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v2.1.0
Ten jars: one per loader and Minecraft version. Take the one that matches your game:
| Minecraft | Loader | File | Needs |
|---|---|---|---|
| 26.3 | Fabric | hempdustry-fabric-2.1.0+26.3.jar |
Fabric Loader 0.20.1+, Fabric API 0.165.0+ |
| 26.3 | NeoForge | hempdustry-neoforge-2.1.0+26.3.jar |
NeoForge 26.3.0.101+ |
| 26.2 | Fabric | hempdustry-fabric-2.1.0+26.2.jar |
Fabric Loader 0.20.1+, Fabric API 0.161.0+ |
| 26.2 | NeoForge | hempdustry-neoforge-2.1.0+26.2.jar |
NeoForge 26.2.0.93+ |
| 1.21.11 | Fabric | hempdustry-fabric-2.1.0+1.21.11.jar |
Fabric Loader 0.18.2+, Fabric API 0.139.4+ |
| 1.21.11 | NeoForge | hempdustry-neoforge-2.1.0+1.21.11.jar |
NeoForge 21.11.45+ |
| 1.21.1 | Fabric | hempdustry-fabric-2.1.0+1.21.1.jar |
Fabric Loader 0.16.5+, Fabric API 0.105.0+ |
| 1.21.1 | NeoForge | hempdustry-neoforge-2.1.0+1.21.1.jar |
NeoForge 21.1.209+ |
| 1.18.2 | Forge | hempdustry-forge-2.1.0+1.18.2.jar |
Forge 40.3.12+, Java 17 |
| 1.16.5 | Forge | hempdustry-forge-2.1.0+1.16.5.jar |
Forge 36.2.39+, Java 8 |
Install it on the server and on every client that joins it. JEI and REI show the mod's pages on
both loaders, and EMI as well on 1.21.1. On 26.2, REI is on Fabric only. On 26.3, REI on NeoForge
needs Architectury API 22.0.5 or newer: with 22.0.3, NeoForge 26.3 does not start at all. On 1.16.5,
JEI only. On 1.18.2, JEI and REI (REI with Architectury and Cloth Config).
2.1.0 is stable, on Fabric and, for the first time, on NeoForge. Everything in it has been played
in a real client on both loaders and on every Minecraft version above. It keeps the promise every
release keeps: a world made with any version of Hempdustry 2 opens on this one with nothing for you to
do, and nothing 2.1.0 adds is renamed or taken away later. A world is not promised to move between
Fabric and NeoForge.
The in-game update checker tells players on 2.0.x about this release.
The 1.18.2 build (added 2026-11-07) is 2.1.0 on Minecraft 1.18.2, for Forge, and it opens
Hemp-Craft worlds (all three of its builds) and GanjaCraft 1.16.5 worlds. Back the world up, take
the old jar out of mods, put this one in and open the world; each part of it converts the first time
it loads, your inventory and ender chest included. Hemp-Craft's Hemp Farmer becomes a vanilla Farmer. It
has everything in 2.1.0 that Minecraft 1.18.2 can hold, copper, amethyst, the tinted bong, goats and
lush-cave hemp included: no hanging sign, chest boat, shelf, harness or canvas bundles, no archaeology
finds or trims. The 1.18.2 line's own changelog is
CHANGELOG.md at v2.1.0+1.18.2.
The 1.16.5 build (added 2026-11-07) is 2.1.0 on Minecraft 1.16.5, for Forge, and it opens
GanjaCraft worlds: every GanjaCraft build for Forge 1.16.5 (BETA v0.4 to v0.5.1, 1.0.0 to 1.0.6). Back
the world up, take the GanjaCraft jar out of mods, put this one in and open the world; each part of
it converts the first time it loads, your inventory included. It has everything in 2.1.0 that Minecraft
1.16.5 can hold: no hanging sign, chest boat, tinted bong, shelf, harness or canvas bundles, no lush-cave
hemp, goats, lava cauldron heat, archaeology or trims, and copper and amethyst in recipes become iron and
purple stained glass. To move such a world on to a newer Minecraft later, use Hempdustry 2.1.1 or newer
there. What each GanjaCraft thing becomes: the wiki.
The 1.16.5 line's own changelog is
CHANGELOG.md at v2.1.0+1.16.5.
The 26.3 builds (added 2026-11-04) are the 26.2 builds on Minecraft 26.3, with REI on NeoForge
too, the footbag's full kick and jelly legs' knockback on NeoForge as on Fabric, and the burn times and
compost chances written as datapack entries. A world from 2.1.0 on 26.2 opens on the 26.3 build, and
keeps everything in it. The 26.3 line's own changelog is
CHANGELOG.md at v2.1.0+26.3.
The 26.2 builds (added 2026-11-02) have everything in 2.1.0, and a few things on top that need
Minecraft 26.1 or 26.2: the footbag, 4:20 on the clock, The Munchies, jelly legs, hemp on other mods'
farmland, the hemp outfit in baby sizes and powdery mildew. They are listed first below. A world from
2.1.0 on 1.21.11 opens on the 26.2 build, and keeps
everything in it. The 26.2 line's own changelog is
CHANGELOG.md at v2.1.0+26.2.
The 1.21.1 builds have everything in 2.1.0 except what that Minecraft version cannot hold: the Hemp
Shelf, the Hemp Harness and canvas bundles. A few resource-pack file names differ there too; the
1.21.1 line's own changelog is
CHANGELOG.md at v2.1.0+1.21.1.
Changelog
[2.1.0+1.18.2] — 2026-11-07
2.1.0 for Minecraft 1.18.2, on Forge: everything in 2.1.0 below that Minecraft 1.18.2 can hold, and the
changes below. It also opens Hemp-Craft and GanjaCraft worlds.
