COWMODSКаталог модов
Hydrofarm

ВЕРСИИ (73)

release

0.2.10+mc26.1.2

0.2.10+mc26.1.2
22 сент. 2026 г.101Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Added - **Chickens eat wheat** (`gameplay.chickensEatWheat`, on by default). Chicken pens — Husbandry and Butcher — accept plain wheat alongside seeds, so a wheat cluster feeds a chicken pen directly. Hydroponic wheat makes no seeds by design; this closes that loop. Turn it off for the vanilla seeds-only diet. - **Pen efficiency shown in the GUI.** Once a species' herd is large enough that diminishing returns matter, a colour-coded percentage appears after its headcount; hover it for the rule. ## Changed - **Gentler herd curve.** Per-species efficiency now halves every 32 head instead of 16: 16 cows produce like ~14 (was ~12), 50 like ~31 (was ~21). A mixed pen still out-produces a mega-herd of one kind. - **Liquid XP rebalanced** — it was a trickle that could take a day to repair one tool: - Hydroponics and Tree Farm beds: 5 mB per harvest (was 1). - Butcher culls: doubled (cow 60, sheep 48, pig 40, chicken 24 mB). - Mending Station: 10 mB per durability (was 15) — the same rate as vanilla mending. A mid-size farm (15 crop beds + a cow pen) now sustains an active player's tool wear; a diamond pickaxe goes from ~30 hours to ~1.5 on that setup. ## Notes - No world changes. Existing pens and beds pick up the new rates immediately; buffered Liquid XP keeps its value.
release

0.2.10+mc26.1.2

0.2.10+mc26.1.2
22 сент. 2026 г.215Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Added - **Chickens eat wheat** (`gameplay.chickensEatWheat`, on by default). Chicken pens — Husbandry and Butcher — accept plain wheat alongside seeds, so a wheat cluster feeds a chicken pen directly. Hydroponic wheat makes no seeds by design; this closes that loop. Turn it off for the vanilla seeds-only diet. - **Pen efficiency shown in the GUI.** Once a species' herd is large enough that diminishing returns matter, a colour-coded percentage appears after its headcount; hover it for the rule. ## Changed - **Gentler herd curve.** Per-species efficiency now halves every 32 head instead of 16: 16 cows produce like ~14 (was ~12), 50 like ~31 (was ~21). A mixed pen still out-produces a mega-herd of one kind. - **Liquid XP rebalanced** — it was a trickle that could take a day to repair one tool: - Hydroponics and Tree Farm beds: 5 mB per harvest (was 1). - Butcher culls: doubled (cow 60, sheep 48, pig 40, chicken 24 mB). - Mending Station: 10 mB per durability (was 15) — the same rate as vanilla mending. A mid-size farm (15 crop beds + a cow pen) now sustains an active player's tool wear; a diamond pickaxe goes from ~30 hours to ~1.5 on that setup. ## Notes - No world changes. Existing pens and beds pick up the new rates immediately; buffered Liquid XP keeps its value.
release

0.3.10+mc26.2

0.3.10+mc26.2
22 сент. 2026 г.62Minecraft: 26.2neoforge
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Что нового
## Added - **Chickens eat wheat** (`gameplay.chickensEatWheat`, on by default). Chicken pens — Husbandry and Butcher — accept plain wheat alongside seeds, so a wheat cluster feeds a chicken pen directly. Hydroponic wheat makes no seeds by design; this closes that loop. Turn it off for the vanilla seeds-only diet. - **Pen efficiency shown in the GUI.** Once a species' herd is large enough that diminishing returns matter, a colour-coded percentage appears after its headcount; hover it for the rule. ## Changed - **Gentler herd curve.** Per-species efficiency now halves every 32 head instead of 16: 16 cows produce like ~14 (was ~12), 50 like ~31 (was ~21). A mixed pen still out-produces a mega-herd of one kind. - **Liquid XP rebalanced** — it was a trickle that could take a day to repair one tool: - Hydroponics and Tree Farm beds: 5 mB per harvest (was 1). - Butcher culls: doubled (cow 60, sheep 48, pig 40, chicken 24 mB). - Mending Station: 10 mB per durability (was 15) — the same rate as vanilla mending. A mid-size farm (15 crop beds + a cow pen) now sustains an active player's tool wear; a diamond pickaxe goes from ~30 hours to ~1.5 on that setup. ## Notes - No world changes. Existing pens and beds pick up the new rates immediately; buffered Liquid XP keeps its value.
release

0.3.10+mc26.2

0.3.10+mc26.2
22 сент. 2026 г.444Minecraft: 26.2fabric
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Что нового
## Added - **Chickens eat wheat** (`gameplay.chickensEatWheat`, on by default). Chicken pens — Husbandry and Butcher — accept plain wheat alongside seeds, so a wheat cluster feeds a chicken pen directly. Hydroponic wheat makes no seeds by design; this closes that loop. Turn it off for the vanilla seeds-only diet. - **Pen efficiency shown in the GUI.** Once a species' herd is large enough that diminishing returns matter, a colour-coded percentage appears after its headcount; hover it for the rule. ## Changed - **Gentler herd curve.** Per-species efficiency now halves every 32 head instead of 16: 16 cows produce like ~14 (was ~12), 50 like ~31 (was ~21). A mixed pen still out-produces a mega-herd of one kind. - **Liquid XP rebalanced** — it was a trickle that could take a day to repair one tool: - Hydroponics and Tree Farm beds: 5 mB per harvest (was 1). - Butcher culls: doubled (cow 60, sheep 48, pig 40, chicken 24 mB). - Mending Station: 10 mB per durability (was 15) — the same rate as vanilla mending. A mid-size farm (15 crop beds + a cow pen) now sustains an active player's tool wear; a diamond pickaxe goes from ~30 hours to ~1.5 on that setup. ## Notes - No world changes. Existing pens and beds pick up the new rates immediately; buffered Liquid XP keeps its value.
release

0.4.1+mc26.3

0.4.1+mc26.3
22 сент. 2026 г.166Minecraft: 26.3neoforge
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Что нового
## Added - **Chickens eat wheat** (`gameplay.chickensEatWheat`, on by default). Chicken pens — Husbandry and Butcher — accept plain wheat alongside seeds, so a wheat cluster feeds a chicken pen directly. Hydroponic wheat makes no seeds by design; this closes that loop. Turn it off for the vanilla seeds-only diet. - **Pen efficiency shown in the GUI.** Once a species' herd is large enough that diminishing returns matter, a colour-coded percentage appears after its headcount; hover it for the rule. ## Changed - **Gentler herd curve.** Per-species efficiency now halves every 32 head instead of 16: 16 cows produce like ~14 (was ~12), 50 like ~31 (was ~21). A mixed pen still out-produces a mega-herd of one kind. - **Liquid XP rebalanced** — it was a trickle that could take a day to repair one tool: - Hydroponics and Tree Farm beds: 5 mB per harvest (was 1). - Butcher culls: doubled (cow 60, sheep 48, pig 40, chicken 24 mB). - Mending Station: 10 mB per durability (was 15) — the same rate as vanilla mending. A mid-size farm (15 crop beds + a cow pen) now sustains an active player's tool wear; a diamond pickaxe goes from ~30 hours to ~1.5 on that setup. ## Notes - No world changes. Existing pens and beds pick up the new rates immediately; buffered Liquid XP keeps its value.
release

0.4.1+mc26.3

0.4.1+mc26.3
22 сент. 2026 г.815Minecraft: 26.3fabric
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Что нового
## Added - **Chickens eat wheat** (`gameplay.chickensEatWheat`, on by default). Chicken pens — Husbandry and Butcher — accept plain wheat alongside seeds, so a wheat cluster feeds a chicken pen directly. Hydroponic wheat makes no seeds by design; this closes that loop. Turn it off for the vanilla seeds-only diet. - **Pen efficiency shown in the GUI.** Once a species' herd is large enough that diminishing returns matter, a colour-coded percentage appears after its headcount; hover it for the rule. ## Changed - **Gentler herd curve.** Per-species efficiency now halves every 32 head instead of 16: 16 cows produce like ~14 (was ~12), 50 like ~31 (was ~21). A mixed pen still out-produces a mega-herd of one kind. - **Liquid XP rebalanced** — it was a trickle that could take a day to repair one tool: - Hydroponics and Tree Farm beds: 5 mB per harvest (was 1). - Butcher culls: doubled (cow 60, sheep 48, pig 40, chicken 24 mB). - Mending Station: 10 mB per durability (was 15) — the same rate as vanilla mending. A mid-size farm (15 crop beds + a cow pen) now sustains an active player's tool wear; a diamond pickaxe goes from ~30 hours to ~1.5 on that setup. ## Notes - No world changes. Existing pens and beds pick up the new rates immediately; buffered Liquid XP keeps its value.
release

