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EasyFarms

Set up automated farms for mobs, crops, and resources without building huge contraptions.
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EasyFarms-neoforge-1.21.1-2.0.0.jar

File nameEasyFarms-neoforge-1.21.1-2.0.0.jar
Uploaded
Nov 6, 2026
Downloads
26
Size
1.2 MB
Mod Loaders
NeoForge
File ID
9467796
Type
R
Release
Supported game versions
  • 1.21.1
  • 1.21

Curse Maven Snippet

NeoForge

implementation "curse.maven:easyfarms-1779179:9467796"

Learn more about Curse Maven

What's new

2.0.0

Liquid Farm, Powered and Capacity upgrades

  • New Liquid Farm (easy_farms:liquid_farm recipes): makes one bucket (1000 mB) of a fluid every 2 minutes (Speed cards, up to 3, cut it to 1 min, 30 s and 15 s) into a 16-bucket tank (water and lava included; recipes can add any fluid). GUI tank bar, Jade/TOP bar, pipes can extract on NeoForge and Fabric, and an empty bucket takes a full bucket. When its bucket input is used up an empty bucket is left behind. Crafted from glass panes around a bucket, pointed dripstone and a cauldron.
  • New Powered Upgrade (easy_farms:powered effect): the farm runs on FE or any energy mod's power at diamond speed (1000 ME buffer, needs 100 ME). Red energy bar in the GUI and in Jade/TOP. Its tooltip always says "FE or other energy generation mod required to use" as a hint; no mod list is checked. On Fabric it needs Team Reborn Energy.
  • New Capacity Upgrade (easy_farms:capacity effect, max_count / stack_requires / stack_exempt_kinds on farm_upgrade): doubles output stack size, ME buffer and liquid tank (16000 mB base, up to 256000 mB) per card, stacking up to 4.
  • New Efficiency Upgrade (easy_farms:efficiency effect): each card halves the energy a Powered farm uses per tick, up to 3 stacked (1/8). Needs the Powered card (a requires restriction). All farm kinds.
  • New Chunk Loader Upgrade (easy_farms:chunk_loader effect): keeps the farm's chunk loaded (vanilla forced chunk, same on NeoForge and Fabric) so the farm works while nobody is near. Released when the card or farm is removed. All farm kinds.
  • cycle_time takes kind_divisors. Config: liquidBaseCapacityMb. farm_upgrade kinds accept liquid; kind_max_counts sets a per-kind stack limit (Speed: 3 on the Liquid Farm).
  • Guide book: Liquid Farm, Powered and Capacity entries.

1.3.0

Upgrade cards

  • farm_upgrade files take a new optional restrictions list: a card can exclude other cards or tool enchantments (excludes, excludes_enchantments) and require other cards (requires), optionally only for recipes that drop certain items (when_drops). Refused cards explain why in a tooltip; rules are also enforced while running. See the modpack authors guide.
  • convert_drops rules take with: extra ingredients used together with from (multi-ingredient recipes such as brass or andesite alloy). An extra comes from the same cycle's drops, or ("source": "catalyst") from a catalyst slot.
  • A card with a catalyst ingredient adds a Catalysts button under the Upgrades button on the farm screen. It opens its own Catalysts screen. The farm has 18 catalyst slots shared between its cards: a card gets one slot per distinct catalyst ingredient it uses (up to 18), and each slot accepts only that ingredient.
  • Guide book: an optional in-game book (Patchouli) explains the farms, the default cards, catalysts and restrictions, and lists every farm recipe with its inputs and outputs. Craft it with a book and a glass pane. Patchouli is optional; the book is generated by tools/generate_guide.py from the recipe files. Addon packs can add chapters (see the modpack authors guide).
  • Hoppers and pipes feed the catalyst slots through the back of the farm (opposite its facing); the other sides are unchanged. The Infinity upgrade now keeps catalysts as well as the tool and inputs.
  • The Upgrades and Catalysts arrows show their name as a tooltip only; the label no longer scrolls over the arrow.
  • Restrictions take requires_block_below: the farm must stand on one of the listed blocks or #tags (heat sources for Create-style cards). It is rechecked about once a second.

1.2.0 (2026-11-04, commit 55963c0: "Added ability to change what upgrade cards override.")

Upgrade cards

  • farm_upgrade files take two new optional fields:
    • name: the card's display name (a text component; a plain string works).
    • description: what the card does, shown in its tooltip.
  • The blank easy_farms:upgrade_card item now takes its name and its enchantment glint from the farm_upgrade whose card id matches the stack's easy_farms:card component. A card recipe only has to set that one component.
  • Card tooltips show the description as well as the farms that accept the card.
  • Every farm_upgrade that names a card id is listed in the Easy Farms creative tab, built from the synced registry. It fills in once you are in a world.

JEI

  • Each farm's category shows a copy of every recipe whose drops a convert_drops card changes (for example, logs turning into Andesite Casing on the Plant Farm). The copy shows the card in a slot, with the text "With: <card>". This works for any mod's convert_drops card. Only one card at a time is shown; chains of cards are not combined.
  • Datapack cards are also registered as JEI ingredients, so they can be searched for directly.
  • New language keys: gui.easy_farms.jei.with_card and gui.easy_farms.jei.card_needed.

