Find wild plants, grow them, and turn one farm into a whole web of foods and drinks: bread and stews, beer and wine, cider and mead, and whiskey, brandy, rum and gin aging in casks in your cellar.
Everything you make can be made well. Drinks earn up to five quality stars from how you made them: the right yeast, the right temperature, a day's rest or a second run through the still, and years in the right wood. Hold Shift over any drink to see what you got right.
Flours, doughs and breads; stews, soups and jams cooked in the Brew Kettle; pickles, sauerkraut and kimchi in the Preserving Jar; pies and a Black Forest Cake you place and slice; and a Harvest Feast for the table.
Malt barley in the Malting Tub, roast it in the Kiln, grind it in the Millstone, mash and boil it in the Brew Kettle, ferment it in a Fermenting Vat. Eight beers, from pale ale to stout and lager. The temperature comes from where the vat stands (a cellar is cooler, ice makes it cold). Wild yeast works, and cultured yeast works better.
Stomp grapes in the Crushing Tub or crank the Fruit Press. Red, white and rosé wine, cider, perry, mead, ten fruit wines, sake, juices, lemonade and vinegar.
The Pot Still makes whiskey, bourbon, vodka, brandy and fruit brandies, rum, tequila, grappa and, through the Gin Basket, gin. Liqueurs and bitters steep in the jar. The still and the kettle weather green like copper.
Casks in every vanilla wood (ten on 1.20.1, twelve on 26.3 with pale oak and poplar) age drinks a year for every in-game day. Each drink has its best woods; char a cask for whiskey. Spirits change name and color as they age: New Make becomes Malt Whiskey, White Rum turns Gold, then Dark.
Bottle shelves, wine racks and displays that show your actual bottles; drinks set down on any table; bar counters that turn corners, bar stools you can sit on, a mug rack, hop garlands, hanging bundles and a tavern sign.
Vineyards and Brewhouses (with a cellar under the Brewhouse) in villages, where the Vintner and the Brewer work and trade. Seeds in village chests, aged rum in shipwrecks, and advancements that walk you through it all.
Each drink has a small effect: Refreshed (hunger drains slower), Warmth (no freezing), Courage (less knockback), or a vanilla one. One now and then keeps the effect going; drink faster and you get tipsy: the view sways (it follows vanilla's Distortion Effects slider), and too much leaves a hangover. All of it can be switched off.
| Mod | What you get | 1.20.1 | 26.3 |
|---|---|---|---|
| JEI, EMI (through JEI) | Pages for every station and plant | ✔ | ✔ |
| Jade | Live read-outs on stations, casks and crops | ✔ | ✔ |
| The One Probe | The same read-outs | ✔ | later |
| Patchouli | The Brewer's Almanac | ✔ | later |
| Farmer's Delight | Our dishes in its Cooking Pot, our pies and cake on its Cutting Board | ✔ | later |
| Create, Mekanism, Immersive Engineering | Our milling, pressing and mixing on their machines; a Create brewery can make every beer | ✔ | later |
| Botany Pots, IE Garden Cloche | Every crop grows in them | ✔ | later |
| Serene Seasons | Seasons for crops, and they change fermentation temperature | ✔ | written, untested* |
| Tough As Nails, Cold Sweat | Drinks quench thirst; Warmth keeps you warm | ✔ | later |
| Datapacks, KubeJS, CraftTweaker | Every recipe type is plain JSON | ✔ | ✔ |
"Later": it comes back once that mod is out for Minecraft 26.3. *Serene Seasons' GlitchCore library doesn't start on NeoForge 26.3 yet.
Install on both the client and the server. No other mods needed. Wild crops appear in newly generated chunks. Moving to 26.3 means a new world: worlds played with the 1.20.1 version can't be carried over.
Crop growth, climates, wild plants, village buildings, chest loot, station and aging speeds, drink effects, tipsiness and the view sway are all in the config files. Every number is listed in the balance sheet; pack makers' notes are in the pack makers' guide.
Source code · Report a bug · MIT license