Added — on Minecraft 1.18.2
- Hempdustry on Minecraft 1.18.2, for Forge. One download,
hempdustry-forge-2.1.0+1.18.2.jar,
for Forge 40.3.12 or newer on Java 17. It needs nothing else; JEI 10 and REI 8 show its pages, as on
the newer versions (REI wants Architectury and Cloth Config beside it). There is no EMI for it. The
ids, the config file and its keys are the same as on every other version, and data packs and
resource packs takepack_format8. What Minecraft 1.17 and 1.18 added is there: copper in the
Decarboxylator, Hydro Tray and Grow Lamp recipes, amethyst in the Grow Lamp, the Tinted Bong,
goats and the hemp leaf, the lava cauldron as a heat source, the beanie's immunity to powder snow
and wild Purple Kush in lush caves. - Hemp-Craft worlds open as Hempdustry worlds. Hemp-Craft is the Forge 1.18 mod GanjaCraft's
rewrite became, under a new id; all three of its builds (1.18.1, 1.18.2-1.0.0 and 1.18.2-1.0.1) are
read, whichever Minecraft 1.18 version the world was last saved on. There is no tool to run: back
the world up, take the Hemp-Craft jar out ofmods, put Hempdustry's in and open the world. Forge
does not ask about the missing entries. Each part of the world converts the first time it loads: the
player's inventory, armour and ender chest, the blocks, what chests, barrels, shulker boxes,
minecarts, item frames, armour stands, donkeys and villagers hold, dropped items, signs with their
text, and the points of interest villagers remember. Crops keep their stage, blocks keep their
shape and the way they face, and packed spliffs, bongs and pipes stay packed with their strain.
Hemp-Craft things Hempdustry has no equivalent for become the nearest Hempdustry or vanilla item,
so nothing you owned vanishes: gummies become dawamesk, the lighter a flint and steel, the Afroman
disc RobaDob.- The Hemp Farmer becomes a vanilla Farmer. A farmer that had traded keeps its level,
experience and the trades it had rolled (the seeds it sells are now Hempdustry's). Hemp bricks are
no longer a job site, so a Hemp Farmer that never traded (level 1, no experience) loses its job
and, as any such villager does, goes back to no profession until it finds a workstation. - Stacks keep their count. Hemp-Craft stacked empty bongs and pipes to 64; Hempdustry's stack
to 1 and 16. A converted slot keeps what it held and is used one at a time; anything made from
then on stacks by Hempdustry's limits.
- The Hemp Farmer becomes a vanilla Farmer. A farmer that had traded keeps its level,
- GanjaCraft worlds open on 1.18.2 too. Every GanjaCraft build for Forge 1.16.5 is read through the
same table as in Hempdustry's own 1.16.5 build, BETA v0.4 to v0.5.1 and 1.0.0 to 1.0.6; the 1.0.6 and
BETA v0.5.1 worlds were checked on this build, straight from 1.16.5, with nothing lost. A ripe Lemon
Haze from GanjaCraft 1.0.x arrives one stage short of ripe, a packed spliff, bong or pipe holds one
bud with fresh charges, the golden cannapple and cannarot become a vanilla golden apple and golden
carrot without their effects, hemp villagers and the Weedman become ordinary villagers, and a
2 × 3 or 3 × 2 painting takes the nearest vanilla size. GanjaCraft for other Minecraft versions is
not read.
Changed — on Minecraft 1.18.2
These build on things Minecraft added after 1.18.2, so the 1.18.2 build goes without them:
- Not there: the Hemp Hanging Sign (hanging signs came with 1.20), the Hemp Boat with Chest
(1.19), the Hemp Shelf, the Hemp Harness and bundles from canvas (not on 1.21.1 either), hemp in
archaeology finds (1.20) and armour trims on the hemp outfit (1.20). - A device in use is held like a drink, as the goat horn's pose came with 1.19.
Fixed
- The Redstone Vaporizer keeps its scorched hemp when your inventory is full. A bowl finished with
every slot taken handed its scorched hemp to nobody; what does not fit now drops at your feet. (In
2.1.0 on every other version too.) - A bong set down on a block is drawn. Standing bongs, the plain one and all sixteen glass
colours, showed only their outline. (In 2.1.0 on 1.21.1 too.)
[2.1.0+1.16.5] — 2026-11-07
2.1.0 for Minecraft 1.16.5, on Forge: everything in 2.1.0 below that Minecraft 1.16.5 can hold, and the
changes below. It also opens GanjaCraft worlds.
Added — on Minecraft 1.16.5
- Hempdustry on Minecraft 1.16.5, for Forge. One download,
hempdustry-forge-2.1.0+1.16.5.jar,
for Forge 36.2.39 or newer on Java 8. It needs nothing else; JEI 7 shows its pages, as on the newer
versions. There is no REI or EMI for it. The ids, the config file and its keys are the same as on
every other version, and data packs and resource packs takepack_format6. - GanjaCraft worlds open as Hempdustry worlds. Every GanjaCraft build for Forge 1.16.5 is read,
BETA v0.4, v0.5 and v0.5.1 and 1.0.0 to 1.0.6, with no tool to run: back the world up, take the
GanjaCraft jar out ofmods, put Hempdustry's in and open the world. Forge does not ask about the
missing GanjaCraft entries. Each part of the world converts the first time it loads: the player's
inventory, armour and ender chest, the blocks, what chests, barrels, shulker boxes, minecarts, item
frames, armour stands and donkeys hold, dropped items, signs with their text, paintings and
villagers. Crops keep their stage, blocks keep their shape and the way they face, packed spliffs,
bongs and pipes stay packed with their strain. GanjaCraft things Hempdustry has no equivalent for
become the nearest Hempdustry or vanilla item, so nothing you owned vanishes.- What does not come through: a ripe Lemon Haze from GanjaCraft 1.0.x arrives one stage short
of ripe and grows its top on its own; a packed spliff, bong or pipe holds one bud, with fresh
charges; the golden cannapple and cannarot become a vanilla golden apple and golden carrot,
without their effects; hemp villagers and the Weedman become ordinary villagers, without their
trades; a 2 × 3 or 3 × 2 painting takes the nearest vanilla size; a crop's growth timer starts
again. - Stacks keep their count. GanjaCraft stacked empty bongs and pipes to 64, and its BETA spliffs
to 64; Hempdustry's stack to 1 and 16. A converted slot keeps what it held and is used one at a
time; anything made from then on stacks by Hempdustry's limits. - GanjaCraft for other Minecraft versions, and Hemp-Craft (the mod its rewrite became, under a new
id), are not read.
