
Farming automation mod with planters, machines, modules, and power gen.
Basic Planter — plant a seed or sapling, it grows by itself, drops go into whatever's underneath it. All 11 vanilla wood types.
Advanced Planter — Planter that runs on RF, and has speed and yield upgrade slots.
Glass dome that attaches to a planter. Boosts growth speed and yield, stacks with fertilizer and modules. Right-click to attach, shift-right-click empty-handed to take it back off. Break a cloched planter and you get both items back separately.
Bone meal works. Also supports Mystical Agriculture, Immersive Engineering, and Forbidden & Arcanus fertilizers. Pipe or hopper it into any side of either planter.
Nothing's hardcoded. Add/remove/edit seeds, soils, saplings, fertilizers through:
Means you can add support for unsupported mods, change growth modifiers, mess with fertilizer values, or override defaults you don't like.
Crops: Mystical Agriculture & Mystical Agradditions, Farmer's Delight, Ars Nouveau, Silent Gear, Silent's Gems, Immersive Engineering, Occultism, Cobblemon, Pam's HarvestCraft 2, Actually Additions, Croptopia, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Trees: Ars Nouveau & Ars Elemental, Forbidden & Arcanus, Integrated Dynamics, Silent Gear, Occultism, Cobblemon, Pam's HarvestCraft 2, Croptopia, EvilCraft, The Aether II, Biomes O' Plenty, Oh The Biomes We've Gone, Regions Unexplored
Soils: Mystical Agriculture farmland, Farmer's Delight soils, Just Dire Things goosoils, The Aether II, Oh The Biomes We've Gone, Regions Unexplored
Module strength, power draw, processing times, ranges, are all tunable.
Agritech: Evolved (ATE) is NOT related to Agritech (AT2). Not an addon, not a successor, doesn't build on it. Two separate mods, similar name, same general idea, zero shared code.
Running both is fine but pointless — datapacks/KubeJS for one won't do anything for the other, different namespaces entirely.