0.4.0+mc26.3

0.4.0+mc26.3
21 сент. 2026 г.18Minecraft: 26.3neoforge
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Что нового
## Changed - Updated for **Minecraft 26.3** (Fabric Loader 0.19.5+ / Fabric API 0.161.0+; NeoForge `26.3.0.7-beta`+). Requires Minecraft 26.3. Jade and Mod Menu integrations bumped to their 26.3 builds. ## Fixed - Ported to the 26.3 APIs: block codecs (removed from the game), the bucket-swap inventory call (tanks, sprinkler, siphon), the item-spin transform in the Autocrafter and Mending Station renderers, and the 26.3 resource/data pack formats. No behaviour changes. ## Notes - NeoForge for 26.3 is still in **beta**; this build targets `26.3.0.7-beta`. - No world or config changes. Every block, cluster, tank, pipe network, and bed carries over as saved. - The 26.2 line continues on the `26.2` branch; 26.1 on `26.1`. - Capture Net: if the standalone Capture Net mod is installed, use its 0.4.0+ build alongside this one.
release

0.4.0+mc26.3

0.4.0+mc26.3
21 сент. 2026 г.9Minecraft: 26.3fabric
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Что нового
## Changed - Updated for **Minecraft 26.3** (Fabric Loader 0.19.5+ / Fabric API 0.161.0+; NeoForge `26.3.0.7-beta`+). Requires Minecraft 26.3. Jade and Mod Menu integrations bumped to their 26.3 builds. ## Fixed - Ported to the 26.3 APIs: block codecs (removed from the game), the bucket-swap inventory call (tanks, sprinkler, siphon), the item-spin transform in the Autocrafter and Mending Station renderers, and the 26.3 resource/data pack formats. No behaviour changes. ## Notes - NeoForge for 26.3 is still in **beta**; this build targets `26.3.0.7-beta`. - No world or config changes. Every block, cluster, tank, pipe network, and bed carries over as saved. - The 26.2 line continues on the `26.2` branch; 26.1 on `26.1`. - Capture Net: if the standalone Capture Net mod is installed, use its 0.4.0+ build alongside this one.
release

0.3.9+mc26.2

0.3.9+mc26.2
30 июл. 2026 г.108Minecraft: 26.2neoforge
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Что нового
A visual fix for Energy Cell banks. ## Fixed - **Energy Cell structures no longer show see-through seams along their edges.** The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one. - **Fixed the seam inside a hollowed-out bank.** Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through. - **Fixed flickering on the frame corners.** Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells. ## Notes - Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load. - A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update. - Same changes as v0.2.9 on the Minecraft 26.1.2 line.
release

0.3.9+mc26.2

0.3.9+mc26.2
30 июл. 2026 г.482Minecraft: 26.2fabric
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Что нового
A visual fix for Energy Cell banks. ## Fixed - **Energy Cell structures no longer show see-through seams along their edges.** The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one. - **Fixed the seam inside a hollowed-out bank.** Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through. - **Fixed flickering on the frame corners.** Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells. ## Notes - Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load. - A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update. - Same changes as v0.2.9 on the Minecraft 26.1.2 line.
release

0.2.9+mc26.1.2

0.2.9+mc26.1.2
30 июл. 2026 г.84Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
A visual fix for Energy Cell banks. ## Fixed - **Energy Cell structures no longer show see-through seams along their edges.** The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one. - **Fixed the seam inside a hollowed-out bank.** Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through. - **Fixed flickering on the frame corners.** Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells. ## Notes - Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load. - A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update. - Same changes as v0.3.9 on the Minecraft 26.2 line.
release

0.2.9+mc26.1.2

0.2.9+mc26.1.2
30 июл. 2026 г.189Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
A visual fix for Energy Cell banks. ## Fixed - **Energy Cell structures no longer show see-through seams along their edges.** The metal frame didn't quite reach the block edge, leaving a thin strip with no geometry — and because a cell hides the block behind it, what showed through the strip was empty space. Most visible on the horizontal edges of a large bank, and around the sides of any hole cut into one. - **Fixed the seam inside a hollowed-out bank.** Break a single cell out of the middle of a solid cube and look down: the cell below was left without any of its frame, because the frame only appears where two faces meet in the open. Its face panel then had an open rim you could see straight through. - **Fixed flickering on the frame corners.** Two parts of the frame occupied the same corner, so the game had to choose between them every frame and the corners shimmered. The frame pieces no longer overlap at all — each corner now belongs to exactly one piece, checked against every possible arrangement of neighbouring cells. ## Notes - Purely visual. No world, config, or behaviour changes; existing cell banks look correct on load. - A faint hairline can still be found at the corners of a hole in a bank if you look along the surface at a shallow angle. It sits in a spot no block can draw into, so removing it needs a deeper change to how cells detect their diagonal neighbours — noted for a future update. - Same changes as v0.3.9 on the Minecraft 26.2 line.
release

0.3.8+mc26.2

0.3.8+mc26.2
30 июл. 2026 г.10Minecraft: 26.2neoforge
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Что нового
Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that. ## Fixed - **Big multiblocks no longer lag the game.** Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the *square* of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure. Measured in-game on a 9×9×9 (729-block) tank warehouse: | | Before | After | |---|---|---| | Standing and looking at it | ~14,580 scans/sec | **19/sec** | | Each block placed | ~740 scans | **~3** | A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen. - **An "anti-stutter" feature had never actually worked.** Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's *height*, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out. - **Energy Cells could gain energy across a save and reload.** Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case. - **A cell next to a newly-placed generator could ignore it for a few seconds.** Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live. - **Sprinklers and Monster Repulsers could carry data between singleplayer worlds.** Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted. - **Fluid and energy transfers no longer touch parts of a structure they cannot change.** Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing. ## Notes - No world or config changes. Existing builds load and behave exactly as before, just faster. - Same changes as v0.2.8 on the Minecraft 26.1.2 line.
release

0.3.8+mc26.2

0.3.8+mc26.2
30 июл. 2026 г.8Minecraft: 26.2fabric
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Что нового
Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that. ## Fixed - **Big multiblocks no longer lag the game.** Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the *square* of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure. Measured in-game on a 9×9×9 (729-block) tank warehouse: | | Before | After | |---|---|---| | Standing and looking at it | ~14,580 scans/sec | **19/sec** | | Each block placed | ~740 scans | **~3** | A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen. - **An "anti-stutter" feature had never actually worked.** Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's *height*, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out. - **Energy Cells could gain energy across a save and reload.** Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case. - **A cell next to a newly-placed generator could ignore it for a few seconds.** Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live. - **Sprinklers and Monster Repulsers could carry data between singleplayer worlds.** Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted. - **Fluid and energy transfers no longer touch parts of a structure they cannot change.** Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing. ## Notes - No world or config changes. Existing builds load and behave exactly as before, just faster. - Same changes as v0.2.8 on the Minecraft 26.1.2 line.
release

0.2.8+mc26.1.2

0.2.8+mc26.1.2
30 июл. 2026 г.14Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that. ## Fixed - **Big multiblocks no longer lag the game.** Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the *square* of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure. Measured in-game on a 9×9×9 (729-block) tank warehouse: | | Before | After | |---|---|---| | Standing and looking at it | ~14,580 scans/sec | **19/sec** | | Each block placed | ~740 scans | **~3** | A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen. - **An "anti-stutter" feature had never actually worked.** Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's *height*, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out. - **Energy Cells could gain energy across a save and reload.** Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case. - **A cell next to a newly-placed generator could ignore it for a few seconds.** Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live. - **Sprinklers and Monster Repulsers could carry data between singleplayer worlds.** Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted. - **Fluid and energy transfers no longer touch parts of a structure they cannot change.** Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing. ## Notes - No world or config changes. Existing builds load and behave exactly as before, just faster. - Same changes as v0.3.8 on the Minecraft 26.2 line.
release

0.2.8+mc26.1.2

0.2.8+mc26.1.2
30 июл. 2026 г.10Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that. ## Fixed - **Big multiblocks no longer lag the game.** Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the *square* of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure. Measured in-game on a 9×9×9 (729-block) tank warehouse: | | Before | After | |---|---|---| | Standing and looking at it | ~14,580 scans/sec | **19/sec** | | Each block placed | ~740 scans | **~3** | A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen. - **An "anti-stutter" feature had never actually worked.** Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's *height*, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out. - **Energy Cells could gain energy across a save and reload.** Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case. - **A cell next to a newly-placed generator could ignore it for a few seconds.** Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live. - **Sprinklers and Monster Repulsers could carry data between singleplayer worlds.** Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted. - **Fluid and energy transfers no longer touch parts of a structure they cannot change.** Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing. ## Notes - No world or config changes. Existing builds load and behave exactly as before, just faster. - Same changes as v0.3.8 on the Minecraft 26.2 line.
release

