknown materials (discovery.default_tier, default Orbite).
  • Resource-colour tinting — seeds, fragments and planted crops tint to their resource's ingot colour on all three loaders, driven by the shared colour resolver.

Machines, screens and UX

  • Every machine now has a real screen in the shared texture-free style: fabrication machines, Genetics Station, Crop Tower, Grow Beds, Planter/Harvester/Fertiliser Applicator, the processors, and slot-free status panels for Greenhouse / Terraforming / Pollination Beacon. All gauges are labelled (Energy / Nutrient / Progress), and gauge values sync as a fraction of the live configured capacity.
  • Growth progress readouts — Grow Beds show a live growth bar for the planted crop; Crop Towers show average growth plus a "Ripe n/m" mature-slot counter.
  • In-GUI build guides — the Crop Tower and Greenhouse Controller screens carry a scrollable left-hand guide (with a block-layer sketch) walking through the build steps.
  • Working-area hologram toggle on the area machines (end-rod outline, persisted per machine).
  • Grow beds are hopping pots — auto-harvest into four hopper-extractable output slots and auto-replant from the seed slot; the full farm loop automates on the bed.
  • Greenhouse Door — a two-block metal-and-glass airlock door: it counts as sealed shell whether open or closed, so walking in never breaches the greenhouse. Crafted 2×3 from Greenhouse Glass over Greenhouse Frame (yields 3).

Ecosystem integration

  • Nerospace planet-visit adapter (runtime-guarded, no hard dependency): planet visits grant Core material_discovered milestones for planet-bound materials, making Nerospace-restricted materials researchable; historical visits backfill when Nerospace ≥ 1.0.0-beta.8 is present. Toggle: compat.nerospace_visits.
  • Optional sibling overlays (progression.sibling_overlays, default off): higher tiers can additionally require the matching Neroland arc gate a sibling mod drives open — dormant-safe, standalone play is never blocked.

Changed

  • Progression posture (playtest decision, 2026-07-16): hard tier gates are off by default — no machine step or material is gate-blocked out of the box; the native gates stay registered for packs that want unlocks back. Pacing comes from the economy (real-resource sacrifice, the 4:1 ladder, NF + time, yield caps) plus Seed Research, now required by default (progression.require_research=true).
  • Gate unlocks and machine/crop/pollination checks are owner-bound (placer-recorded, erasure-covered), with a nearest-player fallback only for ownerless blocks.
  • Crop towers respect the environment: per-layer climate checks with a configurable NeroFlux surcharge in hostile environments (crop_tower.hostile_environment_nf_multiplier, default 4) instead of bypassing the system.
  • Area machines (Planter/Harvester/Applicator) start at a 7×7 area, extendable to 13×13 with range upgrades.
  • Biofuel is a fluid in its own right — own properties, bucket and liquid block (lighter and runnier than nutrient) instead of sharing nutrient's definition.
  • Food & alien content de-emphasised to a clearly-labelled secondary system; nothing removed.
  • Texture set repainted to the fragment naming with a ~15% darker lab palette; tinted items use neutral greyscale bases so the resource colour multiplies cleanly.
  • Internal: canonical cross-loader machine and screen tables in common (new machines can no longer silently miss capabilities or screens on one loader).

Fixed

Audit remediation (2026-07-29)

  • Recipe lookup no longer scans and sorts the whole recipe manager every tick — per-type cached index plus an idle gate on the fabrication machines; material matching cached per catalog.
  • Breaking a Grow Bed or Foundation Machine no longer voids its inventory; all machines drop contents from the removal hook, covering creative breaks and explosions.
  • Crop block entities sync to the client — in-world crop tints render the real material colour; grow beds no longer broadcast a full sync packet on every dirty-mark.
  • Server-scoped static caches are cleared on server stop (terraforming regions, greenhouse index, cycles, catalog, gallery records, visit tracking) instead of leaking into the next world.
  • Forge honours per-side machine side-config dynamically, matching Fabric/NeoForge.
  • Platform services preload at construction even with telemetry opted out (mid-tick ServiceLoader crash class).
  • Player-data erasure reaches machines in unloaded chunks via a persisted tombstone set with a retention window (privacy.erasure_retention_days, default 90). (POPIA/GDPR)
  • Greenhouse oxygen contributions are retracted on breach/unpower/removal.
  • Plus a full medium/low sweep: synthesizer hopper filter matches its recipe; tower harvests no longer burn fertiliser on jammed outputs and split yields across stacks; dedicated-server clients resolve materials/species from the synced catalog; screens no longer hard-code gauge maxima; compatibility panels cached per screen; menu slot filters, parser hardening, unified colour parsing, aggregated reload logging, surgical gallery clear, network action validation, Fabric dedicated-server classloading, zero-yield age reset, and client cache clearing on disconnect.