- What does not come through: a ripe Lemon Haze from GanjaCraft 1.0.x arrives one stage short
Changed — on Minecraft 1.16.5
These build on things Minecraft added after 1.16.5, so the 1.16.5 build goes without them:
- Not there: the Hemp Hanging Sign (hanging signs came with 1.20), the Hemp Boat with Chest
(1.19), the Tinted Bong (tinted glass, 1.17), the Hemp Shelf, the Hemp Harness and bundles from
canvas (not on 1.21.1 either), wild Purple Kush in lush caves (1.17; it still grows in plains,
jungles and swamps), goats and the hemp leaf (1.17), the lava cauldron as a heat source (1.17; lava
and magma blocks still heat), hemp in archaeology finds (1.20) and armour trims on the hemp outfit
(1.20). - Two recipes change: anything that takes a copper ingot takes an iron ingot, and the Grow Lamp
takes purple stained glass in place of amethyst. - The Hemp Press's hot plate and the Hydro Tray's light are not drawn glowing: they work the same.
Fixed
- The Redstone Vaporizer keeps its scorched hemp when your inventory is full. A bowl finished with
every slot taken handed its scorched hemp to nobody; what does not fit now drops at your feet. (In
2.1.0 on every other version too.)
Known issues
- Moving a 1.16.5 world on to a newer Minecraft wants Hempdustry 2.1.1 or newer there. 2.1.0 on
the newer versions opens the world, but packed spliffs, bongs and pipes saved on 1.16.5 come out
empty.
[2.1.0+26.3] — 2026-11-04
2.1.0 for Minecraft 26.3: everything in 2.1.0+26.2 below, and these changes.
Changed — on Minecraft 26.3
- REI on NeoForge. REI shows the mod's pages on NeoForge too now, as JEI does. It needs
Architectury API 22.0.5 or newer: with 22.0.3, NeoForge 26.3 does not start at all, whatever else is
installed. - The footbag and jelly legs on NeoForge work as on Fabric again: NeoForge 26.3 lets a mob be
knocked back harder than normal, as Minecraft does, so a punch pops a footbag about two blocks on both
loaders, and a green-out's hit sends you further on NeoForge too. - Burn times and compost chances are datapack entries. Minecraft 26.3 made fuel and compost part of
each item. Hempdustry's values are the same as before, now written as
hempdustry:cooking/time_<ticks>andhempdustry:compostable/chance_<percent>in the
context_int_providerregistry, so a datapack can retune hemp's without touching vanilla's.
[2.1.0+26.2] — 2026-11-02
2.1.0 for Minecraft 26.2: everything in 2.1.0 below, and these additions.
Added — on Minecraft 26.2 only
These build on things Minecraft 26.1 and 26.2 added, so the 1.21.11 and 1.21.1 builds do not have them.
- The footbag. Feed a hemp bale to a large sulfur cube and it becomes a footbag: it does not
bounce, it stops where it lands, it floats, and a kick pops it up rather than away, about two blocks
for a punch, so a few friends can keep it in the air. Shears take the bale back out, as with any
cube. On NeoForge every sulfur cube, vanilla's own included, is kicked about half as hard as on
Fabric for now, which NeoForge 26.2.0.93 does to all of them. - 4:20 on the clock.
/time set hempdustry:four_twentysits besideday,noonandnight, and
puts the Overworld at 4:20 in the afternoon, right in the middle of Blaze It!'s window. - The Munchies, a new advancement under First Contact: eat something while under Hunger and too
hungry to sprint. - Jelly legs. A green-out takes the ground from under you while it slows you: your feet slide a
little when you stop, and a hit sends you further. Standing still is safe; a fight or a cliff edge is
not. A squelch and a puff of slime say when it starts. On NeoForge, for the same reason as the
footbag, only the sliding is felt. - Hemp grows on other mods' farmland. Any soil another mod adds to Minecraft's own crop-soil tags
takes hemp seeds and grows them as it grows wheat, on Fabric and NeoForge alike. - The hemp outfit in baby sizes. Since Minecraft 26.1 babies wear armour cut to their own size. A
baby zombie, husk, drowned, zombie villager or piglin that picks up a hemp shirt, harem pants or
flip-flops now wears a baby-sized one, dyed like the original, as it does with leather. - Powdery mildew. Hemp grown under a roof (glass included) can catch mildew now and then: white
powder on the leaves, and spores drifting off it. It spreads to the plants right beside it, never
across a gap, and never kills a plant; at harvest a quarter of a mildewed plant's buds come out as
schwag (less with Fortune). Shears clear it in a trim window, throwing the sick leaf away. Or keep
it off with Minecraft's own sulfur: potent sulfur under water gives off a gas, and no plant it
reaches catches mildew, or keeps it. But a plant gassed while it flowers is left sulfured, and a
tenth of its buds turn to schwag, so switch the gas off (take the water away) once your plants
flower. Fields never get mildew.world.mildewin the config turns it all off, and the
#hempdustry:mildew_resistantblock tag lets a datapack or an addon name a crop that never
catches it.