0.3.7+mc26.2

0.3.7+mc26.2
23 июл. 2026 г.39Minecraft: 26.2neoforge
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Что нового
## Fixed - **Other mods' fluids showed a magenta "missing texture" block in the Liquid Tank.** The tank guessed each fluid's texture by name, which only worked for water, lava, and Hydrofarm's own fluids. Any other mod's fluid — for example the experience fluid a Sophisticated Backpacks pump puts into a tank — drew as the pink-and-black error block. The tank now asks each fluid for its actual registered texture, so **any** fluid it can hold renders correctly. ## Added - **Liquid XP now works together with Sophisticated Backpacks' experience fluid** (and any mod that follows the common `#c:experience` convention at the same 20 mB-per-point rate): - **Their XP flows into yours.** Experience pumped into a Hydrofarm tank now *merges* into your Liquid XP instead of being rejected as a different fluid — two mods' XP become one pool — and it can feed a **Mending Station**. - **Your XP flows back out.** Hydrofarm's Liquid XP is now recognised as experience, so a backpack can pump it in and its XP pump can cash it back to your own XP bar. - Conversion is exact (1 mB in = 1 mB out, no XP lost or gained) and only ever touches experience fluids — water, milk, lava, and every other fluid are completely unaffected. ## Notes - Same changes as v0.2.7 on the Minecraft 26.1.2 line.
release

0.3.7+mc26.2

0.3.7+mc26.2
23 июл. 2026 г.77Minecraft: 26.2fabric
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Что нового
## Fixed - **Other mods' fluids showed a magenta "missing texture" block in the Liquid Tank.** The tank guessed each fluid's texture by name, which only worked for water, lava, and Hydrofarm's own fluids. Any other mod's fluid — for example the experience fluid a Sophisticated Backpacks pump puts into a tank — drew as the pink-and-black error block. The tank now asks each fluid for its actual registered texture, so **any** fluid it can hold renders correctly. ## Added - **Liquid XP now works together with Sophisticated Backpacks' experience fluid** (and any mod that follows the common `#c:experience` convention at the same 20 mB-per-point rate): - **Their XP flows into yours.** Experience pumped into a Hydrofarm tank now *merges* into your Liquid XP instead of being rejected as a different fluid — two mods' XP become one pool — and it can feed a **Mending Station**. - **Your XP flows back out.** Hydrofarm's Liquid XP is now recognised as experience, so a backpack can pump it in and its XP pump can cash it back to your own XP bar. - Conversion is exact (1 mB in = 1 mB out, no XP lost or gained) and only ever touches experience fluids — water, milk, lava, and every other fluid are completely unaffected. ## Notes - Same changes as v0.2.7 on the Minecraft 26.1.2 line.
release

0.2.7+mc26.1.2

0.2.7+mc26.1.2
23 июл. 2026 г.22Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Fixed - **Other mods' fluids showed a magenta "missing texture" block in the Liquid Tank.** The tank guessed each fluid's texture by name, which only worked for water, lava, and Hydrofarm's own fluids. Any other mod's fluid — for example the experience fluid a Sophisticated Backpacks pump puts into a tank — drew as the pink-and-black error block. The tank now asks each fluid for its actual registered texture, so **any** fluid it can hold renders correctly. ## Added - **Liquid XP now works together with Sophisticated Backpacks' experience fluid** (and any mod that follows the common `#c:experience` convention at the same 20 mB-per-point rate): - **Their XP flows into yours.** Experience pumped into a Hydrofarm tank now *merges* into your Liquid XP instead of being rejected as a different fluid — two mods' XP become one pool — and it can feed a **Mending Station**. - **Your XP flows back out.** Hydrofarm's Liquid XP is now recognised as experience, so a backpack can pump it in and its XP pump can cash it back to your own XP bar. - Conversion is exact (1 mB in = 1 mB out, no XP lost or gained) and only ever touches experience fluids — water, milk, lava, and every other fluid are completely unaffected. ## Notes - Same changes as v0.3.7 on the Minecraft 26.2 line.
release

0.2.7+mc26.1.2

0.2.7+mc26.1.2
23 июл. 2026 г.38Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Fixed - **Other mods' fluids showed a magenta "missing texture" block in the Liquid Tank.** The tank guessed each fluid's texture by name, which only worked for water, lava, and Hydrofarm's own fluids. Any other mod's fluid — for example the experience fluid a Sophisticated Backpacks pump puts into a tank — drew as the pink-and-black error block. The tank now asks each fluid for its actual registered texture, so **any** fluid it can hold renders correctly. ## Added - **Liquid XP now works together with Sophisticated Backpacks' experience fluid** (and any mod that follows the common `#c:experience` convention at the same 20 mB-per-point rate): - **Their XP flows into yours.** Experience pumped into a Hydrofarm tank now *merges* into your Liquid XP instead of being rejected as a different fluid — two mods' XP become one pool — and it can feed a **Mending Station**. - **Your XP flows back out.** Hydrofarm's Liquid XP is now recognised as experience, so a backpack can pump it in and its XP pump can cash it back to your own XP bar. - Conversion is exact (1 mB in = 1 mB out, no XP lost or gained) and only ever touches experience fluids — water, milk, lava, and every other fluid are completely unaffected. ## Notes - Same changes as v0.3.7 on the Minecraft 26.2 line.
release

0.3.6+mc26.2

0.3.6+mc26.2
21 июл. 2026 г.20Minecraft: 26.2neoforge
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Что нового
## Fixed - **NeoForge: crash when another mod handles Liquid XP or Milk.** Hydrofarm's fluids were missing a piece of NeoForge-specific registration (a `FluidType`), so any other mod that so much as looked at them threw an error. The worst case was a backpack that had pumped Liquid XP into its own tank: the crash then fired every time the backpack was drawn — including the moment you joined the world — which locked you out of that save permanently. **Already stuck? This update fixes it by itself.** Load the world with this version and it will open normally, with the Liquid XP still in the backpack. Nothing to edit, nothing to delete. - **NeoForge: machines could not exchange items with pipes or hoppers, and inserted items were destroyed.** The Autocrafter, Mending Station, Hydroponics Bed, Tree Farm Bed, Husbandry Bed and Butcher Bed all exposed a stale copy of their inventory instead of the real one. In practice: the Autocrafter's result could not be pulled out, beds never noticed food delivered by pipes, harvested produce could not be pumped away — and, most seriously, **items pushed into any of these blocks by a pipe or another mod's automation were silently deleted.** All of these now use a live view of the real inventory. This affected NeoForge only, in every version of the mod to date. Fabric was never affected. - **NeoForge: Liquid XP and Milk showed as a magenta "missing texture" block** in other mods' tanks and in Jade/JEI. They now use their proper textures, matching Fabric. ## Notes - Fabric behaviour is unchanged by this release. - If you play on NeoForge and have Hydrofarm machines wired into item automation, it is worth re-checking those setups after updating — anything that appeared to do nothing before should now work, and pipes that were quietly eating items will stop.
release

0.3.6+mc26.2

0.3.6+mc26.2
21 июл. 2026 г.38Minecraft: 26.2fabric
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Что нового
## Fixed - **NeoForge: crash when another mod handles Liquid XP or Milk.** Hydrofarm's fluids were missing a piece of NeoForge-specific registration (a `FluidType`), so any other mod that so much as looked at them threw an error. The worst case was a backpack that had pumped Liquid XP into its own tank: the crash then fired every time the backpack was drawn — including the moment you joined the world — which locked you out of that save permanently. **Already stuck? This update fixes it by itself.** Load the world with this version and it will open normally, with the Liquid XP still in the backpack. Nothing to edit, nothing to delete. - **NeoForge: machines could not exchange items with pipes or hoppers, and inserted items were destroyed.** The Autocrafter, Mending Station, Hydroponics Bed, Tree Farm Bed, Husbandry Bed and Butcher Bed all exposed a stale copy of their inventory instead of the real one. In practice: the Autocrafter's result could not be pulled out, beds never noticed food delivered by pipes, harvested produce could not be pumped away — and, most seriously, **items pushed into any of these blocks by a pipe or another mod's automation were silently deleted.** All of these now use a live view of the real inventory. This affected NeoForge only, in every version of the mod to date. Fabric was never affected. - **NeoForge: Liquid XP and Milk showed as a magenta "missing texture" block** in other mods' tanks and in Jade/JEI. They now use their proper textures, matching Fabric. ## Notes - Fabric behaviour is unchanged by this release. - If you play on NeoForge and have Hydrofarm machines wired into item automation, it is worth re-checking those setups after updating — anything that appeared to do nothing before should now work, and pipes that were quietly eating items will stop.
release

