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0.1.0-beta.1-forge-26.1.2
Compatibility
Changes
The resource-seed economy release. The mod is reframed around a standalone fragment ladder with
NeroAgriculture-native progression: the word "essence" is gone, every machine reports through a real
screen, and a full code + design audit
(neroland-mc-ecosystem/audits/2026-07-28-neroagriculture-audit.md) was remediated in the same
cycle. Builds green across all six loader×MC cells (Fabric/Forge/NeoForge × 26.1.2/26.2).
Added
The fragment ladder and resource seeds
- Cosmic-ascent fragment ladder — five tier items Territe → Forgite → Orbite → Colonite → Voidite Fragment (replacing the essences), condensed 4:1 up the ladder on the Fragment Infuser with steeply scaling NeroFlux + time costs. The per-resource drop is the Resource Fragment; compacted fragment blocks and decor follow the same naming.
- Native, standalone progression — NeroAgriculture-owned datapack gates
refinement/synthesis/transmutation/ascensionthat open themselves as each tier's fragments are first produced, so the whole ladder is reachable with only Neroland Core installed. - Resource seeds require the real resource: synthesized from the resource + tier-scaled matching
fragments + a Prospora Seed — seeds amplify what you have found, never mint what you haven't.
Harvests have a configurable seed-return chance (
growth.seed_return_percent, default 10%). - Prospora base crop — a farmland-planted bootstrap crop dropping Territe Fragments + its seed.
- Fusion / alloy seeds — data-driven
fragment_fusionrecipes on the Infuser; curated Steel, Energized Steel (dormant-safe) and Core-native Nero Alloy, fully datapack-extendable and clamped byfusion.enabled/fusion.max_tier. - Generic fragment → resource conversion for every catalog material (per-material recipe JSONs still override), and a dynamic creative tab listing one seed per synced catalog material.
- Tag-driven discovery across
c:ingots/gems/ores/dusts/raw_materials, with per-resource tier/gate/yield/conversion/colour/enabled overrides and a configurable default tier for unknown materials (discovery.default_tier, default Orbite). - Resource-colour tinting — seeds, fragments and planted crops tint to their resource's ingot colour on all three loaders, driven by the shared colour resolver.
Machines, screens and UX
- Every machine now has a real screen in the shared texture-free style: fabrication machines, Genetics Station, Crop Tower, Grow Beds, Planter/Harvester/Fertiliser Applicator, the processors, and slot-free status panels for Greenhouse / Terraforming / Pollination Beacon. All gauges are labelled (Energy / Nutrient / Progress), and gauge values sync as a fraction of the live configured capacity.
- Growth progress readouts — Grow Beds show a live growth bar for the planted crop; Crop Towers show average growth plus a "Ripe n/m" mature-slot counter.
- In-GUI build guides — the Crop Tower and Greenhouse Controller screens carry a scrollable left-hand guide (with a block-layer sketch) walking through the build steps.
- Working-area hologram toggle on the area machines (end-rod outline, persisted per machine).
- Grow beds are hopping pots — auto-harvest into four hopper-extractable output slots and auto-replant from the seed slot; the full farm loop automates on the bed.
- Greenhouse Door — a two-block metal-and-glass airlock door: it counts as sealed shell whether open or closed, so walking in never breaches the greenhouse. Crafted 2×3 from Greenhouse Glass over Greenhouse Frame (yields 3).
Ecosystem integration
- Nerospace planet-visit adapter (runtime-guarded, no hard dependency): planet visits grant Core
material_discoveredmilestones for planet-bound materials, making Nerospace-restricted materials researchable; historical visits backfill when Nerospace ≥ 1.0.0-beta.8 is present. Toggle:compat.nerospace_visits. - Optional sibling overlays (
progression.sibling_overlays, default off): higher tiers can additionally require the matching Neroland arc gate a sibling mod drives open — dormant-safe, standalone play is never blocked.
