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Clay Soldiers World

Clay Soldiers World is a redesign of the original clay soldier mod with brand new kingdoms!
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ClaySoldiersWorld-Forge-1.20.1-7.0.0-rc1.jar

File nameClaySoldiersWorld-Forge-1.20.1-7.0.0-rc1.jar
Uploader
matt8297matt8297
Uploaded
Sep 28, 2026
Downloads
172
Size
2.8 MB
Mod Loaders
Forge
File ID
8996500
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:clay-soldiers-world-1653089:8996500")

Learn more about Curse Maven

What's new

Throwable Deployment

  • Soldiers, mounts, vehicles, aircraft, machines, village residents, and entity buildings can now be deployed by throwing their dolls or kits.
  • Right-click into the air to throw. Existing direct-placement controls remain available.
  • Deployment respects terrain requirements. Boats need water, trains need rails, and buildings need suitable foundations and clearance.
  • Failed survival throws return recoverable kits, preserving their saved information.
  • Creative throws do not consume items or generate duplicate refunds.
  • Deployment projectiles do not damage mobs, destroy terrain, or force chunks to load.
  • Cable lifts support throwing to the second anchor after selecting the first station normally.
  • Added deployment tooltips and Lexicon instructions.

Households and Village Life

  • Residents form persistent households and prefer sleeping in their own homes.
  • Friendly companions are favored when households form.
  • Supported households can have clay children, using smaller versions of the existing soldier model.
  • Children grow into adults and cannot work or pilot vehicles while young.
  • Family growth considers available housing, food, morale, peace, and population limits.
  • Households consume bread from their actual home storage.
  • With civilization mode enabled, automatic population refills establish an initial community of six. Further growth comes from households.
  • Added market days, town councils, weddings, harvest fairs, founding celebrations, lantern festivals, and spring gatherings.
  • Residents welcome arriving caravans and ambassadors.
  • Civilians seek shelter when hostile soldiers approach, including during daytime. Guards remain outside.
  • Player commands take priority over civilian activities.

Construction and Town Development

  • New automatic buildings progress through foundation, framing, and finishing stages with visible scaffolding.
  • Builders collect materials, carry supplies, and physically work at construction sites.
  • Construction pauses when workers leave, fight, sleep, or unload.
  • Growth responds to housing pressure, food shortages, and material needs before adding amenities.
  • Towns specialize in farming, fishing, mining, or trading.
  • Cultures influence home styles, roof materials, and street layouts.
  • Healthy towns add fountain wells, signs, streetlights, supported stream crossings, and flower gardens.
  • Prosperity affects building finishes and decorations. Struggling towns develop a weathered appearance.
  • Player changes to tracked decorations are preserved.
  • Existing buildings remain completed and are not automatically replaced.

Production and Trade

  • Farmers harvest mature town wheat and replant it.
  • Grain travels to public windmills, flour goes to bakeries, and bread can be delivered to homes.
  • Added Clay Mill Flour, with three flour crafting into two bread.
  • Existing windmill wheat-to-bread controls remain available.
  • Miners can collect depot materials and supply workshops.
  • Markets receive physical goods, allowing residents to exchange household supplies for bread.
  • Caravans carry actual food, timber, or ore from workshop inventories or depot resources.
  • Shipments are deducted when dispatched. Only successful arrivals supply the destination.
  • Interrupted shipments drop their remaining cargo instead of paying out remotely.
  • Trade payments transfer existing treasury funds rather than creating money.
  • Routes favor shortages and complementary town specialties.
  • Mounted couriers visibly carry their shipments.