[2.1.0] — 2026-10-27
Added
- Hempdustry on NeoForge. The same mod, every block, item, recipe and number of it, now comes in a
NeoForge build as well as the Fabric one, for Minecraft 1.21.11 and 1.21.1 alike. Each has its own
download, named for its loader (hempdustry-fabric-…,hempdustry-neoforge-…). On NeoForge the mod
needs nothing else; JEI and REI show its pages on both loaders, and EMI as well on 1.21.1. A world is
not promised to move from one loader to the other: the mod keeps its own data the same on both, but
the loader, and the other mods in a pack, may not. - Hash: the resin, taken off the plant. A second way to smoke hemp, made the way the trade makes
it: the powder that falls through a screen is kief, and kief pressed with heat is hashish.
Hash is for smoking and only for smoking — nothing in the family goes into the Decarboxylator or
makes cannabutter.- The Sifting Box is a tub with a screen in it, crafted like a composter from hemp plank
slabs, with iron bars over hemp canvas in the middle. Fill it the way you fill a composter:
seven buds, or about forty-seven fan leaves, and it hands back nine kief. Sift kief a second
time for filtered kief, at about three kief to one. Plant matter and powder never share a
screen. Break a box with a batch ready in it and the batch comes out with it, the way a full
composter gives up its bone meal. - Wash it instead. Fill a Sifting Box with a water bucket and put ice against all four of its
sides, and it washes plant matter into bubble hash, with frost rising off it while it
works. The ice sets the price: blue ice makes nine bubble hash from seven buds, packed ice from
about nine, plain ice from about fourteen — and plain ice melts if you light the room, which
stops the wash without a word. Build it in the dark, or buy packed ice. - The Hemp Press — eight blocks of hemp bricks around a piston — is a screw press heated from
below, like the Infuser. It presses kief into hashish, bubble hash or filtered kief into
filtered hashish, and filtered hashish into rosin, one piece at a time. It also presses
a retted hemp stem into eight hemp fibre. With the heat underneath it, no hopper can reach its
bottom, so it pours what it makes over a lip on its back into whatever stands there — a chest,
a hopper, or a second press, which turns bubble hash into rosin with nobody touching either.
With nothing behind it, what it makes stays inside. - Hashish smokes for Night Vision, with Resistance, Slowness and Hunger. Filtered hashish
gives the same high with half the chance of greening out — smoother, never stronger. Nine pieces
pack into a bar you can set down on a shelf, and you cut pieces back off it with a sword or
a knife: five cuts, nine pieces, and you watch it shrink as you go. - Charas is rubbed off a living plant. Shear a ripe plant (its last two growth stages) and
there is a one-in-four chance of a pinch — once per plant, and the plant stays standing. Every
rub also snips off one hemp leaf, which the plant gives one fewer of at harvest. Charas smokes
for Slow Falling, and nine of it roll into a charas ball that you can pull apart again by hand. - Rosin is the most concentrated thing in the mod and the plainest to smoke: the hash high
without its Night Vision. One piece fills a whole bong bowl. A pipe or a vaporizer will not take
it. - Moon rocks are a bud, a rosin and a coat — hashish, kief, filtered hashish, bubble hash,
filtered kief or charas — crafted together. A moon rock packs a bong with a full bowl of the
bud's strain and the coat's effect on top: Night Vision from hash of any colour, Slow Falling
from charas. The bud decides the rest, the odds of greening out included, so a blonde coat is
no gentler than a brown one. Bong only. - Hash rolls into spliffs. A pinch of hashish, filtered hashish or charas goes in with one or
two buds. The spliff keeps the strain's name, and a line underneath says what else is in it.
- The Sifting Box is a tub with a screen in it, crafted like a composter from hemp plank
- The Redstone Vaporizer, a fourth way to smoke. It heats the bud rather than burning it, which
makes it the gentlest device in the mod: one bud a bowl, an effect at level I that lasts longer
than a pipe's, and no way to green out. A finished bowl of buds hands the spent bud back as
scorched hemp. Craft it from iron, redstone and hemp planks, and repair it with iron. - Scorched hemp, and butter before the Decarboxylator. Smelt a fan leaf or a bud in a furnace
and it comes out scorched. The Infuser takes it, at a price: four scorched count as one, so a
batch never gets past the weakest butter however long it simmers, and every piece drags the grade
down. It cannot be washed. It will vape one more time, for Slowness and Hunger only, and it
composts. - Schwag, the bud gone wrong — seedy, stemmy and weak. Every so often a ripe plant's bud comes
off as schwag instead: one plant in fifty loses one, and a hoe with any Fortune picks it out. A
stressed plant is far worse — each of its buds has a one-in-four chance of going to schwag,
and Fortune only takes that down to one in ten. Keep the lights on.- Smoke it and there is a sixty per cent chance it poisons you, and nothing else happens: no high,
just the munchies and a lot of coughing. It scales like any strain, up to Poison II from a bong. - It is still a bud: it rolls into a spliff, burns to scorched hemp in a furnace, leaves scorched
hemp behind in a vaporizer, and the Decarboxylator takes it at half a bud. The Sifting Box
will not. It composts, and shipwreck supply chests sometimes carry a little.
- Smoke it and there is a sixty per cent chance it poisons you, and nothing else happens: no high,
- Beldía, a third strain: the Rif's landrace, the plant Moroccan hash was made from. It grows on
sand — any sand, never farmland — with water within farmland's reach, or in a Grow Pot or a Hydro
Tray. Take its water away and it stops growing, but it never dies. Its buds are resinous: each one
counts twice in the Sifting Box, so four fill it. Smoked, it is Mirage — Invisibility on the
hit, then Blindness for a moment as you exhale, Hunger, and twice the coughing.- Wild Beldía grows ripe on desert riverbanks and shores. Its seeds turn up in desert temple
chests and in the suspicious sand of desert wells and pyramids, and never in grass.