Tool tiers

  • Tier files take two new optional fields:
    • priority: when two tiers list the same tool, the higher priority wins (then the higher rank). A datapack can use this to move a tool to another tier.
    • tool_durability: the tool durability a tier stands for. All six built-in tiers now carry one (wood 59, stone 131, gold 32, iron 250, diamond 1561, netherite 2031).
  • A tool that no tier lists is now placed in this order:
    1. a tier file that lists it;
    2. for a tiered item (pickaxe, shovel, axe, hoe, sword), the tier with the nearest mining speed of its material, with the material's "incorrect blocks" tag only deciding a tie;
    3. the tier with the nearest tool_durability, for any other damageable item;
    4. otherwise it is not accepted as a tool.
  • Before, the "incorrect blocks" tag was matched first. Many modded materials reuse the wooden tag, so their tools fell into the wooden tier. This is the likely cause of modded items defaulting to wooden; it was not tested against a real modded tool.
  • A tier's input_lifetime_multiplier sets how long a tool in that tier lasts.

Docs

  • The README for modpack authors covers the new card fields, the creative tab and JEI behaviour, and the tier fields and lookup order.

1.1.0 (2026-11-04, commit 5aa9c1a: "Added ability to change what upgrade cards override.")

Upgrade cards

  • New blank item easy_farms:upgrade_card. A datapack makes a card by giving a crafting recipe result the easy_farms:card component and adding a farm_upgrade with the same id in a new optional card field. No Java and no item registration are needed.
  • New data component easy_farms:card.
  • A farm now has 18 upgrade slots (it had 8):
    • any card the farm accepts can go in any free slot;
    • a farm holds each card once;
    • cards run in slot order, so they can be chained;
    • farms saved with fewer slots are extended on load, keeping their cards.
  • Sneak-right-clicking a farm with a card installs it in the first free slot.
  • The upgrade screen shows a generic "Upgrade card slot" tooltip on an empty slot.
  • Card tooltips list the farm kinds that take the card and what the recipe needs.
  • New language keys for the card, the slot tooltip, the farm kinds and the "Fits:" line.
  • The upgrade card has a generated item model that uses the shared upgrade_parent texture.

New upgrade effect

  • easy_farms:convert_drops rewrites a farm's finished drops with rules, so a card can emulate a machine from any mod (crushing, pressing, casing, alloying, and so on).
    • A rule's from is an item id or a #tag; per inputs make one conversion; to is one output or a list, each with an optional count and chance.
    • The first usable rule that matches handles each drop. Leftovers stay. Rules whose output items do not exist (the other mod is not installed) are skipped.
    • Results are merged and split to stack size.

Docs

  • The README for modpack authors covers the card field, generic cards, convert_drops and the 18 slots.

Datapack notes for 1.21.1

  • Datapacks use pack_format 48 and the singular recipe folder.
  • Text components in recipe results (item_name, lore) are JSON stored in a string on this version, and there is no minecraft:item_model component. With 1.2.0 a card recipe needs neither, because the name comes from the farm_upgrade.

1.0.0 (2026-11-01 to 2026-11-03)

Commits, oldest first:

  • ee404a8 Initial commit (2026-11-01): the NeoForge mod template.
  • 865e964 "Brand new mod that combines all of my other mods. Completely modular." (2026-11-01): the mod itself.
  • e409256 "Updated license and added icon.png" (2026-11-01).
  • a62112d "Commit before branching" (2026-11-03): adds icon_curseforge.png.

The mod (865e964)

  • Replaces the template's test farms (coal, cow, wheat) with three data-driven machines:
    • Resource Farm: mines blocks, using a pickaxe, shovel or axe.
    • Plant Farm: grows crops, flowers, mushrooms, saplings and trees, with soil in slot 1.
    • Mob Farm: "kills" mobs for their drops, using a sword.
  • A farm matches its input and tool slots against data-driven machine recipes (recipe/resource_farm, plant_farm, mob_farm), so swapping items gives a different result. Resource Farm recipes are generated from the game's block loot tables, and every shipped recipe is checked against the real codecs during data generation.
  • The tool wears out instead of the inputs. The tool lasts a number of Minecraft days set by the config and the tool tier; recipes with no tool use up their inputs instead.
  • Tool tiers are data (farm_tier): wood, stone, iron, gold, diamond, netherite. A tool no tier lists is placed by its own material, so other mods' tools work without extra recipes.
  • Upgrade cards are data (farm_upgrade): Redstone, Smelter, Speed, Nether, Inscriber (an AE2 Inscriber emulation) and a new Infinity card. Effects are a registry (upgrade_effect_type) that other mods can add to.
  • Enchantments count: Fortune, Silk Touch, Looting (Mob Farm) and Fire Aspect.
  • Recipes can need a dimension or a block under the farm, can be dyeable (sheep, concrete, terracotta; dye by hand or with a dispenser), and one secret Wither recipe is hidden until discovered (advancement trigger).
  • Breaking a farm with Silk Touch keeps its contents. Hoppers and pipes use the standard item handler capability.
  • Block entity renderer and item renderer show the glass case, the swinging tool, the growing plant or the mob.
  • Crafting recipes and recipe advancements for the farms and cards are generated.
  • Compatibility: JEI (a category per farm), EMI, Jade, The One Probe, and recipes for Applied Energistics 2, ExtendedAE, Advanced AE, Integrated Dynamics and Integrated Terminals.
  • Configuration for the base tool lifetime in days.
  • Docs: a player README and a guide for modpack authors and mod developers (READMES/modpackauthors/README.md).
  • tools/convert_farms.py and tools/convert_report.txt record the conversion of the old per-mod farms.

Template and metadata

  • The final jar is named <ModName> <version>-<minecraft_version>.jar, dropping a trailing .0 from the version (e409256).
  • The license changed from All Rights Reserved to MIT, and TEMPLATE_LICENSE.txt became LICENSE.txt (e409256).
  • The logo is now icon.png (it was easyfarmsicon.png) (e409256).
  • The CurseForge icon was added (a62112d).