Noticeboards and Public Works

  • Added craftable Town Noticeboards with a custom wooden model.
  • Settlements can receive a noticeboard near their core when space permits.
  • Noticeboards report shortages, supplies, events, deliveries, ambassadors, and construction progress.
  • Players can fund markets, warehouses, watchtowers, bakeries, harbors, bridges, palisades, and the new landmarks.
  • Projects accept 24 planks and 12 cobblestone, with single-item or stack donations.
  • Unfunded projects can be changed before donations begin.
  • Noticeboard project selection in owned towns is available to the ruler or players with sufficient reputation.
  • Buildings require available builders and gradual construction.
  • Infrastructure checks terrain before placement. Palisades preserve player blocks and include open gates.
  • Donations and projects persist across saves. Unloaded sites are not duplicated.

Diplomacy, Migration, and Recovery

  • Named ambassadors physically travel between settlements.
  • Treaties take effect only after an ambassador arrives successfully.
  • Failed or interrupted diplomatic journeys cannot complete treaties.
  • Unloaded ambassadors retain their assignments, preventing duplicate dispatches.
  • Households can relocate to suitable same-team towns along existing loaded roads.
  • Families carry belongings and can use horse-drawn carts when departure space allows.
  • Migration completes only when every family member arrives.
  • Towns enter a two-day recovery period after wars.
  • Available surviving adults can take builder duties.
  • Natural buildings destroyed during war are recorded for reconstruction.
  • Repairs require a builder, 16 depot materials, construction budget, and a clear original site.
  • Reconstruction preserves the original lot and facing.
  • Connected friendly towns prioritize trade toward food shortages and recovering settlements.
  • Household migration can help repopulate recovering towns.
  • Refugees must physically arrive and respect population limits. Travel timeouts no longer count as arrival.

Kingdom Management

  • Added a scrollable management screen with Overview, Works, Routes, History, and Rule tabs.
  • Open it through the Clay World Atlas or an empty-handed interaction with a kingdom’s Town Hall or Crownkeep Castle.
  • View population, households, housing, supplies, town coordinates, construction, trade, treaties, history, and memorials.
  • Browse discovered kingdoms and refresh their information.
  • Claim nearby unowned settlements and rename towns, rulers, or nearby residents.
  • Governance changes are checked on the server and restricted to the ruler or server operators.
  • Added Balanced, Farming, Trade, Defense, and Expansion priorities.
  • Priorities influence resource production and preferred civic buildings.
  • Added per-town food reserves, daily automatic construction-start budgets, and permission to initiate wars.
  • Settlement advancement now requires completed housing and appropriate infrastructure.
  • Added configurable earned progression and a default limit of 32 planned buildings per town.
  • Existing settlements retain their tiers and buildings.

New Landmark Buildings

  • Crownkeep Castle: Four towers, roofed turrets, banners, and a gated keep.
  • Grand Market Arcade: Covered stalls, a striped canopy, goods displays, and hanging lights.
  • Harborlight Lighthouse: A striped tower, beacon room, and balcony.
  • Founders’ Monument: A miniature standard bearer on a stepped stone plinth.
  • Each landmark includes its own entity model, collision, storage, crafting recipe, recipe-book unlock, and deployable kit.
  • Developed towns can fund landmarks through public works.
  • Lighthouse placement checks five blocks of headroom.

Visuals, Configuration, and Fixes

  • Added team-colored pennants to kingdom buildings and trade/fleet vehicles, including distinct colors for special teams.
  • Existing soldier, mount, vehicle, aircraft, and original building geometry is preserved.
  • Improved cancellation of paired social activities.
  • Newly spawned soldiers check for nearby vehicles before wandering away.
  • Expanded the Lexicon with civilization, trade, construction, governance, recovery, and landmark instructions.
  • Added configurable civilization rates, construction budgets, growth requirements, and building limits.
  • Added peaceful civilization mode to stop new automatic kingdom wars, unrest armies, and world threats. Existing hostile units and normal opposing-team combat remain active.
  • Physical journeys do not force chunks to load or teleport residents to complete trips.

Release Notes

  • Minecraft Forge 1.20.1.
  • The current build is 7.0.0 RC1, pending live interface and extended multiplayer testing.
  • Back up existing worlds before updating and install matching versions on clients and servers.

This mod has no related projects