- Wild Beldía grows ripe on desert riverbanks and shores. Its seeds turn up in desert temple
- Grow hemp indoors: a Grow Pot and a Grow Lamp.
- The Grow Pot is a planter of hemp brick with soil in it, for any strain. It cannot be
trampled, and a plant in it never competes with its neighbours, so pots can be packed wall to
wall. Water it with a water bottle — by hand, on the pot or on the plant, or from a
dispenser — and feed it bone meal, up to three; watered and fed, a plant grows half again as
fast as in the best field. Each plant that ripens drinks the water and eats one feed, so a pot
is watered every plant and fed every third. A dry pot grows like dry farmland however well it
is fed. The soil looks like farmland, moist or dry, and compost crumbs on top show how much food
is left. It takes no bucket — that is the Hydro Tray's. A potted plant grows one stem short: its
roots are boxed in. Picking the pot up keeps its food, not its water. Water bottles work in the
Nether, so a pot still grows hemp there. - The Grow Lamp is a redstone lamp behind an amethyst lens, in a copper panel hung from the
ceiling on copper chains. It switches on like a redstone lamp: power the block it hangs from (a
lever on the ceiling beside it will do) or run redstone to it. A lit lamp sheds a faint violet
haze, and shader packs that read LabPBR materials make its face glow. Hang it one to three
blocks above your plants: every plant in the 3×3 below that grows up under it harvests two
extra buds and an extra leaf, gives a second leaf every time you trim it, and grows a little
faster while young. - Other lights help too, less. A lit redstone lamp, copper bulb or modded lamp directly above
a plant is worth one extra bud and a leaf; glowstone, sea lanterns, lanterns and other full-
brightness blocks, an even chance of one. Torches and campfires do nothing. - The plant remembers its light. What counts is the light it grew under the whole way, and the
weakest of it — hanging a lamp over a finished plant does nothing, and one lamp cannot be
carried from plant to plant. Lose the light while a plant is flowering and it stresses: a
bud short at harvest, and two seeds in its place; a lamp-grown plant that stresses, for any
reason, loses the lamp's extra buds as well. Plants grown under any lamp give charas half as
often; charas is a field craft, and a stressed plant gives it half as often too. A lamp-grown
plant looks a shade deeper green, and a stressed one is drawn differently: its colour drains
— Purple Kush's purple fades to a sickly green — the oldest leaves yellow and die back brown,
and yellow anthers show in the flowers, which is where the seeds come from.
- The Grow Pot is a planter of hemp brick with soil in it, for any strain. It cannot be
- More than the light can stress a flowering plant, and the beds carry most of the risk — it is
what indoor growing pays for its extra buds. Each of these is a chance, never a certainty, and
only while the plant flowers, which is its last four growth steps: a ripe plant waiting for the
shears is past all of them. The odds for the ground are rolled at every one of those steps, so
they add up over a flowering.- Bone meal on a flowering plant in a fed bed overfeeds it: one in nine. Feed the soil, not
the plant. The bone meal still grows it. - A second bottle into a pot that is still wet drowns the roots: one in four. Water a pot when
its soil looks dry. - A dry bed — a pot with no water, a tray run dry: one in three each time the plant grows, so
four plants in five that flower in one. - A tray with water in it and the pump off: the water goes stale round the roots, one in six
each time the plant grows — about half the plants. - Bone-dry farmland: one in twenty each time the plant grows — about one plant in five. Rain
or water within reach keeps a field safe. - A bee's pollination counts as the plant growing, so it reads the light and takes the same
chances — and a plant a bee ripens in a pot or a tray drinks and eats from it like any other.
- Bone meal on a flowering plant in a fed bed overfeeds it: one in nine. Feed the soil, not
- A Hydro Tray, for growing at twice the pace. Craft it from a Grow Pot, four copper ingots and
a redstone dust. Fill it with a water bucket, mix in fertiliser, and give it a redstone
signal — that is the pump — and hemp in it grows twice as fast as the best field (about 12
minutes for Purple Kush, 16 for Lemon Haze), with trays packed wall to wall. You can see all
three at a glance: the sight tube on its front shows the water level and turns from blue to
green once it is fed, and the pump's light comes on and bubbles rise through the clay pebbles while
it runs. A dispenser can fill it with water, and a dispenser
of bone meal can feed it.- Each plant that ripens drinks a third of the water, and the fertiliser drains with the last
of it — so the rhythm is: fill, feed, three plants. - It is unforgiving. Plain water or a stopped pump grows at an ordinary field's pace; a dry
tray grows like dry farmland. A dry tray, or a stopped pump over water, can stress a flowering
plant. Nothing ever dies of neglect — that is vanilla's rule for farmland too. A full tray
keeps your bucket. A plant in a tray harvests one stem short, like one in a pot, and a tray you
pick up comes back empty. - No hydroponics in the Nether. Water boils away there — pour it in and it hisses off as usual.
- Any fertiliser feeds either bed. Bone meal, or whatever your modpack tags as fertiliser —
pot and tray both read the shared#c:fertilizerstag.