0.2.6+mc26.1.2

0.2.6+mc26.1.2
21 июл. 2026 г.17Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Fixed - **NeoForge: crash when another mod handles Liquid XP or Milk.** Hydrofarm's fluids were missing a piece of NeoForge-specific registration (a `FluidType`), so any other mod that so much as looked at them threw an error. The worst case was a backpack that had pumped Liquid XP into its own tank: the crash then fired every time the backpack was drawn — including the moment you joined the world — which locked you out of that save permanently. **Already stuck? This update fixes it by itself.** Load the world with this version and it will open normally, with the Liquid XP still in the backpack. Nothing to edit, nothing to delete. - **NeoForge: machines could not exchange items with pipes or hoppers, and inserted items were destroyed.** The Autocrafter, Mending Station, Hydroponics Bed, Tree Farm Bed, Husbandry Bed and Butcher Bed all exposed a stale copy of their inventory instead of the real one. In practice: the Autocrafter's result could not be pulled out, beds never noticed food delivered by pipes, harvested produce could not be pumped away — and, most seriously, **items pushed into any of these blocks by a pipe or another mod's automation were silently deleted.** All of these now use a live view of the real inventory. This affected NeoForge only, in every version of the mod to date. Fabric was never affected. - **NeoForge: Liquid XP and Milk showed as a magenta "missing texture" block** in other mods' tanks and in Jade/JEI. They now use their proper textures, matching Fabric. ## Notes - Fabric behaviour is unchanged by this release. - If you play on NeoForge and have Hydrofarm machines wired into item automation, it is worth re-checking those setups after updating — anything that appeared to do nothing before should now work, and pipes that were quietly eating items will stop. - Same fixes as v0.3.6 on the Minecraft 26.2 line.
release

0.2.6+mc26.1.2

0.2.6+mc26.1.2
21 июл. 2026 г.19Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Fixed - **NeoForge: crash when another mod handles Liquid XP or Milk.** Hydrofarm's fluids were missing a piece of NeoForge-specific registration (a `FluidType`), so any other mod that so much as looked at them threw an error. The worst case was a backpack that had pumped Liquid XP into its own tank: the crash then fired every time the backpack was drawn — including the moment you joined the world — which locked you out of that save permanently. **Already stuck? This update fixes it by itself.** Load the world with this version and it will open normally, with the Liquid XP still in the backpack. Nothing to edit, nothing to delete. - **NeoForge: machines could not exchange items with pipes or hoppers, and inserted items were destroyed.** The Autocrafter, Mending Station, Hydroponics Bed, Tree Farm Bed, Husbandry Bed and Butcher Bed all exposed a stale copy of their inventory instead of the real one. In practice: the Autocrafter's result could not be pulled out, beds never noticed food delivered by pipes, harvested produce could not be pumped away — and, most seriously, **items pushed into any of these blocks by a pipe or another mod's automation were silently deleted.** All of these now use a live view of the real inventory. This affected NeoForge only, in every version of the mod to date. Fabric was never affected. - **NeoForge: Liquid XP and Milk showed as a magenta "missing texture" block** in other mods' tanks and in Jade/JEI. They now use their proper textures, matching Fabric. ## Notes - Fabric behaviour is unchanged by this release. - If you play on NeoForge and have Hydrofarm machines wired into item automation, it is worth re-checking those setups after updating — anything that appeared to do nothing before should now work, and pipes that were quietly eating items will stop. - Same fixes as v0.3.6 on the Minecraft 26.2 line.
release

0.2.5+mc26.1.2

0.2.5+mc26.1.2
19 июл. 2026 г.11Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Changed - Internal packaging metadata (`pack.mcmeta`) now declares the correct resource and data pack formats for Minecraft 26.1.2. ## Notes - **Nothing changes for players** — this build behaves identically to v0.2.4. No new features, no gameplay changes. - The old values worked in practice, because Minecraft does not enforce pack formats for mod-bundled resources. This corrects them so the mod keeps working if that ever changes.
release

0.2.5+mc26.1.2

0.2.5+mc26.1.2
19 июл. 2026 г.26Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Changed - Internal packaging metadata (`pack.mcmeta`) now declares the correct resource and data pack formats for Minecraft 26.1.2. ## Notes - **Nothing changes for players** — this build behaves identically to v0.2.4. No new features, no gameplay changes. - The old values worked in practice, because Minecraft does not enforce pack formats for mod-bundled resources. This corrects them so the mod keeps working if that ever changes.
release

0.3.5+mc26.2

0.3.5+mc26.2
19 июл. 2026 г.12Minecraft: 26.2neoforge
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Что нового
## Changed - Internal packaging metadata (`pack.mcmeta`) now declares the correct resource and data pack formats for Minecraft 26.2. ## Notes - **Nothing changes for players** — this build behaves identically to v0.3.4. No new features, no gameplay changes. - The old values worked in practice, because Minecraft does not enforce pack formats for mod-bundled resources. This corrects them so the mod keeps working if that ever changes.
release

0.3.5+mc26.2

0.3.5+mc26.2
19 июл. 2026 г.39Minecraft: 26.2fabric
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Что нового
## Changed - Internal packaging metadata (`pack.mcmeta`) now declares the correct resource and data pack formats for Minecraft 26.2. ## Notes - **Nothing changes for players** — this build behaves identically to v0.3.4. No new features, no gameplay changes. - The old values worked in practice, because Minecraft does not enforce pack formats for mod-bundled resources. This corrects them so the mod keeps working if that ever changes.
release

0.2.4+mc26.1.2

0.2.4+mc26.1.2
14 июл. 2026 г.19Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Fixed - **Melon and pumpkin looked wrong in the planter.** They rendered as a washed-out gray *stem* (the bed draws crops untinted, and stem textures are grayscale). They now show the actual full-colour melon/pumpkin, swelling from small to full as it grows — accurate and far more readable. ## Changed - **Melon now yields 3 slices per harvest** (down from 4 in v0.2.3). A trade-value tune: 3 keeps melon comfortably below pumpkin (the premium crop) while still fixing its old underpowered single-slice output — it lands above the grain staples and at par with a hand-built vanilla melon farm per plant.
release

0.2.4+mc26.1.2

0.2.4+mc26.1.2
14 июл. 2026 г.36Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Fixed - **Melon and pumpkin looked wrong in the planter.** They rendered as a washed-out gray *stem* (the bed draws crops untinted, and stem textures are grayscale). They now show the actual full-colour melon/pumpkin, swelling from small to full as it grows — accurate and far more readable. ## Changed - **Melon now yields 3 slices per harvest** (down from 4 in v0.2.3). A trade-value tune: 3 keeps melon comfortably below pumpkin (the premium crop) while still fixing its old underpowered single-slice output — it lands above the grain staples and at par with a hand-built vanilla melon farm per plant.
release

0.3.4+mc26.2

0.3.4+mc26.2
14 июл. 2026 г.23Minecraft: 26.2neoforge
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Что нового
## Fixed - **Melon and pumpkin looked wrong in the planter.** They rendered as a washed-out gray *stem* (the bed draws crops untinted, and stem textures are grayscale). They now show the actual full-colour melon/pumpkin, swelling from small to full as it grows — accurate and far more readable. ## Changed - **Melon now yields 3 slices per harvest** (down from 4 in v0.3.3). A trade-value tune: 3 keeps melon comfortably below pumpkin (the premium crop) while still fixing its old underpowered single-slice output — it lands above the grain staples and at par with a hand-built vanilla melon farm per plant.
release

0.3.4+mc26.2

0.3.4+mc26.2
14 июл. 2026 г.58Minecraft: 26.2fabric
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Что нового
## Fixed - **Melon and pumpkin looked wrong in the planter.** They rendered as a washed-out gray *stem* (the bed draws crops untinted, and stem textures are grayscale). They now show the actual full-colour melon/pumpkin, swelling from small to full as it grows — accurate and far more readable. ## Changed - **Melon now yields 3 slices per harvest** (down from 4 in v0.3.3). A trade-value tune: 3 keeps melon comfortably below pumpkin (the premium crop) while still fixing its old underpowered single-slice output — it lands above the grain staples and at par with a hand-built vanilla melon farm per plant.
release

0.2.3+mc26.1.2

0.2.3+mc26.1.2
13 июл. 2026 г.10Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Changed - **Melon planters yield 4 slices per harvest, up from 1.** A single slice per cycle made melon the least valuable crop in the mod (below potato); 4 slices brings it to per-plant parity with a hand-built vanilla melon farm and a fair mid-tier on the villager-trade economy (~⅔ of a pumpkin's value). Pumpkin and every other crop are unchanged.
release