Playtest and rendering fixes

  • All machines accept battery/pipe power — every machine exposes energy + fluid (side-config gated) and items on all three loaders.
  • Fluids render on all three loaders (animated still/flow sprites; previously missing-texture checkerboard outside NeoForge).
  • UI overlap sweep — fabrication, area-machine, grow-bed, genetics and tower screens re-banded so labels, slots and text never collide; the Crop Tower screen gained dedicated rows for its gauges, growth bar and status line.
  • Right-click with an item in hand opens machine UIs instead of placing the held block; crops are walk-through (noCollision); block items translate via their block keys; seeds and fragments are named for their resource ("Iron Seed", "Redstone Fragment").
  • Gallery: exhibits record what they place so clear removes exactly that; fluids and doors are excluded from the floating grid; the greenhouse exhibit's battery no longer blocks the controller's face and the dome has a walk-in Greenhouse Door.

Notes

  • Privacy (POPIA/GDPR): player data is UUID-only, opt-out, and routed through Core's shared PlayerDataErasure hook — now including unloaded-chunk machine owners via erasure tombstones; telemetry carries no personal data. See Privacy and erasure.
  • Build: all six cells compile and pass ecjCheck and unit tests. The new screens, door and tint paths are compile-verified; in-game visual checks continue on the dev machine.
0.1.0-beta.1-neoforge-26.1.2Бета26.1.2 · 30 июля 2026 г.

The resource-seed economy release. The mod is reframed around a standalone fragment ladder with NeroAgriculture-native progression: the word "essence" is gone, every machine reports through a real screen, and a full code + design audit (neroland-mc-ecosystem/audits/2026-07-28-neroagriculture-audit.md) was remediated in the same cycle. Builds green across all six loader×MC cells (Fabric/Forge/NeoForge × 26.1.2/26.2).

Added

The fragment ladder and resource seeds

  • Cosmic-ascent fragment ladder — five tier items Territe → Forgite → Orbite → Colonite → Voidite Fragment (replacing the essences), condensed 4:1 up the ladder on the Fragment Infuser with steeply scaling NeroFlux + time costs. The per-resource drop is the Resource Fragment; compacted fragment blocks and decor follow the same naming.
  • Native, standalone progression — NeroAgriculture-owned datapack gates refinement / synthesis / transmutation / ascension that open themselves as each tier's fragments are first produced, so the whole ladder is reachable with only Neroland Core installed.
  • Resource seeds require the real resource: synthesized from the resource + tier-scaled matching fragments + a Prospora Seed — seeds amplify what you have found, never mint what you haven't. Harvests have a configurable seed-return chance (growth.seed_return_percent, default 10%).
  • Prospora base crop — a farmland-planted bootstrap crop dropping Territe Fragments + its seed.
  • Fusion / alloy seeds — data-driven fragment_fusion recipes on the Infuser; curated Steel, Energized Steel (dormant-safe) and Core-native Nero Alloy, fully datapack-extendable and clamped by fusion.enabled / fusion.max_tier.
  • Generic fragment → resource conversion for every catalog material (per-material recipe JSONs still override), and a dynamic creative tab listing one seed per synced catalog material.
  • Tag-driven discovery across c:ingots/gems/ores/dusts/raw_materials, with per-resource tier/gate/yield/conversion/colour/enabled overrides and a configurable default tier for unknown materials (discovery.default_tier, default Orbite).
  • Resource-colour tinting — seeds, fragments and planted crops tint to their resource's ingot colour on all three loaders, driven by the shared colour resolver.