- Each plant that ripens drinks a third of the water, and the fertiliser drains with the last
- Bongs in every colour of glass. Craft a bong from stained glass and the matching stained pane
for any of the sixteen colours, or from tinted glass and a plain pane for a smoked-glass one. They
pack, smoke and wear out exactly like the clear bong, repair with the glass they are made of, and
share one button in the recipe book. A packed one is still called "Purple Kush Bong" — the colour
is right there on it. - Set a bong down. Right-click a block with an empty bong and it stands there, like a flower
pot; sneak and right-click to put down a packed one, bowl and all. It breaks in one hit and always
drops back exactly as it went down — packed, worn, enchanted or named. It is for show: to smoke
it, pick it back up. A packed bong's tooltip says to sneak, and JEI and REI give every bong an
information page. - The bong is 3D in your hand, and stays the familiar flat icon in your inventory, on the ground
and in item frames — the way the trident and the spyglass do it.- For resource packs: every glass has its own item sprite (
textures/item/<colour>_bong.png) and
block texture (textures/block/<colour>_bong.png), and the placed and held bong is one model,
models/block/bong_template.json. - Bong Voyage and Burnout count a bong of any colour.
- For resource packs: every glass has its own item sprite (
- A cannabis leaf banner pattern. Put a hemp leaf in the loom's pattern slot — you keep it — and
paint a seven-leaflet leaf onto a banner or a shield, in any of the sixteen colours. - A new painting, Marley, 2×2, hand-drawn like the six before it. It hangs from any
painting, as they do. - A Hemp Bed. Three hemp wool over three planks, like any bed, in undyed hemp cloth with a white
pillow. It works like every other bed — sleep in it, set your spawn, and villagers take it as
their home — with one difference: it burns, at the rate of the hemp wool it is made of. Dye
it any colour to turn it into that vanilla bed. - A Hemp Shelf, the shelf every vanilla wood got in 1.21.9: six hemp planks make six, and it holds
and swaps items exactly like an oak one. Fireproof, like the rest of the hemp planks. Minecraft
1.21.11 only — there are no shelves before 1.21.9. - A Hemp Harness for the happy ghast: three leather, two glass and hemp wool, like the sixteen
vanilla harnesses, in undyed hemp cloth. Dye it to turn it into that vanilla harness. - Hemp turns up where people kept it. Now and then a few hemp seeds in a plains or taiga village
house — a rare find, as a book or an emerald is there; as rarely, Beldía seeds in a desert house; toasted hemp seed in a
fisher's chest, the old coarse-fishing bait; hemp canvas beside the rope in a shipwreck's stores —
sailcloth; and now and then a length of hemp fibre on your line when you fish up junk. - Bundles from canvas. String over hemp canvas makes a bundle, where vanilla uses leather — a
bundle is a sack, and hemp is what sacks were made of. - Hemp Parquet, with stairs and a slab: two hemp plank slabs stacked make a block of it, laid as a
basket weave. Decoration only, the way bamboo mosaic is — it makes no chests or sticks — and
fireproof. - The hemp outfit is worth wearing.
- The Hemp Beanie keeps you from freezing in powder snow, as any piece of leather armour
does. It is the one warm piece of the outfit; the flip-flops still sink. - The Hemp Shirt and the Hemp Harem Pants take dye, in the crafting grid like leather armour,
and a water cauldron washes it back out. The beanie keeps its stripes and the flip-flops stay
as they are. - The beanie and the flip-flops look like what they are. Worn, the beanie is a slouchy striped
tam that hangs at the back of your head, and the flip-flops are a sole under each foot with a
strap between the toes — no longer armour-shaped boxes. - All four pieces worn together halve your chances of coughing and of nausea when you smoke.
Not of greening out.
- The Hemp Beanie keeps you from freezing in powder snow, as any piece of leather armour
- Eighteen new advancements, so every 2.1 feature has a place in the tree. The tree has 42
now.- Growing: Kif Country for Beldía, Sticky Fingers for charas, Well Done for scorched
hemp, and an indoor chain under Hemp Builder — Pothead (a Grow Pot), Sea of Green (a
harvest from a Hydro Tray), Midnight Sun (a harvest grown under a Grow Lamp) and Top
Shelf, a goal: a plant trimmed twice, under a Grow Lamp it never lost, in a Hydro Tray. - Smoking: Vapor Trail for the Vaporizer, and Down to Seeds and Stems for getting hold of
schwag, with a hidden one under it for smoking it. - Extraction, a branch of its own under Green Threads: kief, the hashish bar, cutting it,
filtered hashish, rosin, the moon rock and bubble hash each get a node, and Around the
World in 80 Grams is a challenge for holding all five resins — not at once.
- Growing: Kif Country for Beldía, Sticky Fingers for charas, Well Done for scorched
- JEI and REI pages for all of it. Beside the Sifting Box, Ice-o-lator and Hemp Press pages, an
In the World page covers everything that has no recipe to show: trimming a plant for a leaf,
rubbing a ripe one for charas, cutting a hash bar with a blade, the scorched hemp a vaporizer
hands back, and the schwag a stressed plant spoils into. The Grow Pot, Hydro Tray and Grow Lamp
each get an information page. Packing rows show a real moon rock in its strain's colour, one row
per coat, and look up from a bong of any colour of glass.
