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NeroAgriculture
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NeroAgriculture

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

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NeroAgriculture — screenshot 1NeroAgriculture — screenshot 2

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

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

Requirements & compatibility

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.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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