0.2.3+mc26.1.2

0.2.3+mc26.1.2
13 июл. 2026 г.7Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Changed - **Melon planters yield 4 slices per harvest, up from 1.** A single slice per cycle made melon the least valuable crop in the mod (below potato); 4 slices brings it to per-plant parity with a hand-built vanilla melon farm and a fair mid-tier on the villager-trade economy (~⅔ of a pumpkin's value). Pumpkin and every other crop are unchanged.
release

0.3.3+mc26.2

0.3.3+mc26.2
13 июл. 2026 г.7Minecraft: 26.2neoforge
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Что нового
## Changed - **Melon planters yield 4 slices per harvest, up from 1.** A single slice per cycle made melon the least valuable crop in the mod (below potato); 4 slices brings it to per-plant parity with a hand-built vanilla melon farm and a fair mid-tier on the villager-trade economy (~⅔ of a pumpkin's value). Pumpkin and every other crop are unchanged.
release

0.3.3+mc26.2

0.3.3+mc26.2
13 июл. 2026 г.6Minecraft: 26.2fabric
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Что нового
## Changed - **Melon planters yield 4 slices per harvest, up from 1.** A single slice per cycle made melon the least valuable crop in the mod (below potato); 4 slices brings it to per-plant parity with a hand-built vanilla melon farm and a fair mid-tier on the villager-trade economy (~⅔ of a pumpkin's value). Pumpkin and every other crop are unchanged.
release

0.2.2+mc26.1.2

0.2.2+mc26.1.2
13 июл. 2026 г.6Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Added - **Energy Cells now pull power from the grid themselves.** A cell on the Energy Pipe network actively banks energy from any source on it — the Hydroelectric Generator and, notably, third-party push-sources like Tech Reborn solar panels or any FE / Reborn-Energy generator. Previously a cell could only be *pushed* into, so a foreign generator wired in through pipes never charged it; now it does. Cells still never pull from one another, so a bank won't slosh energy internally. ## Changed - **Liquid pipes move fluid 4× faster** — 3 → 12 mB/tick (240 mB/s). A full tank transfers in ~1 minute instead of ~4½, so bulk fluid routing is actually usable. Still gentle next to industrial fluid pipes, and the batching/performance behaviour is unchanged. - **Hydroponics crops grow noticeably faster** — the crop cycle drops from ~7.3 to ~4.7 minutes per harvest (~57% faster yield), so a crop bed no longer feels sluggish beside a tree bed. - **Beds now draw meaningfully more water** — ~300 mB per crop, so water actually matters at scale: one Liquid Siphon comfortably supplies ~23 full beds before you need a second. A starter farm won't notice, and running short only *pauses* growth — no water or progress is ever lost. ## Fixed - **Multi-tank Liquid Tank clusters fill and empty fully by hand.** Emptying a bucket into — or filling one from — a stacked or merged tank now uses the whole connected pool instead of only the tank you clicked, so a 1×2 tank no longer caps at a single tank's worth.
release

0.2.2+mc26.1.2

0.2.2+mc26.1.2
13 июл. 2026 г.6Minecraft: 26.1, 26.1.1, 26.1.2fabric
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Что нового
## Added - **Energy Cells now pull power from the grid themselves.** A cell on the Energy Pipe network actively banks energy from any source on it — the Hydroelectric Generator and, notably, third-party push-sources like Tech Reborn solar panels or any FE / Reborn-Energy generator. Previously a cell could only be *pushed* into, so a foreign generator wired in through pipes never charged it; now it does. Cells still never pull from one another, so a bank won't slosh energy internally. ## Changed - **Liquid pipes move fluid 4× faster** — 3 → 12 mB/tick (240 mB/s). A full tank transfers in ~1 minute instead of ~4½, so bulk fluid routing is actually usable. Still gentle next to industrial fluid pipes, and the batching/performance behaviour is unchanged. - **Hydroponics crops grow noticeably faster** — the crop cycle drops from ~7.3 to ~4.7 minutes per harvest (~57% faster yield), so a crop bed no longer feels sluggish beside a tree bed. - **Beds now draw meaningfully more water** — ~300 mB per crop, so water actually matters at scale: one Liquid Siphon comfortably supplies ~23 full beds before you need a second. A starter farm won't notice, and running short only *pauses* growth — no water or progress is ever lost. ## Fixed - **Multi-tank Liquid Tank clusters fill and empty fully by hand.** Emptying a bucket into — or filling one from — a stacked or merged tank now uses the whole connected pool instead of only the tank you clicked, so a 1×2 tank no longer caps at a single tank's worth.
release

0.3.2+mc26.2

0.3.2+mc26.2
13 июл. 2026 г.8Minecraft: 26.2neoforge
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Что нового
## Added - **Energy Cells now pull power from the grid themselves.** A cell on the Energy Pipe network actively banks energy from any source on it — the Hydroelectric Generator and, notably, third-party push-sources like Tech Reborn solar panels or any FE / Reborn-Energy generator. Previously a cell could only be *pushed* into, so a foreign generator wired in through pipes never charged it; now it does. Cells still never pull from one another, so a bank won't slosh energy internally. ## Changed - **Liquid pipes move fluid 4× faster** — 3 → 12 mB/tick (240 mB/s). A full tank transfers in ~1 minute instead of ~4½, so bulk fluid routing is actually usable. Still gentle next to industrial fluid pipes, and the batching/performance behaviour is unchanged. - **Hydroponics crops grow noticeably faster** — the crop cycle drops from ~7.3 to ~4.7 minutes per harvest (~57% faster yield), so a crop bed no longer feels sluggish beside a tree bed. - **Beds now draw meaningfully more water** — ~300 mB per crop, so water actually matters at scale: one Liquid Siphon comfortably supplies ~23 full beds before you need a second. A starter farm won't notice, and running short only *pauses* growth — no water or progress is ever lost. ## Fixed - **Multi-tank Liquid Tank clusters fill and empty fully by hand.** Emptying a bucket into — or filling one from — a stacked or merged tank now uses the whole connected pool instead of only the tank you clicked, so a 1×2 tank no longer caps at a single tank's worth.
release

0.3.2+mc26.2

0.3.2+mc26.2
13 июл. 2026 г.11Minecraft: 26.2fabric
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Что нового
## Added - **Energy Cells now pull power from the grid themselves.** A cell on the Energy Pipe network actively banks energy from any source on it — the Hydroelectric Generator and, notably, third-party push-sources like Tech Reborn solar panels or any FE / Reborn-Energy generator. Previously a cell could only be *pushed* into, so a foreign generator wired in through pipes never charged it; now it does. Cells still never pull from one another, so a bank won't slosh energy internally. ## Changed - **Liquid pipes move fluid 4× faster** — 3 → 12 mB/tick (240 mB/s). A full tank transfers in ~1 minute instead of ~4½, so bulk fluid routing is actually usable. Still gentle next to industrial fluid pipes, and the batching/performance behaviour is unchanged. - **Hydroponics crops grow noticeably faster** — the crop cycle drops from ~7.3 to ~4.7 minutes per harvest (~57% faster yield), so a crop bed no longer feels sluggish beside a tree bed. - **Beds now draw meaningfully more water** — ~300 mB per crop, so water actually matters at scale: one Liquid Siphon comfortably supplies ~23 full beds before you need a second. A starter farm won't notice, and running short only *pauses* growth — no water or progress is ever lost. ## Fixed - **Multi-tank Liquid Tank clusters fill and empty fully by hand.** Emptying a bucket into — or filling one from — a stacked or merged tank now uses the whole connected pool instead of only the tank you clicked, so a 1×2 tank no longer caps at a single tank's worth.
release

0.3.1+mc26.2

0.3.1+mc26.2
3 июл. 2026 г.35Minecraft: 26.2neoforge
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Что нового
## Added - **XP Drain — drain from more places.** A sneaking survival player now drains XP by standing **on or beside** a floor drain (previously only directly on top), and by standing **against or beside a wall/side-mounted drain** — for example one stuck on the side of a tank. Ceiling-mounted drains remain right-click-only. ## Changed - **Monster Repulser vertical range doubled** — ±8 → **±16 blocks** (a 33-block-tall field), so it suppresses hostile spawns well into caves and mineshafts below, not just the surface layer. The item tooltip now states the vertical reach. ## Performance - Farmland decay no longer scans a 162-block area on **every** farmland random-tick for all farmland in the world. Sprinklers now keep a lightweight position index, so farms far from any sprinkler (including vanilla ones) pay essentially nothing. - Sprinklers and Hydroelectric Generators stop endlessly re-probing their neighbours for water when none is connected — they back off and retry instead of scanning every cycle. - Butcher Beds no longer allocate a small map every tick while stocked.
release