Changed
- A smoking device no longer breaks with hits left in its bowl. One that repairs, Unbreaking or
Mending have put out of step holds on at its last point of durability and breaks on the hit that
empties the bowl, so the rest of a bowl is never lost with it. - Hempcrete burns as long as the hemp stem it is crushed from, 50 ticks rather than 200, and a
Block of Hempcrete Powder is no fuel at all, as vanilla's concrete powder is not. Turning stems
into Hempcrete had quadrupled their fuel, and the powder was the best fuel in the mod. - The hemp plank and brick sets' smaller pieces are as hard and blast-proof as vanilla's. Stairs,
slabs, the wall and the fence match the block they are cut from, and the door, trapdoor and gate
match oak's; a creeper no longer takes the stairs and slabs of a Hemp Bricks wall and leaves the
wall. The button breaks as fast as a wooden one and stays pressed for 30 ticks like one (it was
2); it and the pressure plate pop off when a piston pushes them. The whole set now sits in
vanilla's stairs, slab, wall and wooden tags, block and item, and stays fireproof. - When an edible hits depends far more on the batch. The worse the butter, the wider the wait
and the later it most likely ends: Perfect still hits at about a minute and a half, give or take
three seconds; Clean between 1:05 and 2:15, most often around 1:30; Standard between 0:55 and
3:15, most often around 1:40; Rough anywhere from 0:45 to 4:20, most often around two minutes —
early enough to catch you out, late enough to make you think it is not working. Every moment of
each window can come up now; before, a tenth of rough edibles hit at exactly thirty seconds and
none in the last fifteen of their window. - Hemp armour lasts as long as leather armour. It still protects less than leather, and still
enchants better. - The Hemp Harem Pants are undyed hemp now, the colour of the shirt, so they can take dye. For
the olive they were before, dye them with green and light grey dye together. - The Hemp Beanie and the Flip-Flops can no longer be trimmed, now that they have shapes of their
own. A trim already on one stays on the item but is not drawn. The shirt and the harem pants still
take trims. - The Decarboxylator, the Infuser and the Hemp Press keep an anvil name, like a furnace: it
titles the machine's screen, a broken machine drops with it, and it comes along when a world moves
from Minecraft 1.21.1 to 1.21.11. - Three hemp wool over three planks makes a Hemp Bed now, not a white bed. Dye the Hemp Bed white
for the white bed. - A bong hit is drawn, not clicked. Hold use with a packed bong and it comes up to your mouth
for a second and a half: the water bubbles, smoke gathers in the chamber and climbs the neck, a
wisp rises from the bowl, and the hit lands when the draw is done. Let go early and nothing is
spent — no charge, no durability — and the bubbling stops when you do. You walk slowly while you
draw, as you do while eating. The pipe and the vaporizer still hit on a single click. - Creepers are drawn to hemp. Now and then a creeper wanders into a grown field under open sky,
prowls it for a while and moves on — only some creepers ever do, and only one to a field at a
time. A creeper standing in a grown field is very hard to see, so a big farm is worth walling and
lighting. Seedlings and roofed farms draw nothing.creepersSeekHempin the config'sworld
section turns it off. - Purple Kush's colour is a brighter violet, so a packed Purple Kush load shows up on every
device. - Level III is back, but only by pairing. 2.0.1 stopped every helpful effect at level II. In
2.1.0 a bud smoked together with a concentrate — a pinch of hashish, filtered hashish or charas in
a spliff, or a moon rock — lifts that bud's helpful effects one level, and the cap with them: two
buds and a pinch, or any moon rock, reach III; one bud and a pinch, II. A pipe or a bong packed by
hand holds one material only. Only once: two concentrates do not make IV, and the concentrate's
own effects are not lifted. The price is the green-out: a load of three is at the top of its odds,
and a green-out at three is the full one, not the spins. - Fields you already have can stress, and spoil. A flowering plant on bone-dry farmland can
stress, one growth step in twenty; one ripe plant in fifty gives one of its buds as schwag; and a
bee's pollination is a growth step like any other, so it takes the same chances. - A full green-out also ends Night Vision, Invisibility and Slow Falling, whatever gave them, a
potion included, now that hash and Beldía grant them. As in 2.0 it ends every helpful effect the
mod can give, and only those. - The munchies scale on hash too. Every hash, rosin, Beldía and scorched hemp now gives Hunger
that grows with the dose, as the plants do since 2.0.1. - The Sifting Box says why it refused something. A filled box with no ice around it tells you
the wash needs ice on all four sides, and a dry screen tells you it will not mix plant matter with
kief. Shears on a plant already rubbed for charas say so.
Fixed
- Turning effects off turns green-outs off too. With
"effects": { "enabled": false }a strong
hit could still green you out: no effects arrived, but it stripped potion and beacon buffs of the
kinds the mod grants and your saturation, and locked smoking for a minute. - When two strains share the same buds, as a datapack strain may, packing them always gives the
mod's own strain, then the lowest id; before, it could change from one world load to the next. - Paintings show their title and author again. On Minecraft 1.21.11 a painting's name lives in
its own data, and ours had been carried over from 1.21.1 without it, so all six hung with no title
and no author on their tooltip. - An edible eaten just before leaving still hits. What is still on its way is saved with the
player now, so logging out, or a server restarting, during the wait no longer loses it; the wait
picks up where it left off when you come back. Dying still loses it, as it always did. - With the Villager Trade Rebalance experiment on, the desert temple, mineshaft and pillager
outpost chests hold the mod's loot: Beldía in the temple, hemp seeds in the other two, on both
loaders. The experiment's chests are the game's own and were taken for a datapack's (a known issue
since 2.0.1-beta). A chest that a datapack replaces is still left exactly as its author wrote it.
Notes for pack makers
- The Hemp Shirt and Hemp Harem Pants are drawn in two layers, as leather is: a grey
textures/item/<id>_dyeable.pngthat takes the dye, undertextures/item/<id>.png, which is drawn
as it is. The worn armour does the same withentity/equipment/humanoid/hemp_fiber_dyeable.pngand
humanoid_leggings/hemp_fiber_dyeable.pngunder thehemp_fiber.pngit always had. A pack that
redrew the old textures still works and shows its own art, undyed. The beanie joins
#minecraft:freeze_immune_wearables, and the shirt and harem pants#minecraft:dyeable. - The worn beanie and flip-flops have new art files. The beanie is drawn by an item model,
models/item/hemp_beanie_worn.jsonwithtextures/item/hemp_beanie_worn.png; the flip-flops by
textures/entity/equipment/flip_flops.png. Their areas ofhumanoid/hemp_fiber.pngare no longer
drawn, so a pack that redrew them there needs to move that art. Both leave
#minecraft:trimmable_armor, and with it#minecraft:head_armorand#minecraft:foot_armor,
which vanilla builds trimmable armour from; they take armour's enchantments through the
#minecraft:enchantable/*tags directly. - The crops' blockstates are multipart now, with two new properties beside
ageandhalf:
condition(natural,ambient,lamp,grow_lamporstressed— how the plant grew: the
light it kept, or stressed by any cause) andrubbed. A stressed
flowering plant is drawn fromtextures/block/<crop>_stage<N>_stressed.png, Lemon Haze's per
segment (_bottom_stressed,_middle_stressed,_top_stressed). - The level-III cap is a knob.
