Advanced Colonies

Next-Gen AI, Pathfinding, Worker Optimization, Context-Reactive Voicelines & 3D Visual Debugging for MineColonies
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Advanced Colonies v1.1.0 (NeoForge 1.21.1)

File nameadvancedcolonies-1.21.1-1.1.0.jar
Uploaded
Oct 20, 2026
Downloads
32
Size
13.2 MB
Mod Loaders
NeoForge
File ID
9270397
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:advanced-colonies-1750069:9270397"

Learn more about Curse Maven

What's new

🏰 Advanced Colonies

Next-Gen AI, Pathfinding, Worker Optimization, Context-Reactive Voicelines & 3D Visual Debugging for MineColonies (1.21.1 NeoForge)

Advanced Colonies is a ground-up AI, logistics, and immersion expansion for MineColonies. Designed with clean, non-destructive Mixin hooks and strict server-friendly configuration limits, it eliminates classic pathfinding bottlenecks, stops guards from clumping into a single "deathball", supercharges worker productivity, and brings your colonists to life with context-reactive 3D speech bubbles and emotional voice acting.


🌟 Highlight Features

🧭 Smarter, Faster & Safer Pathfinding

  • Zero-Oscillation A* Heuristics: Uses a Manhattan tie-breaker heuristic and zero-allocation node checks to prevent citizens from stuttering or looping on complex paths.
  • Road & Footpath Speed Boost: Citizens actively favor colony roads and receive a configurable movement speed bonus while walking on path blocks.
  • Safe Vertical Rails, Ladders, Vines & Scaffolding: Fixes mid-air dismounts and fall damage when workers climb vertical rails, vines, or scaffolding.
  • Self-Healing Anti-Stuck Recovery: Automatically detects stuck citizens, cancels stale background path jobs, prevents walking into unloaded chunks, and safely recovers trapped workers without suffocating them in walls.

🗣️ Context-Reactive Citizen Voicelines & 3D Speech Bubbles

Tired of colonists complaining about the rain while standing indoors, or complaining about their house while working on the other side of town?

  • 21 Live Situational Contexts: Citizens evaluate their actual surroundings before speaking—reacting accurately to active raids, guard combat vs. civilian panic, tactical retreats, illness, graveyard mourning, true outdoor rain/thunderstorms, hunger, restaurant dining, missing tools, home comfort, morning commutes, and passing guards or neighbors.
  • 380+ Natural English Lines Across 28 Professions: Every MineColonies job (Builder, Farmer, Miner, Quarrier, Lumberjack, Courier, Cook, Baker, Healer, Researcher, Enchanter, Concrete Mixer, Blacksmith, Smelter, Carpenter, Stonemason, Herders, Beekeeper, Fisherman, Alchemist, Undertaker, Knight, Ranger, Druid, and more) features authentic, craft-specific lines.
  • 376 Built-In Emotional Voice Clips: Ships with 376 mono 3D-positional .ogg voice lines across all 8 citizen voice profiles (male1–male4, female1–female4) that act out genuine panic during raids, exhaustion at bedtime, shivering in storms, and pride after finishing a job.
  • Full TownTalk Compatibility: Seamlessly routes TownTalk sound events to the right situation and expands the audio pool across 10,150 citizen sound events.
  • Floating 3D Speech Bubbles: Renders clean, color-coded 3D speech bubbles ([Name • Job]) above speaking citizens.

🛡️ Tactical Guard Patrol Dispersion & Swarm Defense

  • Peacetime Patrol Dispersion: Stops guards from walking through your colony in one big cluster. Guards dynamically spread out across unvisited buildings and sectors, maximizing security coverage and citizen happiness.
  • Automatic Raid & Mob-Swarm Convergence: As soon as a raid starts or a large group of hostile mobs (3+ enemies) is detected, guards automatically switch from dispersed patrol to coordinated swarm formation to eliminate the threat together.
  • Fleeing Guard Protection: Rebalances raider threat targeting so critically wounded, retreating guards aren't endlessly chased down while healthy guards are engaging the enemy.