0.3.1+mc26.2

0.3.1+mc26.2
3 июл. 2026 г.98Minecraft: 26.2fabric
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Что нового
## Added - **XP Drain — drain from more places.** A sneaking survival player now drains XP by standing **on or beside** a floor drain (previously only directly on top), and by standing **against or beside a wall/side-mounted drain** — for example one stuck on the side of a tank. Ceiling-mounted drains remain right-click-only. ## Changed - **Monster Repulser vertical range doubled** — ±8 → **±16 blocks** (a 33-block-tall field), so it suppresses hostile spawns well into caves and mineshafts below, not just the surface layer. The item tooltip now states the vertical reach. ## Performance - Farmland decay no longer scans a 162-block area on **every** farmland random-tick for all farmland in the world. Sprinklers now keep a lightweight position index, so farms far from any sprinkler (including vanilla ones) pay essentially nothing. - Sprinklers and Hydroelectric Generators stop endlessly re-probing their neighbours for water when none is connected — they back off and retry instead of scanning every cycle. - Butcher Beds no longer allocate a small map every tick while stocked.
release

0.2.1+mc26.1.2

0.2.1+mc26.1.2
3 июл. 2026 г.18Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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Что нового
## Added - **XP Drain — drain from more places.** A sneaking survival player now drains XP by standing **on or beside** a floor drain (previously only directly on top), and by standing **against or beside a wall/side-mounted drain** — for example one stuck on the side of a tank. Ceiling-mounted drains remain right-click-only. ## Changed - **Monster Repulser vertical range doubled** — ±8 → **±16 blocks** (a 33-block-tall field), so it suppresses hostile spawns well into caves and mineshafts below, not just the surface layer. The item tooltip now states the vertical reach. ## Performance - Farmland decay no longer scans a 162-block area on **every** farmland random-tick for all farmland in the world. Sprinklers now keep a lightweight position index, so farms far from any sprinkler (including vanilla ones) pay essentially nothing. - Sprinklers and Hydroelectric Generators stop endlessly re-probing their neighbours for water when none is connected — they back off and retry instead of scanning every cycle. - Butcher Beds no longer allocate a small map every tick while stocked.
release

0.2.1+mc26.1.2

0.2.1+mc26.1.2
3 июл. 2026 г.67Minecraft: 26.1, 26.1.1, 26.1.2fabric
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## Added - **XP Drain — drain from more places.** A sneaking survival player now drains XP by standing **on or beside** a floor drain (previously only directly on top), and by standing **against or beside a wall/side-mounted drain** — for example one stuck on the side of a tank. Ceiling-mounted drains remain right-click-only. ## Changed - **Monster Repulser vertical range doubled** — ±8 → **±16 blocks** (a 33-block-tall field), so it suppresses hostile spawns well into caves and mineshafts below, not just the surface layer. The item tooltip now states the vertical reach. ## Performance - Farmland decay no longer scans a 162-block area on **every** farmland random-tick for all farmland in the world. Sprinklers now keep a lightweight position index, so farms far from any sprinkler (including vanilla ones) pay essentially nothing. - Sprinklers and Hydroelectric Generators stop endlessly re-probing their neighbours for water when none is connected — they back off and retry instead of scanning every cycle. - Butcher Beds no longer allocate a small map every tick while stocked.
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0.3.0+mc26.2

0.3.0+mc26.2
3 июл. 2026 г.9Minecraft: 26.2neoforge
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## Added - **Capture Crate** — a reusable, multi-capacity sibling of the Capture Net. Holds up to 10 mixed mobs at once, each with its full data preserved (variant, custom name, age, villager trades, and more). - Right-click a mob to capture it and add it to the crate. - Right-click the ground to release the currently selected mob; sneak + right-click to cycle which mob comes out next. - A capacity bar shows how full the crate is at a glance. - Crafted from a Capture Net + an Ender Chest (with iron and string). - Like the Capture Net, the crate **defers to the standalone Capture Net mod** when it's installed: Hydrofarm's crate is hidden from the creative tab and its recipe disabled, so you get a single set with no duplicates. Already-filled crates keep working. ## Fixed - Mobs riding another entity — a villager sitting in a minecart, a mob in a boat, and so on — can now be captured and released correctly. Previously the net would show the mob as contained but never let it out, and the mob was lost. Nets already stuck from this bug empty themselves when you right-click a block, freeing them for reuse.
release

0.2.0+mc26.1.2

0.2.0+mc26.1.2
3 июл. 2026 г.4Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## Added - **Capture Crate** — a reusable, multi-capacity sibling of the Capture Net. Holds up to 10 mixed mobs at once, each with its full data preserved (variant, custom name, age, villager trades, and more). - Right-click a mob to capture it and add it to the crate. - Right-click the ground to release the currently selected mob; sneak + right-click to cycle which mob comes out next. - A capacity bar shows how full the crate is at a glance. - Crafted from a Capture Net + an Ender Chest (with iron and string). - Like the Capture Net, the crate **defers to the standalone Capture Net mod** when it's installed: Hydrofarm's crate is hidden from the creative tab and its recipe disabled, so you get a single set with no duplicates. Already-filled crates keep working. ## Fixed - Mobs riding another entity — a villager sitting in a minecart, a mob in a boat, and so on — can now be captured and released correctly. Previously the net would show the mob as contained but never let it out, and the mob was lost. Nets already stuck from this bug empty themselves when you right-click a block, freeing them for reuse.
release

0.3.0+mc26.2

0.3.0+mc26.2
3 июл. 2026 г.6Minecraft: 26.2fabric
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## Added - **Capture Crate** — a reusable, multi-capacity sibling of the Capture Net. Holds up to 10 mixed mobs at once, each with its full data preserved (variant, custom name, age, villager trades, and more). - Right-click a mob to capture it and add it to the crate. - Right-click the ground to release the currently selected mob; sneak + right-click to cycle which mob comes out next. - A capacity bar shows how full the crate is at a glance. - Crafted from a Capture Net + an Ender Chest (with iron and string). - Like the Capture Net, the crate **defers to the standalone Capture Net mod** when it's installed: Hydrofarm's crate is hidden from the creative tab and its recipe disabled, so you get a single set with no duplicates. Already-filled crates keep working. ## Fixed - Mobs riding another entity — a villager sitting in a minecart, a mob in a boat, and so on — can now be captured and released correctly. Previously the net would show the mob as contained but never let it out, and the mob was lost. Nets already stuck from this bug empty themselves when you right-click a block, freeing them for reuse.
release

0.2.0+mc26.1.2

0.2.0+mc26.1.2
3 июл. 2026 г.6Minecraft: 26.1, 26.1.1, 26.1.2fabric
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## Added - **Capture Crate** — a reusable, multi-capacity sibling of the Capture Net. Holds up to 10 mixed mobs at once, each with its full data preserved (variant, custom name, age, villager trades, and more). - Right-click a mob to capture it and add it to the crate. - Right-click the ground to release the currently selected mob; sneak + right-click to cycle which mob comes out next. - A capacity bar shows how full the crate is at a glance. - Crafted from a Capture Net + an Ender Chest (with iron and string). - Like the Capture Net, the crate **defers to the standalone Capture Net mod** when it's installed: Hydrofarm's crate is hidden from the creative tab and its recipe disabled, so you get a single set with no duplicates. Already-filled crates keep working. ## Fixed - Mobs riding another entity — a villager sitting in a minecart, a mob in a boat, and so on — can now be captured and released correctly. Previously the net would show the mob as contained but never let it out, and the mob was lost. Nets already stuck from this bug empty themselves when you right-click a block, freeing them for reuse.
release

0.2.5+mc26.2

0.2.5+mc26.2
21 июн. 2026 г.26Minecraft: 26.2neoforge
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# Hydrofarm 0.2.5 ## Fixed - **XP Drain** no longer loses or duplicates small amounts of Liquid XP. Liquid XP is tracked in 1 mB units while each XP point is worth 20 mB, so moving XP to or from a pool whose amount wasn't an exact multiple of a full point could destroy a sub-point remainder (on the right-click pull-back) or bank a few extra mB the player wasn't charged for (on the sneak-drain). Both paths now return the leftover fraction, so a transfer moves exactly the XP that was converted.
release

0.2.5+mc26.2

0.2.5+mc26.2
21 июн. 2026 г.140Minecraft: 26.2fabric
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# Hydrofarm 0.2.5 ## Fixed - **XP Drain** no longer loses or duplicates small amounts of Liquid XP. Liquid XP is tracked in 1 mB units while each XP point is worth 20 mB, so moving XP to or from a pool whose amount wasn't an exact multiple of a full point could destroy a sub-point remainder (on the right-click pull-back) or bank a few extra mB the player wasn't charged for (on the sneak-drain). Both paths now return the leftover fraction, so a transfer moves exactly the XP that was converted.
release