Changed
- Progression posture (playtest decision, 2026-07-16): hard tier gates are off by default —
no machine step or material is gate-blocked out of the box; the native gates stay registered for
packs that want unlocks back. Pacing comes from the economy (real-resource sacrifice, the 4:1
ladder, NF + time, yield caps) plus Seed Research, now required by default
(
progression.require_research=true). - Gate unlocks and machine/crop/pollination checks are owner-bound (placer-recorded, erasure-covered), with a nearest-player fallback only for ownerless blocks.
- Crop towers respect the environment: per-layer climate checks with a configurable NeroFlux
surcharge in hostile environments (
crop_tower.hostile_environment_nf_multiplier, default 4) instead of bypassing the system. - Area machines (Planter/Harvester/Applicator) start at a 7×7 area, extendable to 13×13 with range upgrades.
- Biofuel is a fluid in its own right — own properties, bucket and liquid block (lighter and runnier than nutrient) instead of sharing nutrient's definition.
- Food & alien content de-emphasised to a clearly-labelled secondary system; nothing removed.
- Texture set repainted to the fragment naming with a ~15% darker lab palette; tinted items use neutral greyscale bases so the resource colour multiplies cleanly.
- Internal: canonical cross-loader machine and screen tables in
common(new machines can no longer silently miss capabilities or screens on one loader).
Fixed
Audit remediation (2026-07-29)
- Recipe lookup no longer scans and sorts the whole recipe manager every tick — per-type cached index plus an idle gate on the fabrication machines; material matching cached per catalog.
- Breaking a Grow Bed or Foundation Machine no longer voids its inventory; all machines drop contents from the removal hook, covering creative breaks and explosions.
- Crop block entities sync to the client — in-world crop tints render the real material colour; grow beds no longer broadcast a full sync packet on every dirty-mark.
- Server-scoped static caches are cleared on server stop (terraforming regions, greenhouse index, cycles, catalog, gallery records, visit tracking) instead of leaking into the next world.
- Forge honours per-side machine side-config dynamically, matching Fabric/NeoForge.
- Platform services preload at construction even with telemetry opted out (mid-tick ServiceLoader crash class).
- Player-data erasure reaches machines in unloaded chunks via a persisted tombstone set with a
retention window (
privacy.erasure_retention_days, default 90). (POPIA/GDPR) - Greenhouse oxygen contributions are retracted on breach/unpower/removal.
- Plus a full medium/low sweep: synthesizer hopper filter matches its recipe; tower harvests no
longer burn fertiliser on jammed outputs and split yields across stacks; dedicated-server clients
resolve materials/species from the synced catalog; screens no longer hard-code gauge maxima;
compatibility panels cached per screen; menu slot filters, parser hardening, unified colour
parsing, aggregated reload logging, surgical
gallery clear, network action validation, Fabric dedicated-server classloading, zero-yield age reset, and client cache clearing on disconnect.
Playtest and rendering fixes
- All machines accept battery/pipe power — every machine exposes energy + fluid (side-config gated) and items on all three loaders.
- Fluids render on all three loaders (animated still/flow sprites; previously missing-texture checkerboard outside NeoForge).
- UI overlap sweep — fabrication, area-machine, grow-bed, genetics and tower screens re-banded so labels, slots and text never collide; the Crop Tower screen gained dedicated rows for its gauges, growth bar and status line.
- Right-click with an item in hand opens machine UIs instead of placing the held block; crops are
walk-through (
noCollision); block items translate via their block keys; seeds and fragments are named for their resource ("Iron Seed", "Redstone Fragment"). - Gallery: exhibits record what they place so
clearremoves exactly that; fluids and doors are excluded from the floating grid; the greenhouse exhibit's battery no longer blocks the controller's face and the dome has a walk-in Greenhouse Door.
Notes
- Privacy (POPIA/GDPR): player data is UUID-only, opt-out, and routed through Core's shared
PlayerDataErasurehook — now including unloaded-chunk machine owners via erasure tombstones; telemetry carries no personal data. See Privacy and erasure. - Build: all six cells compile and pass
ecjCheckand unit tests. The new screens, door and tint paths are compile-verified; in-game visual checks continue on the dev machine.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:Vczal5Xy:D50H7ym8"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Vczal5Xy:D50H7ym8"
}

