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EasyFarms

Set up automated farms for mobs, crops, and resources without building huge contraptions.
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EasyFarms-neoforge-1.21.1-3.2.0.jar

File nameEasyFarms-neoforge-1.21.1-3.2.0.jar
Uploaded
Nov 7, 2026
Downloads
0
Size
1.3 MB
Mod Loaders
NeoForge
File ID
9498715
Type
R
Release
Supported game versions
  • 1.21.1
  • 1.21

Curse Maven Snippet

NeoForge

implementation "curse.maven:easyfarms-1779179:9498715"

Learn more about Curse Maven

What's new

3.2.0

Chisel card and variant picker

  • New easy_farms:variant_select effect for a datapack card (the Chisel pack ships one). With it installed, an arrow on the left of the farm screen (under the Crafting one) opens a Variants pop-out to the left of the screen: a scrollable grid of every variant of the block the farm makes. Click one and the farm outputs that variant (same count); click the plain block to go back.
  • JEI: every recipe that makes a block with variants also shows "with the Chisel Card", with one cycling output slot holding every variant, so pressing R on any variant block finds how to farm it.
  • Crafted outputs: with the Crafting card installed, the Chisel pop-out also lists the Crafting card's target items. So a Plant farm with a Crafting card set to planks (logs are crafted into planks) offers the plank variants (Chisel's wood variants are plank variants). JEI shows the combination: the farm recipe "With: Crafting Card + Chisel Card", with one cycling slot of every variant. It works with any crafting grid and any recipe, found through the grid's own recipe type.
  • Variants are data: every item tag under variants/ (any namespace, e.g. easy_farms_chisel:variants/cobblestone) is a group of interchangeable items, so any pack can add variants for any mod with one tag file. The choice is saved with the farm and copied by the Memory Card and a Silk Touch pickup.

Tool abilities (a tool that gives the farm effects by itself)

  • New easy_farms:tool_ability datapack registry (data/<ns>/easy_farms/tool_ability/*.json): when the tool in the farm's tool slot has the listed data components (and none of the unless matches), the farm gets the listed effects, exactly as if those cards were installed. So a mod's tool upgrades work with one JSON file and no code, e.g. a Just Dire Things tool with the Smelter upgrade smelts the drops. display_tools lists the tools for recipe viewers; kinds limits the farm kinds.
  • easy_farms:smelt takes "xp": false (default true): smelting without the furnace experience, as the tool upgrade does.
  • JEI: every recipe a tool ability (or Smelter card) changes also shows "With: <ability>" with the upgraded tools in the tool slot and the changed outputs, so looking up a smelted item finds it. Smelter-card recipes now list their smelted outputs too.

Auto Importer cards (storage networks)

  • New easy_farms:network_import effect (network: ae2, refinedstorage or dimstorage). The farm stores its output straight into the storage network, leaving whatever does not fit in the output slots. Two ways to connect: put the farm next to a network block (cable, interface, Dimensional Chest), or wirelessly: link the card to the network and the farm imports while it is within range of the network's wireless hardware, the same rule a wireless terminal follows. AE2: link it like a terminal (the Wireless Access Point's link slot, or use it on a network block); the farm must be in range of an active Wireless Access Point, in the same dimension. Refined Storage: use the card on a network block; a Wireless Transmitter of that network must reach the farm (its Range Upgrades count). The linked block's chunk must be loaded (pair it with a Chunk Loader). Sneak-use on a block links to blocks that have a screen (a Grid, an Interface); sneak-use in the air clears the link (easy_farms:link component). Only real network blocks are accepted, with a message either way.
  • AE Auto Importer card built in (needs AE2); it uses no channel and pays the normal AE power. Refined Storage and DimStorage cards ship in their datapacks. Those mods' code is only touched while they are installed.
  • DimStorage has frequencies, not a network: using the DimStorage Auto Importer card opens a screen to set its frequency (channel number, public or private/owned by you; stored on the card as easy_farms:frequency). The farm stores into that frequency's Dim Chest storage from any distance. With no frequency set it falls back to an adjacent unlocked Dim Chest.
  • Refined Storage import works on both NeoForge and Fabric; AE2 and DimStorage are NeoForge only (no Fabric 1.21.1 build).
  • Fixed: a card's link was shared by every importer card in the farm; each network now uses its own card's link.

3.1.0

New datapack options

  • convert_drops ingredients (with) take consume_chance (0..1, default 1): the chance each conversion uses the ingredient up. The card tooltip shows it.
  • convert_drops outputs (to) take fortune_bonus: up to fortune_bonus x Fortune level extra items per conversion when the tool has Fortune.
  • New goo recipe visual (target + optional input and result blocks): the input block shrinks into the result block at the end of a cycle.
  • The Experience card now fits Resource and Plant farms as well as Mob farms.

Removed

  • All of the mod's own sounds: the pickaxe and shovel swing sounds, the chime at the end of a cycle, and the cycleSoundVolume config. (Vanilla feedback sounds, such as filling a bucket or a tool breaking, are unchanged.)

