Modscraper Modscraper Minecraft
AgriTech: Evolved logo

AgriTech: Evolved

Mod

by misterdmodding

Farming automation mod with planters, machines, modules, and power gen.

Type

Mod

CurseForge Downloads

609,781

CurseForge ID

1287394

Modrinth Downloads

38,359

Modrinth ID

4dvZSdWl

Last Updated

Jul 27, 2026

Description

![ATE](https://raw.githubusercontent.com/deonjonker123/AgritechEvolved/refs/heads/26.1.2/ate_ban.png) # Agritech: Evolved (ATE) Farming automation mod with planters, machines, modules, and power gen. ## Planters **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. ## Cloche 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. ## Machines * **Composter** — turns organic items into biomass fuel and fertilizer. Anything that works in a vanilla composter works in this one too * **Silo** — pulls harvested drops from planters in range into it * **Fertilizer Spreader** — pushes fertilizer items into any planters in range * **Biomass Burner** — burns crude/regular/compacted biomass for RF * **Energy Capacitors** — three tiers, 500k / 1M / 4M RF ## Modules * **Speed (MK1-3)** — faster processing, costs more power * **Yield (MK1-3)** — more harvest, slower processing * **Range (MK1-3)** — Increases the Silo and Fertilizer Spreader's effective ranges ## Other Blocks * **Mulch** — +50% growth speed * **Infused Farmland** — +100% growth speed ## Fertilizer Bone meal works. Also supports Mystical Agriculture, Immersive Engineering, and Forbidden & Arcanus fertilizers. Pipe or hopper it into any side of either planter. ## Data-Driven Nothing's hardcoded. Add/remove/edit seeds, soils, saplings, fertilizers through: * **Datapacks** — regular JSON * **KubeJS** — for scripted/server-side control Means you can add support for unsupported mods, change growth modifiers, mess with fertilizer values, or override defaults you don't like. ## Mod Support **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 ## Balance Config Module strength, power draw, processing times, ranges, are all tunable. ## Interactive Placement * Right-click with seeds/saplings/soil to insert directly * Right-click with a hoe to till compatible blocks * Right-click vanilla farmland with mystical essence to convert it ## Note 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.

Compatibility

Mod Loaders

Neoforge

Game Versions

1.21.1 26.1.2 26.2

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Included in Modpacks

External Resources