Machines, screens and UX

  • Every machine now has a real screen in the shared texture-free style: fabrication machines, Genetics Station, Crop Tower, Grow Beds, Planter/Harvester/Fertiliser Applicator, the processors, and slot-free status panels for Greenhouse / Terraforming / Pollination Beacon. All gauges are labelled (Energy / Nutrient / Progress), and gauge values sync as a fraction of the live configured capacity.
  • Growth progress readouts — Grow Beds show a live growth bar for the planted crop; Crop Towers show average growth plus a "Ripe n/m" mature-slot counter.
  • In-GUI build guides — the Crop Tower and Greenhouse Controller screens carry a scrollable left-hand guide (with a block-layer sketch) walking through the build steps.
  • Working-area hologram toggle on the area machines (end-rod outline, persisted per machine).
  • Grow beds are hopping pots — auto-harvest into four hopper-extractable output slots and auto-replant from the seed slot; the full farm loop automates on the bed.
  • Greenhouse Door — a two-block metal-and-glass airlock door: it counts as sealed shell whether open or closed, so walking in never breaches the greenhouse. Crafted 2×3 from Greenhouse Glass over Greenhouse Frame (yields 3).

Ecosystem integration

  • Nerospace planet-visit adapter (runtime-guarded, no hard dependency): planet visits grant Core material_discovered milestones for planet-bound materials, making Nerospace-restricted materials researchable; historical visits backfill when Nerospace ≥ 1.0.0-beta.8 is present. Toggle: compat.nerospace_visits.
  • Optional sibling overlays (progression.sibling_overlays, default off): higher tiers can additionally require the matching Neroland arc gate a sibling mod drives open — dormant-safe, standalone play is never blocked.

Changed

  • Progression posture (playtest decision, 2026-07-16): hard tier gates are off by default — no machine step or material is gate-blocked out of the box; the native gates stay registered for packs that want unlocks back. Pacing comes from the economy (real-resource sacrifice, the 4:1 ladder, NF + time, yield caps) plus Seed Research, now required by default (progression.require_research=true).
  • Gate unlocks and machine/crop/pollination checks are owner-bound (placer-recorded, erasure-covered), with a nearest-player fallback only for ownerless blocks.
  • Crop towers respect the environment: per-layer climate checks with a configurable NeroFlux surcharge in hostile environments (crop_tower.hostile_environment_nf_multiplier, default 4) instead of bypassing the system.
  • Area machines (Planter/Harvester/Applicator) start at a 7×7 area, extendable to 13×13 with range upgrades.
  • Biofuel is a fluid in its own right — own properties, bucket and liquid block (lighter and runnier than nutrient) instead of sharing nutrient's definition.
  • Food & alien content de-emphasised to a clearly-labelled secondary system; nothing removed.
  • Texture set repainted to the fragment naming with a ~15% darker lab palette; tinted items use neutral greyscale bases so the resource colour multiplies cleanly.
  • Internal: canonical cross-loader machine and screen tables in common (new machines can no longer silently miss capabilities or screens on one loader).

Fixed

Audit remediation (2026-07-29)

  • Recipe lookup no longer scans and sorts the whole recipe manager every tick — per-type cached index plus an idle gate on the fabrication machines; material matching cached per catalog.
  • Breaking a Grow Bed or Foundation Machine no longer voids its inventory; all machines drop contents from the removal hook, covering creative breaks and explosions.
  • Crop block entities sync to the client — in-world crop tints render the real material colour; grow beds no longer broadcast a full sync packet on every dirty-mark.
  • Server-scoped static caches are cleared on server stop (terraforming regions, greenhouse index, cycles, catalog, gallery records, visit tracking) instead of leaking into the next world.
  • Forge honours per-side machine side-config dynamically, matching Fabric/NeoForge.
  • Platform services preload at construction even with telemetry opted out (mid-tick ServiceLoader crash class).
  • Player-data erasure reaches machines in unloaded chunks via a persisted tombstone set with a retention window (privacy.erasure_retention_days, default 90). (POPIA/GDPR)
  • Greenhouse oxygen contributions are retracted on breach/unpower/removal.
  • Plus a full medium/low sweep: synthesizer hopper filter matches its recipe; tower harvests no longer burn fertiliser on jammed outputs and split yields across stacks; dedicated-server clients resolve materials/species from the synced catalog; screens no longer hard-code gauge maxima; compatibility panels cached per screen; menu slot filters, parser hardening, unified colour parsing, aggregated reload logging, surgical gallery clear, network action validation, Fabric dedicated-server classloading, zero-yield age reset, and client cache clearing on disconnect.

