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EverCrops

Plant it, leave it, harvest it. EverCrops gives vanilla crops catch-up growth in unloaded chunks — no ticking, no lag.

EverCrops

Crops keep growing while you're away from your farm.

Tired of trekking back to your wheat farm only to find it stuck at the same age it was when you left? EverCrops fixes that. Vanilla crops only tick when their chunk is loaded, which means a base you visit once a week effectively never grows. EverCrops makes your crops respect the time you spent away.


How it works

EverCrops doesn't simulate growth on unloaded chunks (that would be expensive and laggy). Instead, it tracks when each crop last ticked, and on the next random tick after the chunk reloads, it catches the crop up based on how much game time has elapsed.

When a crop is placed, EverCrops registers it and stamps it with the current game time. From then on, every time you leave and return, the elapsed time is applied as catch-up growth. Walk away for an hour, a day, a week — when you come back and the chunk reloads, your crops advance as if they had been ticking the whole time. Same end result as if the chunk had stayed loaded, but with zero overhead while you're away.

Pre-existing crops: Crops that already existed in your world before EverCrops was installed get registered the first time their chunk reloads near you, so they'll start catching up from that point forward.

Note: In singleplayer, the world only ticks while you're playing. EverCrops catches crops up based on in-game time elapsed, not real-world time, so closing the game and coming back tomorrow won't fast-forward your farm.


Supported crops

  • 🌾 Wheat
  • 🥕 Carrots
  • 🥔 Potatoes
  • 🌱 Beetroots
  • 🔦 Torchflower
  • 🍉 Melon stems (including fruit spread)
  • 🎃 Pumpkin stems (including fruit spread)
  • 🫐 Sweet berry bushes
  • 🌶️ Nether wart
  • 🌰 Cocoa pods
  • 🎋 Sugar cane
  • 🌵 Cactus
  • 🌿 Kelp
  • 🎍 Bamboo
  • 🍇 Glow berries (cave vines)
  • 🌀 Twisting vines
  • 🍂 Weeping vines
  • 🟣 Chorus flowers
  • 🌳 Saplings (oak, birch, spruce, jungle, acacia, dark oak, cherry, mangrove, and modded saplings that extend SaplingBlock)
  • ✨ Most modded crops that subclass any of the above vanilla classes

Beehives

Beehives and bee nests keep making honey while you're away, too. If a hive has bees living in it and a flower within reach, its honey keeps building toward full based on the time you were gone — so you won't return to a hive frozen exactly where you left it.

  • 🐝 Works on both beehives and bee nests
  • ☀️ Honey only builds during the daytime part of your time away (bees don't work at night or in the rain)
  • 📈 EverCrops watches each hive while you're nearby to learn how fast it actually produces, so catch-up matches that hive's own pace instead of a fixed guess
  • 🌼 A hive with no bees, or no flowers in range, won't gain honey while you're gone
  • ⚙️ Toggle it with the beehivesEnabled setting (on by default)

Turtle eggs

New: turtle eggs keep hatching while you're away. A nest sitting on sand carries on cracking, and eventually hatches into baby turtles — so a beach nest you left days ago won't be sitting exactly where you left it.

  • 🐢 One baby turtle per egg in the cluster, exactly like vanilla
  • 🏖️ Eggs still need sand underneath — a nest that isn't on sand makes no progress, same as vanilla
  • 🐣 Prefer not to come back to a crowd? turtleEggSpawnTurtles lets eggs crack all the way while you're away, then wait for you to be nearby before actually hatching
  • 🥚 Beaches can have a lot of wild nests, so by default only nests you placed are tracked — turn on trackWildTurtleEggs to include wild ones
  • ⚙️ Toggle it with the turtleEggsEnabled setting (on by default)

Compatibility

EverCrops uses only @Inject, @Accessor, and @Invoker mixins — no overwrites, no replacements. It introduces no custom blocks and no block entities. This makes it broadly compatible with other mixin-based mods and means uninstalling it is safe: your world keeps all its existing crops, they just go back to vanilla behavior.

  • ✅ Server-side friendly (clients don't need it installed for the growth logic to work)
  • ✅ No worldgen changes
  • ✅ No new items or blocks
  • ✅ Works alongside other crop and farming mods that subclass CropBlock / StemBlock

Why use EverCrops?

  • Long-distance bases stay productive. Build a farm at your remote outpost and actually find food when you come back.
  • Multiplayer-friendly. On servers, players who log in occasionally aren't penalized.
  • Lightweight. No background ticking, no extra block entities, no chunk-loading.
  • Catch-up only. Crops never advance further than they would have under vanilla rules — just no slower.

Commands

EverCrops ships with admin/debug commands under /evercrops (requires op level 2).

Command Purpose
/evercrops inspect [pos] Print the tracked state at a position — or where you're standing, if you omit one: block, growth properties, last-call/last-growth game times, light levels, and computed deltas. Beehives and turtle egg nests report extra detail of their own.
/evercrops tick <radius> Force a random tick on every tracked block within radius (1–128) blocks of you, so you can verify behavior without waiting. Beehives are driven too.
/evercrops simulate <ticks> <radius> Backdate the tracked times of everything within radius by ticks game ticks, then tick it — useful for testing how the catch-up math behaves over long absences.
/evercrops cleanup Drop tracking entries in loaded chunks whose block is no longer a tracked crop or hive.

These are intended for server admins and modpack debugging. They have no effect on normal gameplay.


Companion mods

Pair with EverFurnace to give the same catch-up treatment to your furnaces, blast furnaces, and smokers.

Pair with EverHopper to give the same catch-up treatment to your hoppers.

License

Licensed under LGPL-3.0. Source available on GitHub.

The EverCrops Team

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