maxBuffLevelin the config'seffectssection (default 2) is
the plain cap; pairing a bud with a concentrate goes one past it. Raise it for a stronger mod. - How each smokeable smokes, what an edible does and what a green-out costs are data.
data/hempdustry/hempdustry/device/has a file per smokeable —wooden_pipe,bong(all
eighteen bongs),vaporizerandspliff— with the length of its high, its cooldown, its cough
and nausea odds (1 in N, 0 for never), agreen_out_factor, and for the three you pack, abowl:
hits,max_doseandspent_yield. The spliff has no bowl; how big one rolls is its crafting
recipes.edible/default.jsonis the one bundle every edible gives: each quality's onset — the
earliest, likeliest and latest tick it can hit,onset_ticksmin,modeandmax— and its
length, each tier's share of it, and the effects with an amplifier per tier
and the moment each lands.green_out/default.jsonis the odds per dose, the spins, the full
green-out and the lockout. The mod's own files are the numbers it played with before, to the tick
(bar the edible onsets above), so copy one into your datapack and edit it. Only thehempdustrynamespace is read, so a
datapack overrides a file by writing to the same path. A missing file falls back to the built-in
numbers; a malformed one stops the world loading, as any broken datapack entry does. They are
read when the world opens, like strains, so a change needs a restart:/reloaddoes not re-read
them. The config's multipliers, caps and switches still have the last word, and durability and
enchantability stay with the item, as for vanilla's tools. - Hash is data. Hashish, filtered hashish, charas and rosin are strains with no seeds and no
flower, so a datapack rebalances them — or adds a resin of its own — in
data/<namespace>/hempdustry/strain/like any other strain. Strains gain three optional fields,
dose_per_item,green_out_factorandcough_factor, and each effect four more,
duration_factor,on_exhale,chanceandmax_amplifier;seedsandflowerare optional now. Every strain
file written for 2.0 loads unchanged. - A loot entry type,
hempdustry:spoiling, turns some of what another entry drops into a
different item — it is how a crop's buds become schwag, and every number is in the crop's loot
table:child, the entry it wraps;into; an optionalenchantment; andone_item_chances
(one item, once) andeach_item_chances(every item, each) listed per level of that enchantment,
the way vanilla'stable_bonuslists itschances. What comes out always adds up to what the wrapped entry made. - A new recipe type,
hempdustry:pressing: one item in, one out. All five Hemp Press recipes
are ordinary JSON. The Infuser'sinfusingrecipe gains an optionalscorched_hempfield, and a
recipe written for 2.0 still loads. - New tags.
#hempdustry:siftable/flower,siftable/trim,siftable/resinousand
siftable/kiefdecide what the Sifting Box takes and how fast it fills.
#hempdustry:hash_cuttersis what cuts a bar — swords, and#c:tools/knifefor modded knives.
#hempdustry:grow_lamps(a block tag) is what counts as a Grow Lamp, and
#hempdustry:not_grow_lightsis what is bright but never lights a plant — fire, campfires and
lava. The biome tag#hempdustry:beldia_genis where wild Beldía grows, and the block tag
#hempdustry:beldia_soilis the ground it grows on, planted or wild — sand, red sand and any
mod's#c:sands, never suspicious sand. The leaf's banner
pattern hangs off#hempdustry:pattern_item/hemp_leaf, so a datapack can add another. Both beds
are fed from#c:fertilizers. - A placement modifier,
hempdustry:in_beldia_biome, checks every plant of a patch rather than
the patch's centre, because a patch spreads past the edge of its biome. - Two advancement triggers learn new filters, all optional, so a 2.0 advancement still loads.
hempdustry:harvest_hemptakescondition— the record the plant kept (natural,ambient,lamp,
grow_lamporstressed) — andbed, a vanilla block predicate tested against the block under
the plant.hempdustry:smoketakesstrain, a strain id matched against every strain in the load. - For addon authors: a strain's optional seeds and flower are
Strain.seedItem()and
Strain.wildFlower(). 2.0'sseeds()andflower()(air for a strain with no plant), its
seven-argument constructor,Strain.effects(int, int)andSmokeContents.effects(int)are still
there, deprecated, so an addon built against 2.0 keeps working. - For addon authors on NeoForge: the four addon events are NeoForge events in
com.warlonmhite.hempdustry.api, posted onNeoForge.EVENT_BUS:AllowSmokeEvent(cancel it to
refuse the hit),AfterSmokeEvent,AfterEatEventandAfterInfuseEvent, carrying what Fabric's
HempdustryEventscarry. Nothing changes on Fabric. - On NeoForge, compost chances, furnace fuel and the wild patches are data, as NeoForge keeps
them: theneoforge:compostablesandneoforge:furnace_fuelsdata maps, and one
neoforge:add_featuresbiome modifier per wild patch underdata/hempdustry/neoforge/biome_modifier/,
reading the same biome tags as on Fabric. A datapack can change any of them there.
Known issues
- Russian is not finished: most of 2.1's new text shows in English there for now.
- A hash spliff's name reads one level low: a spliff of two buds and a pinch says II and gives
III.