Playtest and rendering fixes

  • All machines accept battery/pipe power — every machine exposes energy + fluid (side-config gated) and items on all three loaders.
  • Fluids render on all three loaders (animated still/flow sprites; previously missing-texture checkerboard outside NeoForge).
  • UI overlap sweep — fabrication, area-machine, grow-bed, genetics and tower screens re-banded so labels, slots and text never collide; the Crop Tower screen gained dedicated rows for its gauges, growth bar and status line.
  • Right-click with an item in hand opens machine UIs instead of placing the held block; crops are walk-through (noCollision); block items translate via their block keys; seeds and fragments are named for their resource ("Iron Seed", "Redstone Fragment").
  • Gallery: exhibits record what they place so clear removes exactly that; fluids and doors are excluded from the floating grid; the greenhouse exhibit's battery no longer blocks the controller's face and the dome has a walk-in Greenhouse Door.

Notes

  • Privacy (POPIA/GDPR): player data is UUID-only, opt-out, and routed through Core's shared PlayerDataErasure hook — now including unloaded-chunk machine owners via erasure tombstones; telemetry carries no personal data. See Privacy and erasure.
  • Build: all six cells compile and pass ecjCheck and unit tests. The new screens, door and tint paths are compile-verified; in-game visual checks continue on the dev machine.
0.1.0-beta.1-fabric-26.2Бета26.2 · 30 июля 2026 г.

The resource-seed economy release. The mod is reframed around a standalone fragment ladder with NeroAgriculture-native progression: the word "essence" is gone, every machine reports through a real screen, and a full code + design audit (neroland-mc-ecosystem/audits/2026-07-28-neroagriculture-audit.md) was remediated in the same cycle. Builds green across all six loader×MC cells (Fabric/Forge/NeoForge × 26.1.2/26.2).

Added

The fragment ladder and resource seeds

  • Cosmic-ascent fragment ladder — five tier items Territe → Forgite → Orbite → Colonite → Voidite Fragment (replacing the essences), condensed 4:1 up the ladder on the Fragment Infuser with steeply scaling NeroFlux + time costs. The per-resource drop is the Resource Fragment; compacted fragment blocks and decor follow the same naming.
  • Native, standalone progression — NeroAgriculture-owned datapack gates refinement / synthesis / transmutation / ascension that open themselves as each tier's fragments are first produced, so the whole ladder is reachable with only Neroland Core installed.
  • Resource seeds require the real resource: synthesized from the resource + tier-scaled matching fragments + a Prospora Seed — seeds amplify what you have found, never mint what you haven't. Harvests have a configurable seed-return chance (growth.seed_return_percent, default 10%).
  • Prospora base crop — a farmland-planted bootstrap crop dropping Territe Fragments + its seed.
  • Fusion / alloy seeds — data-driven fragment_fusion recipes on the Infuser; curated Steel, Energized Steel (dormant-safe) and Core-native Nero Alloy, fully datapack-extendable and clamped by fusion.enabled / fusion.max_tier.
  • Generic fragment → resource conversion for every catalog material (per-material recipe JSONs still override), and a dynamic creative tab listing one seed per synced catalog material.
  • Tag-driven discovery across c:ingots/gems/ores/dusts/raw_materials, with per-resource tier/gate/yield/conversion/colour/enabled overrides and a configurable default tier for unknown materials (discovery.default_tier, default Orbite).
  • Resource-colour tinting — seeds, fragments and planted crops tint to their resource's ingot colour on all three loaders, driven by the shared colour resolver.

Machines, screens and UX

  • Every machine now has a real screen in the shared texture-free style: fabrication machines, Genetics Station, Crop Tower, Grow Beds, Planter/Harvester/Fertiliser Applicator, the processors, and slot-free status panels for Greenhouse / Terraforming / Pollination Beacon. All gauges are labelled (Energy / Nutrient / Progress), and gauge values sync as a fraction of the live configured capacity.
  • Growth progress readouts — Grow Beds show a live growth bar for the planted crop; Crop Towers show average growth plus a "Ripe n/m" mature-slot counter.
  • In-GUI build guides — the Crop Tower and Greenhouse Controller screens carry a scrollable left-hand guide (with a block-layer sketch) walking through the build steps.
  • Working-area hologram toggle on the area machines (end-rod outline, persisted per machine).
  • Grow beds are hopping pots — auto-harvest into four hopper-extractable output slots and auto-replant from the seed slot; the full farm loop automates on the bed.
  • Greenhouse Door — a two-block metal-and-glass airlock door: it counts as sealed shell whether open or closed, so walking in never breaches the greenhouse. Crafted 2×3 from Greenhouse Glass over Greenhouse Frame (yields 3).