0.1.6+mc26.1.2

0.1.6+mc26.1.2
21 июн. 2026 г.78Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Hydrofarm 0.1.6 ## Fixed - **XP Drain** no longer loses or duplicates small amounts of Liquid XP. Liquid XP is tracked in 1 mB units while each XP point is worth 20 mB, so moving XP to or from a pool whose amount wasn't an exact multiple of a full point could destroy a sub-point remainder (on the right-click pull-back) or bank a few extra mB the player wasn't charged for (on the sneak-drain). Both paths now return the leftover fraction, so a transfer moves exactly the XP that was converted.
release

0.1.6+mc26.1.2

0.1.6+mc26.1.2
21 июн. 2026 г.110Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Hydrofarm 0.1.6 ## Fixed - **XP Drain** no longer loses or duplicates small amounts of Liquid XP. Liquid XP is tracked in 1 mB units while each XP point is worth 20 mB, so moving XP to or from a pool whose amount wasn't an exact multiple of a full point could destroy a sub-point remainder (on the right-click pull-back) or bank a few extra mB the player wasn't charged for (on the sneak-drain). Both paths now return the leftover fraction, so a transfer moves exactly the XP that was converted.
release

0.2.4+mc26.2

0.2.4+mc26.2
20 июн. 2026 г.13Minecraft: 26.2neoforge
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## Changed - Glowcubes now **defer to the standalone Glow Cubes mod** when it's installed: Hydrofarm's 17 glowcube recipes are disabled and its glowcubes are hidden from the creative tab, so you get a single set with no duplicates. Hydrofarm's glowcube **blocks stay registered**, so any already placed in a world are unaffected. This is the same approach Hydrofarm already uses for the standalone Capture Net. When the Glow Cubes mod isn't installed, nothing changes.
release

0.2.4+mc26.2

0.2.4+mc26.2
20 июн. 2026 г.24Minecraft: 26.2fabric
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## Changed - Glowcubes now **defer to the standalone Glow Cubes mod** when it's installed: Hydrofarm's 17 glowcube recipes are disabled and its glowcubes are hidden from the creative tab, so you get a single set with no duplicates. Hydrofarm's glowcube **blocks stay registered**, so any already placed in a world are unaffected. This is the same approach Hydrofarm already uses for the standalone Capture Net. When the Glow Cubes mod isn't installed, nothing changes.
release

0.1.5+mc26.1.2

0.1.5+mc26.1.2
20 июн. 2026 г.13Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## Changed - Glowcubes now **defer to the standalone Glow Cubes mod** when it's installed: Hydrofarm's 17 glowcube recipes are disabled and its glowcubes are hidden from the creative tab, so you get a single set with no duplicates. Hydrofarm's glowcube **blocks stay registered**, so any already placed in a world are unaffected. This is the same approach Hydrofarm already uses for the standalone Capture Net. When the Glow Cubes mod isn't installed, nothing changes.
release

0.1.5+mc26.1.2

0.1.5+mc26.1.2
20 июн. 2026 г.20Minecraft: 26.1, 26.1.1, 26.1.2fabric
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## Changed - Glowcubes now **defer to the standalone Glow Cubes mod** when it's installed: Hydrofarm's 17 glowcube recipes are disabled and its glowcubes are hidden from the creative tab, so you get a single set with no duplicates. Hydrofarm's glowcube **blocks stay registered**, so any already placed in a world are unaffected. This is the same approach Hydrofarm already uses for the standalone Capture Net. When the Glow Cubes mod isn't installed, nothing changes.
release

0.1.4+mc26.1.2

0.1.4+mc26.1.2
18 июн. 2026 г.9Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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## Added - **Piglins and Hoglins are now capturable** with the Capture Net (shipped in the default `always_capturable` tag) — relocate Piglins for a bartering hall, or Hoglins for a food farm. As in vanilla, a Piglin or Hoglin released **outside the Nether** zombifies after ~15 seconds (→ Zombified Piglin / Zoglin), so plan their new home accordingly. ## Changed - The empty Capture Net tooltip now reads "right-click a mob to capture" (previously "an animal"), reflecting that the net handles more than farm animals. ## Notes - Modpacks can opt out by adding `minecraft:piglin` / `minecraft:hoglin` to the `capturenet:cannot_capture` tag (the blocklist takes precedence). The `always_capturable` tag is shared with the standalone Capture Net mod, so one datapack governs both nets.
release

0.1.4+mc26.1.2

0.1.4+mc26.1.2
18 июн. 2026 г.18Minecraft: 26.1, 26.1.1, 26.1.2fabric
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## Added - **Piglins and Hoglins are now capturable** with the Capture Net (shipped in the default `always_capturable` tag) — relocate Piglins for a bartering hall, or Hoglins for a food farm. As in vanilla, a Piglin or Hoglin released **outside the Nether** zombifies after ~15 seconds (→ Zombified Piglin / Zoglin), so plan their new home accordingly. ## Changed - The empty Capture Net tooltip now reads "right-click a mob to capture" (previously "an animal"), reflecting that the net handles more than farm animals. ## Notes - Modpacks can opt out by adding `minecraft:piglin` / `minecraft:hoglin` to the `capturenet:cannot_capture` tag (the blocklist takes precedence). The `always_capturable` tag is shared with the standalone Capture Net mod, so one datapack governs both nets.
release

0.2.3+mc26.2

0.2.3+mc26.2
18 июн. 2026 г.12Minecraft: 26.2neoforge
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## Added - **Piglins and Hoglins are now capturable** with the Capture Net (shipped in the default `always_capturable` tag) — relocate Piglins for a bartering hall, or Hoglins for a food farm. As in vanilla, a Piglin or Hoglin released **outside the Nether** zombifies after ~15 seconds (→ Zombified Piglin / Zoglin), so plan their new home accordingly. ## Changed - The empty Capture Net tooltip now reads "right-click a mob to capture" (previously "an animal"), reflecting that the net handles more than farm animals. ## Notes - Modpacks can opt out by adding `minecraft:piglin` / `minecraft:hoglin` to the `capturenet:cannot_capture` tag (the blocklist takes precedence). The `always_capturable` tag is shared with the standalone Capture Net mod, so one datapack governs both nets.
release

0.2.3+mc26.2

0.2.3+mc26.2
18 июн. 2026 г.23Minecraft: 26.2fabric
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## Added - **Piglins and Hoglins are now capturable** with the Capture Net (shipped in the default `always_capturable` tag) — relocate Piglins for a bartering hall, or Hoglins for a food farm. As in vanilla, a Piglin or Hoglin released **outside the Nether** zombifies after ~15 seconds (→ Zombified Piglin / Zoglin), so plan their new home accordingly. ## Changed - The empty Capture Net tooltip now reads "right-click a mob to capture" (previously "an animal"), reflecting that the net handles more than farm animals. ## Notes - Modpacks can opt out by adding `minecraft:piglin` / `minecraft:hoglin` to the `capturenet:cannot_capture` tag (the blocklist takes precedence). The `always_capturable` tag is shared with the standalone Capture Net mod, so one datapack governs both nets.
release

0.2.2+mc26.2

0.2.2+mc26.2
17 июн. 2026 г.14Minecraft: 26.2neoforge
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# Hydrofarm 0.2.2 ## Fixed - **NeoForge dedicated servers** no longer crash on startup with `NoClassDefFoundError: net/minecraft/client/gui/screens/Screen`. Client-only renderer and screen registration was being verified at mod-load time on the dedicated server, which strips vanilla client classes — so the mod failed to load before its client-side guard could run. All client wiring is now isolated in a separate class the server never touches. Singleplayer and Fabric were unaffected; this is a NeoForge-only, dedicated-server-only fix.
release

0.2.2+mc26.2

0.2.2+mc26.2
17 июн. 2026 г.17Minecraft: 26.2fabric
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# Hydrofarm 0.2.2 ## Fixed - **NeoForge dedicated servers** no longer crash on startup with `NoClassDefFoundError: net/minecraft/client/gui/screens/Screen`. Client-only renderer and screen registration was being verified at mod-load time on the dedicated server, which strips vanilla client classes — so the mod failed to load before its client-side guard could run. All client wiring is now isolated in a separate class the server never touches. Singleplayer and Fabric were unaffected; this is a NeoForge-only, dedicated-server-only fix.
release

0.1.3+mc26.1.2

0.1.3+mc26.1.2
17 июн. 2026 г.10Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Hydrofarm 0.1.3 ## Fixed - **NeoForge dedicated servers** no longer crash on startup with `NoClassDefFoundError: net/minecraft/client/gui/screens/Screen`. Client-only renderer and screen registration was being verified at mod-load time on the dedicated server, which strips vanilla client classes — so the mod failed to load before its client-side guard could run. All client wiring is now isolated in a separate class the server never touches. Singleplayer and Fabric were unaffected; this is a NeoForge-only, dedicated-server-only fix.
release

