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Hydrofarm

Water-tech and farm automation: clustering tanks, smart pipes, sprinklers, hydroponic crop and tree beds, animal pens, and water power — a focused set of machines, not a whole tech tree. Fabric + NeoForge from one codebase.

File Details

0.1.2+mc26.1.2

  • R
  • Jun 14, 2026
  • 634.47 KB
  • 49
  • 26.1.2+2
  • Fabric

File Name

hydrofarm-fabric-0.1.2.jar

Supported Versions

  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:hydrofarm-1573076:8249083"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

# Hydrofarm 0.1.2 ## Changed - **Monster Repulser recipe** now takes an Observer instead of a Sculk Sensor, and an Energy Cell in place of the lower Note Block — craftable without a trip to the Deep Dark, and tied to the block's energy upkeep. Radius and upkeep are unchanged. - The **Animal Capture Net** is now just **Capture Net**, matching the standalone Capture Net mod. (Existing nets keep working — only the display name changed.) - Large **Energy Cell** banks and **Liquid Tank** walls now resolve their cluster once per tick instead of on every transfer probe, cutting redundant work under heavy pipe/machine traffic. No gameplay change.