Ecosystem integration

  • Nerospace planet-visit adapter (runtime-guarded, no hard dependency): planet visits grant Core material_discovered milestones for planet-bound materials, making Nerospace-restricted materials researchable; historical visits backfill when Nerospace ≥ 1.0.0-beta.8 is present. Toggle: compat.nerospace_visits.
  • Optional sibling overlays (progression.sibling_overlays, default off): higher tiers can additionally require the matching Neroland arc gate a sibling mod drives open — dormant-safe, standalone play is never blocked.

Changed

  • Progression posture (playtest decision, 2026-07-16): hard tier gates are off by default — no machine step or material is gate-blocked out of the box; the native gates stay registered for packs that want unlocks back. Pacing comes from the economy (real-resource sacrifice, the 4:1 ladder, NF + time, yield caps) plus Seed Research, now required by default (progression.require_research=true).
  • Gate unlocks and machine/crop/pollination checks are owner-bound (placer-recorded, erasure-covered), with a nearest-player fallback only for ownerless blocks.
  • Crop towers respect the environment: per-layer climate checks with a configurable NeroFlux surcharge in hostile environments (crop_tower.hostile_environment_nf_multiplier, default 4) instead of bypassing the system.
  • Area machines (Planter/Harvester/Applicator) start at a 7×7 area, extendable to 13×13 with range upgrades.
  • Biofuel is a fluid in its own right — own properties, bucket and liquid block (lighter and runnier than nutrient) instead of sharing nutrient's definition.
  • Food & alien content de-emphasised to a clearly-labelled secondary system; nothing removed.
  • Texture set repainted to the fragment naming with a ~15% darker lab palette; tinted items use neutral greyscale bases so the resource colour multiplies cleanly.
  • Internal: canonical cross-loader machine and screen tables in common (new machines can no longer silently miss capabilities or screens on one loader).

Fixed

Audit remediation (2026-07-29)

  • Recipe lookup no longer scans and sorts the whole recipe manager every tick — per-type cached index plus an idle gate on the fabrication machines; material matching cached per catalog.
  • Breaking a Grow Bed or Foundation Machine no longer voids its inventory; all machines drop contents from the removal hook, covering creative breaks and explosions.
  • Crop block entities sync to the client — in-world crop tints render the real material colour; grow beds no longer broadcast a full sync packet on every dirty-mark.
  • Server-scoped static caches are cleared on server stop (terraforming regions, greenhouse index, cycles, catalog, gallery records, visit tracking) instead of leaking into the next world.
  • Forge honours per-side machine side-config dynamically, matching Fabric/NeoForge.
  • Platform services preload at construction even with telemetry opted out (mid-tick ServiceLoader crash class).
  • Player-data erasure reaches machines in unloaded chunks via a persisted tombstone set with a retention window (privacy.erasure_retention_days, default 90). (POPIA/GDPR)
  • Greenhouse oxygen contributions are retracted on breach/unpower/removal.
  • Plus a full medium/low sweep: synthesizer hopper filter matches its recipe; tower harvests no longer burn fertiliser on jammed outputs and split yields across stacks; dedicated-server clients resolve materials/species from the synced catalog; screens no longer hard-code gauge maxima; compatibility panels cached per screen; menu slot filters, parser hardening, unified colour parsing, aggregated reload logging, surgical gallery clear, network action validation, Fabric dedicated-server classloading, zero-yield age reset, and client cache clearing on disconnect.

Playtest and rendering fixes

  • All machines accept battery/pipe power — every machine exposes energy + fluid (side-config gated) and items on all three loaders.
  • Fluids render on all three loaders (animated still/flow sprites; previously missing-texture checkerboard outside NeoForge).
  • UI overlap sweep — fabrication, area-machine, grow-bed, genetics and tower screens re-banded so labels, slots and text never collide; the Crop Tower screen gained dedicated rows for its gauges, growth bar and status line.
  • Right-click with an item in hand opens machine UIs instead of placing the held block; crops are walk-through (noCollision); block items translate via their block keys; seeds and fragments are named for their resource ("Iron Seed", "Redstone Fragment").
  • Gallery: exhibits record what they place so clear removes exactly that; fluids and doors are excluded from the floating grid; the greenhouse exhibit's battery no longer blocks the controller's face and the dome has a walk-in Greenhouse Door.