🔍 In-Game 3D Visual AI & Pathfinding Debugger (/acdebug)

See exactly what your citizens are thinking, building, and where they are walking—right in the game world:

  • Floating HUD Billboards & 2D Top-Right Inspector: Shows [#ID] Name (Job • Building Lv.X), real-time Citizen & Worker AI states (AI: WORK -> BUILD_SOLID), active Builder stage & work order (Build: CLEAR_STEP [Builder's Hut] @ (x, y, z)), open material requests/illness alerts, vitals & inventory fill (HP | Sat | Hap | Hand | Inv), live speed (b/s), and genuine 3D stall diagnostics (⚠ STUCK [Lv.2 | Stalled 6.5s]).
  • 3D World-Space Path & Builder Target Visualization: Renders color-coded 3D boxes and route lines for upcoming waypoints (Green), active node (Yellow), reached nodes (Blue), ladders/vines (Cyan), rails (Orange), Builder target blocks (Orange-Gold), Builder workFrom stands (Cyan-Lime), and stuck target vectors (Red).
  • Easy Chat Commands (with Clickable [Focus], [Inspect], [TP], [Unstuck] Chat Buttons):
    • /acdebug look — Toggle debug overlay for the citizen you are looking at (or Shift + Right-Click with a Compass)
    • /acdebug colony — Toggle debug overlays for your entire colony
    • /acdebug job <jobFilter> — Filter colony debugger to a specific profession (e.g. /acdebug job builder)
    • /acdebug stuck — Filter to genuinely stalled citizens and list them with clickable [Unstuck] / [TP] buttons
    • /acdebug unstuck [<id>|look|all] — Immediately execute multi-stage unstuck teleport & reset stuck Builder AI
    • /acdebug inspect [<id>|look] — Print a complete diagnostic report for a citizen in chat
    • /acdebug tp <id> — Teleport directly to a citizen
    • /acdebug list [<filter>] — List loaded colony citizens with status and clickable action buttons
    • /acdebug layer <actions|stats|path|all> — Customize visible debug layers
    • /acdebug off — Turn off all debug overlays

⚒️ Worker & Building Upgrades (100% Configurable & Server-Capped)

  • Builder: Batch block placement & scavenging, instant block breaking, fluidlogged block cleanup, optional top-down/bottom-up build order reversal, and relaxed hut-level upgrade limits.
  • Miner & Quarrier: Instant Cobblestone sealing for underground water, lava, and air pockets to prevent flooded shafts.
  • Farmer & Planter: Fixed outward spiral field scanning, crop survival fixes, right-click harvest scaling, and Multi-Season Crop Rotation per Farm Field.
  • Lumberjack: Fixed downward stump detection for floating Mangrove Propagules and faster timber harvesting.
  • Deliveryman & Warehouse: Street-grouped batch deliveries/pickups and multi-warehouse courier assignment.
  • Smelter, Cook & Kitchen: Skill- and building-level-scaled furnace smelting speed and fuel efficiency, non-blocking Out-of-Order Dining Hall customer pool (drive-by serving & automatic stuck-customer bypass so one unreachable citizen never blocks the restaurant), and instant citizen dining.
  • Enchanter: Batch Ancient Tome/Book requests, building-level mana caps, and autonomous daily XP collection.
  • Concrete Mixer: High-speed batch powder placement and cured concrete harvesting.
  • Cowboy, Beekeeper & Enhanced Bee AI: Multi-milking/stewing per visit, no Large Bottle cooldown, Beekeeper hive-harvest priority, and a complete Minecraft Bee AI Overhaul (persistent hive memory & 16-block home tether so bees never drift away or vanish, hive-entry deadzone & 3D roof/fence unstuck fixes, 16-block flower scanning & fast 8s pollination without vanilla's 2-minute delay, and protection against campfires, water drowning, berry bushes, and colonist sting deaths).
  • GUI & Colony QoL: Multi-keyword item search (with Just Enough Characters support), Tavern coin recruitment, remote Hospital curing, farmland trample protection, configurable grave decay/mourning timers, and full-colony Beacon range extension.

⚙️ Server-Friendly Configuration

Every feature, multiplier, batch size, and cooldown can be toggled or capped in config/advancedcolonies-common.toml ([pathfinding], [citizens], [citizens.debug], [citizens.voicelines], [building_capacity], [logistics], [furnace_and_craft], [builder_and_excavation], [agriculture_and_herding]). Server admins can also define custom voiceline templates with dynamic placeholders ({citizen}, {job}, {building}, {building_level}, {colony}, {player}, {guard}, {friend}, {weather}, {time}).


📦 Requirements & Installation

  • Minecraft: 1.21.1
  • Mod Loader: NeoForge 21.1.200+
  • Required Dependency: MineColonies (1.1.1285-1.21.1 or newer) & its standard dependencies (Structurize, BlockUI, Multi-Piston, Domum Ornamentum)
  • Side: Required on both Client & Server

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