Earlier Versions
| Name | Size | Uploaded | Game Version | Downloads | |
| fertility-1.2.jar release | 55.90 KB | Oct 8, 2022 | 1.18.2 | 1 | Download |
| fertility-1.1.jar release | 52.49 KB | Oct 4, 2022 | 1.18.2 | 14 | Download |
| fertility-1.01.jar release | 50.03 KB | Oct 4, 2022 | 1.18.2 | 5 | Download |
| fertility-1.0.jar release | 50.38 KB | Oct 4, 2022 | 1.18.2 | 8 | Download |
Screenshots
Description
Fertility
Summary
Encourage movement with crops that only grow in certain places!

Create added those cool new trains right? Struggling to find a use for them? Here’s a way that’s highly configurable and super simple to set up!

Fertility does one thing out of the box: it divides up your world into different zones each capable of growing their own plants. Want to farm beetroots? Find a place that can grow them! Yes, that means you might have to actually build infrastructure to keep the (plant-based) resources flowing from all over your world.

By default each zone is 500×500 blocks, but this can be changed in the config. Similarly, the default of 5 different fertilities per zone can be changed. Modded blocks can even be added in the config if you want to incorporate this into a modpack. Currently, there are some fertilities guaranteed based on biomes and dimensions. Those can also be tweaked or added in the config. You can even enable trees to be included in the fertility options (off by default)
In multiplayer, this can be a great way to encourage real trade between players who live in zones suitable for different crops. In single player, chunk loaders are recommended.
Planned Features
- Configure the location of the UI overlay display and allow you to hide it
- A block to grow non-fertile crops around it in a configurable area. Would require an item to be put into it only obtainable by wandering traders. (“Fertility seeds”)
Get 0.05 TON 💎
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