Notes

  • Privacy (POPIA/GDPR): player data is UUID-only, opt-out, and routed through Core's shared PlayerDataErasure hook — now including unloaded-chunk machine owners via erasure tombstones; telemetry carries no personal data. See Privacy and erasure.
  • Build: all six cells compile and pass ecjCheck and unit tests. The new screens, door and tint paths are compile-verified; in-game visual checks continue on the dev machine.
0.1.0-beta.1-fabric-26.1.2Бета26.1.2 · 30 июля 2026 г.

The resource-seed economy release. The mod is reframed around a standalone fragment ladder with NeroAgriculture-native progression: the word "essence" is gone, every machine reports through a real screen, and a full code + design audit (neroland-mc-ecosystem/audits/2026-07-28-neroagriculture-audit.md) was remediated in the same cycle. Builds green across all six loader×MC cells (Fabric/Forge/NeoForge × 26.1.2/26.2).

Added

The fragment ladder and resource seeds

  • Cosmic-ascent fragment ladder — five tier items Territe → Forgite → Orbite → Colonite → Voidite Fragment (replacing the essences), condensed 4:1 up the ladder on the Fragment Infuser with steeply scaling NeroFlux + time costs. The per-resource drop is the Resource Fragment; compacted fragment blocks and decor follow the same naming.
  • Native, standalone progression — NeroAgriculture-owned datapack gates refinement / synthesis / transmutation / ascension that open themselves as each tier's fragments are first produced, so the whole ladder is reachable with only Neroland Core installed.
  • Resource seeds require the real resource: synthesized from the resource + tier-scaled matching fragments + a Prospora Seed — seeds amplify what you have found, never mint what you haven't. Harvests have a configurable seed-return chance (growth.seed_return_percent, default 10%).
  • Prospora base crop — a farmland-planted bootstrap crop dropping Territe Fragments + its seed.
  • Fusion / alloy seeds — data-driven fragment_fusion recipes on the Infuser; curated Steel, Energized Steel (dormant-safe) and Core-native Nero Alloy, fully datapack-extendable and clamped by fusion.enabled / fusion.max_tier.
  • Generic fragment → resource conversion for every catalog material (per-material recipe JSONs still override), and a dynamic creative tab listing one seed per synced catalog material.
  • Tag-driven discovery across c:ingots/gems/ores/dusts/raw_materials, with per-resource tier/gate/yield/conversion/colour/enabled overrides and a configurable default tier for unknown materials (discovery.default_tier, default Orbite).
  • Resource-colour tinting — seeds, fragments and planted crops tint to their resource's ingot colour on all three loaders, driven by the shared colour resolver.

Machines, screens and UX

  • Every machine now has a real screen in the shared texture-free style: fabrication machines, Genetics Station, Crop Tower, Grow Beds, Planter/Harvester/Fertiliser Applicator, the processors, and slot-free status panels for Greenhouse / Terraforming / Pollination Beacon. All gauges are labelled (Energy / Nutrient / Progress), and gauge values sync as a fraction of the live configured capacity.
  • Growth progress readouts — Grow Beds show a live growth bar for the planted crop; Crop Towers show average growth plus a "Ripe n/m" mature-slot counter.
  • In-GUI build guides — the Crop Tower and Greenhouse Controller screens carry a scrollable left-hand guide (with a block-layer sketch) walking through the build steps.
  • Working-area hologram toggle on the area machines (end-rod outline, persisted per machine).
  • Grow beds are hopping pots — auto-harvest into four hopper-extractable output slots and auto-replant from the seed slot; the full farm loop automates on the bed.
  • Greenhouse Door — a two-block metal-and-glass airlock door: it counts as sealed shell whether open or closed, so walking in never breaches the greenhouse. Crafted 2×3 from Greenhouse Glass over Greenhouse Frame (yields 3).

Ecosystem integration

  • Nerospace planet-visit adapter (runtime-guarded, no hard dependency): planet visits grant Core material_discovered milestones for planet-bound materials, making Nerospace-restricted materials researchable; historical visits backfill when Nerospace ≥ 1.0.0-beta.8 is present. Toggle: compat.nerospace_visits.
  • Optional sibling overlays (progression.sibling_overlays, default off): higher tiers can additionally require the matching Neroland arc gate a sibling mod drives open — dormant-safe, standalone play is never blocked.