0.1.3+mc26.1.2

0.1.3+mc26.1.2
17 июн. 2026 г.25Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Hydrofarm 0.1.3 ## Fixed - **NeoForge dedicated servers** no longer crash on startup with `NoClassDefFoundError: net/minecraft/client/gui/screens/Screen`. Client-only renderer and screen registration was being verified at mod-load time on the dedicated server, which strips vanilla client classes — so the mod failed to load before its client-side guard could run. All client wiring is now isolated in a separate class the server never touches. Singleplayer and Fabric were unaffected; this is a NeoForge-only, dedicated-server-only fix.
release

0.2.1+mc26.2

0.2.1+mc26.2
16 июн. 2026 г.19Minecraft: 26.2neoforge
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## Changed - Updated for Minecraft 26.2 (final). The earlier 0.2.0 build targeted the 26.2 release candidate and will not load on 26.2 final — update to this version. ## Added - NeoForge builds for 26.2 (on NeoForge `26.2.0.0-beta`); the release-candidate builds were Fabric-only while NeoForged had not yet shipped a 26.2 build.
release

0.2.1+mc26.2

0.2.1+mc26.2
16 июн. 2026 г.13Minecraft: 26.2fabric
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## Changed - Updated for Minecraft 26.2 (final). The earlier 0.2.0 build targeted the 26.2 release candidate and will not load on 26.2 final — update to this version. ## Added - NeoForge builds for 26.2 (on NeoForge `26.2.0.0-beta`); the release-candidate builds were Fabric-only while NeoForged had not yet shipped a 26.2 build.
beta

0.2.0

0.2.0
16 июн. 2026 г.31Minecraft: 26.2-rc-2fabric
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# v0.2.0 ## Changed - Updated for **Minecraft 26.2-rc-2** (Fabric); Mod Menu integration bumped to its 26.2 build (`20.0.0-beta.2`). ## Fixed - Ported the shared code to the 26.2 APIs: block-entity render layers (`Sheets.*BlockSheet()` → `RenderTypes.*MovingBlock()`), entity load via `ValueInput`, wool items via the new `Items.WOOL` color collection, the bee-food tag (`ItemTags.BEE_FOOD`), and `Minecraft.setScreenAndShow`. ## Notes - **Fabric only, for now.** NeoForge has not published a 26.2 build yet — the NeoForge release will follow once it does. - Built and pinned specifically against `26.2-rc.2`. A later release candidate or the final 26.2 release may need a separate build, so treat this as a testing build.
release

0.1.2+mc26.1.2

0.1.2+mc26.1.2
14 июн. 2026 г.22Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# 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.
release

0.1.2+mc26.1.2

0.1.2+mc26.1.2
14 июн. 2026 г.46Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# 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.
release

0.1.1+mc26.1.2

0.1.1+mc26.1.2
14 июн. 2026 г.11Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Hydrofarm 0.1.1 A performance and code-quality release — no gameplay or content changes. ## Changed - Pipe, pump, and energy-cable networks now stagger their cached network re-scans by block position instead of all re-walking on the same tick after a nearby connection changes. This removes a periodic server-tick spike on large or frequently-edited logistics networks; small setups are unaffected. - Internal cleanup: consolidated duplicated logic (position-based work staggering, adaptive transfer back-off, and captured-animal NBT handling) into shared helpers. No behavior change.
release

0.1.1+mc26.1.2

0.1.1+mc26.1.2
14 июн. 2026 г.13Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Hydrofarm 0.1.1 A performance and code-quality release — no gameplay or content changes. ## Changed - Pipe, pump, and energy-cable networks now stagger their cached network re-scans by block position instead of all re-walking on the same tick after a nearby connection changes. This removes a periodic server-tick spike on large or frequently-edited logistics networks; small setups are unaffected. - Internal cleanup: consolidated duplicated logic (position-based work staggering, adaptive transfer back-off, and captured-animal NBT handling) into shared helpers. No behavior change.
release

0.1.0+mc26.1.2

0.1.0+mc26.1.2
12 июн. 2026 г.17Minecraft: 26.1, 26.1.1, 26.1.2neoforge
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# Hydrofarm 0.1.0 Initial release for Minecraft 26.1.x — Fabric + NeoForge. ## Added ### Fluids & logistics - **Liquid Tank** — stackable storage with a rendered fluid level; adjacent tanks merge into one shared pool (water, lava, milk, Liquid XP) - **Liquid Pipe** and **Item Pipe** — auto-connecting networks; right-click a port for terminal mode with per-face extract/insert and whitelist/blacklist filters - **Liquid Siphon** — slow AoE extraction from vanilla water sources - **Sprinkler** — ~2.5× crop growth and auto-hydration across a 9×9, fed by pipes or tanks - Cauldrons connect to pipes as fluid sources/sinks in whole-level increments ### Growing - **Hydroponics Bed** — four configurable planter quadrants per bed; auto-harvest and Liquid XP trickle from the cluster's shared water pool - **Tree Farm Bed** — the same system for saplings: logs and saplings without chopping - Adjacent beds cluster: shared water, items, and XP with one cluster-wide GUI - Farmer's Delight and Croptopia crop support ### Animals - **Animal Capture Net** — pick up an animal as an item - **Husbandry Bed** — wool, eggs, milk, and honeycomb on feed-and-water cycles - **Butcher Bed** — a breeding pair sustains slaughter loot and Liquid XP without consuming the stock ### Energy & utility - **Hydroelectric Generator** — water in, energy out (Team Reborn Energy on Fabric, FE on NeoForge) - **Energy Pipe** and multiblock **Energy Cell** power bank - **Autocrafter** — energy-powered template crafting from piped-in ingredients - **Mending Station** — repairs gear with Liquid XP + energy, pipe-automatable - **Monster Repulser** — energy-upkeep field that blocks hostile spawns - **XP Drain** — bank levels as Liquid XP (20 mB/XP) and withdraw them later ### Decoration & integrations - 17 dye-colored **Glowcubes** with a slow internal swirl - **Jade** overlays, **ModMenu**/Mods-screen config GUI, `capturenet` mod deference - `config/hydrofarm.properties` + in-game config screen (render toggles, sprinkler particles, per-bed XP output)
release

0.1.0+mc26.1.2

0.1.0+mc26.1.2
12 июн. 2026 г.35Minecraft: 26.1, 26.1.1, 26.1.2fabric
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# Hydrofarm 0.1.0 Initial release for Minecraft 26.1.x — Fabric + NeoForge. ## Added ### Fluids & logistics - **Liquid Tank** — stackable storage with a rendered fluid level; adjacent tanks merge into one shared pool (water, lava, milk, Liquid XP) - **Liquid Pipe** and **Item Pipe** — auto-connecting networks; right-click a port for terminal mode with per-face extract/insert and whitelist/blacklist filters - **Liquid Siphon** — slow AoE extraction from vanilla water sources - **Sprinkler** — ~2.5× crop growth and auto-hydration across a 9×9, fed by pipes or tanks - Cauldrons connect to pipes as fluid sources/sinks in whole-level increments ### Growing - **Hydroponics Bed** — four configurable planter quadrants per bed; auto-harvest and Liquid XP trickle from the cluster's shared water pool - **Tree Farm Bed** — the same system for saplings: logs and saplings without chopping - Adjacent beds cluster: shared water, items, and XP with one cluster-wide GUI - Farmer's Delight and Croptopia crop support ### Animals - **Animal Capture Net** — pick up an animal as an item - **Husbandry Bed** — wool, eggs, milk, and honeycomb on feed-and-water cycles - **Butcher Bed** — a breeding pair sustains slaughter loot and Liquid XP without consuming the stock ### Energy & utility - **Hydroelectric Generator** — water in, energy out (Team Reborn Energy on Fabric, FE on NeoForge) - **Energy Pipe** and multiblock **Energy Cell** power bank - **Autocrafter** — energy-powered template crafting from piped-in ingredients - **Mending Station** — repairs gear with Liquid XP + energy, pipe-automatable - **Monster Repulser** — energy-upkeep field that blocks hostile spawns - **XP Drain** — bank levels as Liquid XP (20 mB/XP) and withdraw them later ### Decoration & integrations - 17 dye-colored **Glowcubes** with a slow internal swirl - **Jade** overlays, **ModMenu**/Mods-screen config GUI, `capturenet` mod deference - `config/hydrofarm.properties` + in-game config screen (render toggles, sprinkler particles, per-bed XP output)