Description
A MineColonies profession that robs other people's settlements.
Build a Hideout, hire a Thief, craft a Mark and use it on somewhere worth robbing — a barbarian camp, a village, a temple, a Waking World kingdom, or, if the server allows it, a neighbour's colony. Hand the mark in at the Hideout and your thief slips out for the night. He comes home clean, seen, or not at all.
Every place is judged by what is really there
Not a difficulty slider. When your thief sizes up a target the mod counts the guards actually hired, the military buildings at the level they actually are, the wall that is actually standing, what the warehouse actually holds, and MineColonies' own raid level as the honest baseline. A camp's garrison is the barbarians standing in it. A Waking World kingdom answers with its own tier, wall arcs and catapults, because the kingdom already knows.
Rob the same place twice and it gets harder: heat rises with every job and cools over days, so no camp can be farmed.
Every item stolen comes out of a loot table
colonist_thieves:theft/<kind>, with colonist_thieves:theft/structure/<namespace>/<path> overriding it for one exact structure. Which structures are robbable is a tag — #colonist_thieves:camp, #colonist_thieves:village, #colonist_thieves:hoard — so a modpack can make a new kind of settlement worth robbing without a line of Java.
A clean job costs nothing
Against another player's colony, standing falls only when your thief is caught or seen. A clean night is genuinely free, which makes stealth the whole game rather than a tax on it. Get caught and you lose standing, your thief comes home hurt and empty-handed — and somebody comes looking the next night.
The Hideout
Three tabs:
- The board — who is out and how long, who is sick or waiting for dark, every mark waiting with its heat, and a button to take one back down.
- Somewhere to rob — every colony and kingdom it knows of, plus the nearest camps, villages and hoards, with distance, bearing, how watchful the place is and how hot. One button sends him, so you never walk a mark across the map yourself.
- The log — target, night, what he was sent to do, how it went, what came home.
Standing orders decide how much risk he will take (bold / careful / quiet), and he can work from your marks alone or pick his own targets when the board is empty.
Unlocked by research: Technology → Softshoes.
With Colonies at War installed
The Hideout offers two more jobs:
- Scouting — he goes to look and takes nothing. What he brings back makes later jobs against that place go measurably better while the reading stays fresh.
- Sabotage — the place is weaker for a few days afterwards.
and thefts move the standing between the two colonies.
Requires: MineColonies, Structurize Optional: Colonies at War, The Waking World
Beta. The whole loop is proved in a real colony, but this is the first public build — please report anything odd.
Made by Lovkar & Claude.