Changed

  • Progression posture (playtest decision, 2026-07-16): hard tier gates are off by default — no machine step or material is gate-blocked out of the box; the native gates stay registered for packs that want unlocks back. Pacing comes from the economy (real-resource sacrifice, the 4:1 ladder, NF + time, yield caps) plus Seed Research, now required by default (progression.require_research=true).
  • Gate unlocks and machine/crop/pollination checks are owner-bound (placer-recorded, erasure-covered), with a nearest-player fallback only for ownerless blocks.
  • Crop towers respect the environment: per-layer climate checks with a configurable NeroFlux surcharge in hostile environments (crop_tower.hostile_environment_nf_multiplier, default 4) instead of bypassing the system.
  • Area machines (Planter/Harvester/Applicator) start at a 7×7 area, extendable to 13×13 with range upgrades.
  • Biofuel is a fluid in its own right — own properties, bucket and liquid block (lighter and runnier than nutrient) instead of sharing nutrient's definition.
  • Food & alien content de-emphasised to a clearly-labelled secondary system; nothing removed.
  • Texture set repainted to the fragment naming with a ~15% darker lab palette; tinted items use neutral greyscale bases so the resource colour multiplies cleanly.
  • Internal: canonical cross-loader machine and screen tables in common (new machines can no longer silently miss capabilities or screens on one loader).

Fixed

Audit remediation (2026-07-29)

  • Recipe lookup no longer scans and sorts the whole recipe manager every tick — per-type cached index plus an idle gate on the fabrication machines; material matching cached per catalog.
  • Breaking a Grow Bed or Foundation Machine no longer voids its inventory; all machines drop contents from the removal hook, covering creative breaks and explosions.
  • Crop block entities sync to the client — in-world crop tints render the real material colour; grow beds no longer broadcast a full sync packet on every dirty-mark.
  • Server-scoped static caches are cleared on server stop (terraforming regions, greenhouse index, cycles, catalog, gallery records, visit tracking) instead of leaking into the next world.
  • Forge honours per-side machine side-config dynamically, matching Fabric/NeoForge.
  • Platform services preload at construction even with telemetry opted out (mid-tick ServiceLoader crash class).
  • Player-data erasure reaches machines in unloaded chunks via a persisted tombstone set with a retention window (privacy.erasure_retention_days, default 90). (POPIA/GDPR)
  • Greenhouse oxygen contributions are retracted on breach/unpower/removal.
  • Plus a full medium/low sweep: synthesizer hopper filter matches its recipe; tower harvests no longer burn fertiliser on jammed outputs and split yields across stacks; dedicated-server clients resolve materials/species from the synced catalog; screens no longer hard-code gauge maxima; compatibility panels cached per screen; menu slot filters, parser hardening, unified colour parsing, aggregated reload logging, surgical gallery clear, network action validation, Fabric dedicated-server classloading, zero-yield age reset, and client cache clearing on disconnect.

Playtest and rendering fixes

  • All machines accept battery/pipe power — every machine exposes energy + fluid (side-config gated) and items on all three loaders.
  • Fluids render on all three loaders (animated still/flow sprites; previously missing-texture checkerboard outside NeoForge).
  • UI overlap sweep — fabrication, area-machine, grow-bed, genetics and tower screens re-banded so labels, slots and text never collide; the Crop Tower screen gained dedicated rows for its gauges, growth bar and status line.
  • Right-click with an item in hand opens machine UIs instead of placing the held block; crops are walk-through (noCollision); block items translate via their block keys; seeds and fragments are named for their resource ("Iron Seed", "Redstone Fragment").
  • Gallery: exhibits record what they place so clear removes exactly that; fluids and doors are excluded from the floating grid; the greenhouse exhibit's battery no longer blocks the controller's face and the dome has a walk-in Greenhouse Door.

Notes

  • Privacy (POPIA/GDPR): player data is UUID-only, opt-out, and routed through Core's shared PlayerDataErasure hook — now including unloaded-chunk machine owners via erasure tombstones; telemetry carries no personal data. See Privacy and erasure.
  • Build: all six cells compile and pass ecjCheck and unit tests. The new screens, door and tint paths are compile-verified; in-game visual checks continue on the dev machine.
0.0.1-alpha.2-forge-26.2Альфа26.2 · 12 июля 2026 г.

See CHANGELOG.md for details.

0.0.1-alpha.2-forge-26.1.2Альфа26.1.2 · 12 июля 2026 г.

See CHANGELOG.md for details.

Комментарии

Загружаем…