New upgrade card

  • Crafting Upgrade (easy_farms:auto_craft effect): the farm crafts its own outputs into other items. An arrow on the left of the farm screen (under the Sides one) opens a targets screen with six ghost slots: click one with an item to set what the farm should make, right-click to clear. Each cycle the farm crafts every target from the new drops plus what is already in its output slots (up to max_crafts times, default 64) and keeps the leftovers. A target with no recipe in any grid shows red. Resource, Plant and Mob farms. Config craftingCardEnabled. Targets are saved with the farm and copied by the Memory Card.
  • Crafting grids are data (easy_farms:crafting_grid datapack registry, data/<ns>/easy_farms/crafting_grid/*.json): the mod ships easy_farms:crafting_3x3; a pack or another mod adds a grid (size, recipe_type, requires_mod, priority) with one file and the card uses it, with no other change. Mods with their own machines register a CraftingGridType in the new easy_farms:crafting_grid_type registry (the built-in easy_farms:vanilla type reads crafting-table recipes).

3.0.0

A large feature update: five new upgrade cards, a Mekanism-style side configuration, experience, honey and milk, JEI/EMI "move items" support, and more tuning options. Datapack authors get new recipe fields (xp, fluid_input, loot_table) and a new fluid_container registry.

New upgrade cards

  • Efficiency Upgrade (easy_farms:efficiency): each card halves the energy a Powered farm uses per tick, up to 3 stacked (1/8, fractions carry over between ticks). Needs the Powered card (a requires restriction). All farm kinds.
  • Chunk Loader Upgrade (easy_farms:chunk_loader): keeps the farm's chunk loaded with a vanilla forced chunk (same on NeoForge and Fabric), so the farm works while nobody is near. Released when the card or the farm is removed; a chunk you /forceloaded yourself is never released by it.
  • Void Upgrade (easy_farms:void_overflow): items that do not fit the output slots are destroyed, so a full output never stalls the farm. Config voidCardEnabled.
  • Filter Upgrade (easy_farms:output_filter): an arrow on the farm screen opens a Filter screen that lists every item the current recipe can output (Smelter, Inscriber and convert_drops changes applied). Click an item to throw it away instead of keeping it. Each recipe keeps its own list. Config filterCardEnabled.
  • Auto-Export Upgrade (easy_farms:auto_export): an arrow on the left of the farm screen pops out a side panel where each face (front, back, left, right, top, bottom) is set to input and output, input only, output only or off, as in Mekanism. Output faces push items (and a Liquid Farm's fluid) into the neighbouring container; hoppers and pipes obey the face modes. Config autoExportEnabled, autoExportIntervalTicks, autoExportItemsPerPush.
  • Experience Upgrade (easy_farms:experience): Mob farms drop the recipe's xp (all default mob recipes now have one). The xp builds up in the farm and an xp button on the farm screen hands it to you. A Resource Farm with a Smelter card also gives the vanilla furnace experience for every smelted item, with no extra card. Config xpEnabled, xpMultiplier.
  • Memory Card: sneak-click a farm to copy its side and filter settings, click another farm to paste them.
  • Every upgrade card now stacks to 64 in the inventory (installing takes one).

Liquid Farm

  • The default tank holds 16 buckets (16000 mB; config liquidBaseCapacityMb); Capacity cards still double it, up to 4 of them.
  • Speed cards stack to 3 on the Liquid Farm: 2 min per bucket, then 1 min, 30 s and 15 s. Other farm kinds still take 1. New kind_max_counts field on farm_upgrade (e.g. {"liquid": 3}) overrides max_count per farm kind.
  • New honey and milk recipes. A new data-driven fluid_container registry (data/<ns>/easy_farms/fluid_container) turns an empty item into a filled one when you right-click the farm (glass bottle to honey bottle, bucket to milk bucket) and defines "virtual" fluids with their own texture. Virtual fluids are bottled by hand and do not go through pipes.
  • The tank is drawn as a solid column of fluid that fills the glass, not just a flat surface. Water is see-through; lava is opaque and bright.
  • Recipes can use a fluid: fluid_input takes fluid from the farm's tank each cycle, and pipes or Auto-Export can fill it.

Recipes and data

  • New recipe field xp (experience per cycle). New recipe field fluid_input. A drop entry can name a loot_table instead of an item (fishing and chest tables; the tool and its luck are passed along), so any author can pull from existing loot pools. Example: the new fishing Resource Farm recipe (resource_farm/fishing.json): a fishing rod in the tool slot and a water bucket as input pull from the vanilla fishing loot table. The rod's Luck of the Sea works as in vanilla (more treasure, less junk) and Lure shortens the cycle (I/II/III: 71 %/43 %/14 % of the time); the fishing rod is in the iron tier and wears out like any tool. JEI shows what a loot-table drop can give, with the chance of each: the server rolls the table and sends the result (a new payload on both loaders, resent on /reload). A drop can still list a preview of extra items.
  • The Powered card no longer checks a list of energy mods: it is always accepted on NeoForge (on Fabric it needs Team Reborn Energy) and its tooltip always shows "FE or other energy generation mod required to use" as a hint. The energy_mods field is gone.

Recipe viewers

  • JEI and EMI: the "+" button moves a recipe's inputs and tool from your inventory into the open farm, and missing ingredients are highlighted red, as for the crafting table. The farm's tool now counts as an input in JEI.

Quality of life and config

  • Comparator output (comparatorMode: cycle progress, output fill or tank fill).
  • A soft chime and a few particles when a farm finishes a cycle (cycleSoundVolume, cycleParticles).
  • difficultyPreset config: 0 = your own values, 1 = casual, 2 = balanced, 3 = hard.
  • Config entries for every new feature; all of them can be switched off.
  • German, Spanish and French translations.
  • Guide book: new entries for every card above.

Fixes

  • Fabric now shows the mod icon (the icon is a square 512x512 image) and both loaders list the right description, source link, issue tracker and credits.
  • A Resource Farm with a Smelter card could store experience with no way to collect it.