CodeBadger: Skillsmith x Minecolonies
Brings MineColonies into CodeBadger: Skillsmith: a Leadership skill for running your colony, and a colony that can only make what you could make yourself.
Without this addon, a MineColonies colony is a way around every Skillsmith lock. If you can't craft diamond armor, have your blacksmith make it. With it, your colonists are held to your skills, and leading a colony becomes a skill of its own.
Please report bugs and balance feedback.
Made for MineColonies 1.1.1403-1.21.1 only. The addon hooks into MineColonies' internals, so it won't load with any other MineColonies version, rather than risk crashing your world.
The Leadership skill
A new skill on the Skillsmith screen. It makes colonies you own stronger:
| Bonus | Per 2 levels | At level 40 |
|---|---|---|
| Colonist work XP | +2.5% | +50% |
| Colonist happiness | +1% | +20% (still capped at 10) |
| Colonist damage | +2% | +40% |
- Colonist XP helps every colonist learn their job faster. It stacks with MineColonies' own building, Intelligence and research bonuses.
- Colonist happiness is applied after research, and never goes past MineColonies' cap of 10.
- Colonist damage makes your guards hit harder, with swords and bows alike.
- Your colony keeps its bonuses while you're offline, using the levels you last had.
- Prestige (skill XP mode) adds a little more of each, permanently.
How Leadership levels: in vanilla XP mode it's bought like any other skill. In skill XP mode it trains by running a colony:
| Action | Leadership XP |
|---|---|
| Founding a colony | 10 |
| A colonist joins (first settlers, born in the colony, or hired at the tavern) | 4 |
| The builder finishes a building or upgrade | 3 per level (a level 3 upgrade gives 9) |
Finished buildings also give a little Building XP. Resurrected colonists and ones spawned by command don't count, so there's nothing to farm.
Your colony, your skills
- Colonists only craft what you could craft. If an item has a Skillsmith crafting lock, a hut's colonists won't make it until the colony's owner has the skill. This covers recipes you taught and the ones huts know on their own. The recipe stays in the hut, and colonists start making it once you level up. Until then, requests for that item go to whoever else can fill them, so huts don't waste materials or get stuck.
- You can only teach what you could craft. Teaching a hut a recipe for a locked item needs the skill, and you get the usual "Requires Smithing 10" message if you don't have it. That applies to officers too.
- Colonies never starve. Food is left out: colonists can always cook and bake anything, and anyone can teach a hut a food recipe. You still need Culinary to craft locked food yourself. Golden carrots and golden apples are the exception: they stay locked for colonies too.
- Works while you're offline. The colony checks the owner's last saved levels, and prestige ranks count in skill XP mode, the same way Skillsmith checks furnaces and other machines.
Both rules can be switched off in config/skillsmith_minecolonies-common.toml if you want colonies to be a way
around skill locks in your pack.
Hut locks
Crafting most huts needs Leadership: 41 huts, from Leadership 2 to 30. The locks follow MineColonies' own research order, so each hut unlocks about when a colony would reach it anyway:
- huts open from the start need 2 to 9
- huts unlocked by University research tier 1 need 10 to 17
- tier 2 research huts need 18 to 25
- the last research huts need 26 to 30
| Leadership | Huts |
|---|---|
| 2 | Guard tower |
| 3 | Warehouse |
| 4 | Chicken farmer |
| 5 | University |
| 6 | Cowhand, shepherd |
| 7 | Swineherd, rabbit hutch |
| 8 | Tavern |
| 9 | Bakery, apiary |
| 10 | Composter, sawmill |
| 11 | Stonemason, smeltery |
| 12 | Blacksmith |
| 13 | Library, school |
| 14 | Graveyard |
| 15 | Hospital, chef's kitchen |
| 16 | Barracks, barracks tower |
| 17 | Enchanter, mystical site |
| 18 | Plantation, brick yard |
| 19 | Flower shop, crusher |
| 20 | Sifter, fletcher |
| 21 | Dyer, glassblower |
| 22 | Mechanic |
| 23 | Gatehouse |
| 24 | Archery, combat academy |
| 25 | Stable |
| 26 | Concrete mixer |
| 28 | Nether mine |
| 30 | Alchemist tower |
Free, so a colony can always start and feed itself: town hall, builder's hut, residence, farm and field, plantation field, fisher, forester, mine, dining hall and courier.
In skill XP mode, these numbers are checked against prestige ranks like every other Skillsmith lock.
For pack makers
Everything is a plain JSON file, copied into config/skillsmith/ the first time you load the game with the
addon:
skills/minecolonies.json: the Leadership skillperks/minecolonies.json: its perksxp_sources/minecolonies.json: where Leadership XP comes fromgates/crafting/minecolonies.json: the hut locks
Change any number, move the hut locks to other skills, or delete what you don't want. The addon's readme in
config/skillsmith/readmes/ lists every setting, and stays up to date with the addon.
The addon also adds three perk types for your own skills (colonist XP, happiness and damage) and three XP source types (colony founded, colonist joined, building completed). Give Leadership's perks to Building instead, or train Smithing from the blacksmith's hut being upgraded.
Requirements
- NeoForge 21.1.1 or newer
- CodeBadger: Skillsmith 1.0.0-1.21.1 or newer
- MineColonies 1.1.1403-1.21.1, with its required libraries (Structurize, BlockUI, Domum Ornamentum, Multi-Piston)
- Required on both client and server
License
MIT. Modpacks are welcome.

