Colonist Thieves 0.1.0 (Beta)
Curse Maven Snippet
What's new
First public build. Beta: the mod is finished and plays start to finish, but it has not been through many hands yet.
What's in it
- Hideout — a five-level hut the Builder builds and upgrades like any other. Your thief sleeps there by day and works out of it at night.
- Thief — a MineColonies profession. Agility is the primary skill, Adaptability the secondary; together they decide whether he comes home clean, seen, or not at all.
- Mark — craft one, use it on somewhere worth robbing, hand it in at the Hideout. He slips out that night.
- Scouting — send him to look first. A scouted place tells you its garrison, its walls and its wealth before you commit a thief to it.
- Every place judged on what is really there. Not a difficulty slider: guards actually hired, military buildings at the level they actually are, wall actually standing, what the warehouse actually holds, and MineColonies' own raid level as the honest baseline.
- Loot comes out of datapack tables —
colonist_thieves:theft/<kind>, withcolonist_thieves:theft/structure/<namespace>/<path>overriding it for one exact structure. Which places are robbable is a tag, so a pack can add a new kind of settlement without a line of Java. - Heat. A place you rob gets harder. It cools eight points a day, so nowhere can be farmed and there is always somewhere else to go.
- A clean job costs nothing. Standing with another colony falls only when the thief is caught or seen.
- Getting caught costs plenty — no loot, a wounded thief, the victim told who it was, and a raid on your own colony the following night.
- Statistics — nights out, got away clean, robberies, places scouted and items brought home, all in the town hall's Statistics tab.
/thieves hereand/thieves at <x> <z>print what the mod thinks of a place;/thieves statsprints the tab's numbers in chat.
Settings
allowPlayerColonyTheft is off by default. On a shared server this mod is flavour until somebody turns that on — and then it is PvP, which has to be a decision rather than a surprise. maxStacksFromPlayerColony, retaliation and tellTheVictim are the other three.
Requires
MineColonies and Structurize, Minecraft 1.21.1 on NeoForge.
Optional: Colonies at War. With it installed, that mod owns standing and knows exactly how much wall a colony has, and a thief can scout ahead of a campaign. Without it the thief keeps his own lighter versions of both.
This mod has no additional files

