promotional bannermobile promotional banner

Colonist Thieves - Heists for MineColonies

A MineColonies profession that robs other settlements. Build a Hideout, hire a Thief, mark a camp, a village or a rival colony - he slips out at night and comes home clean, seen, or not at all.
Back to Files

Colonist Thieves 0.1.0 (Beta)

File namecolonist_thieves-0.1.0.jar
Uploader
Lovkar_SquidLovkar_Squid
Uploaded
Sep 13, 2026
Downloads
11
Size
162.3 KB
Mod Loaders
NeoForge
File ID
8871805
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:colonist-thieves-heists-for-minecolonies-1694221:8871805"

Learn more about Curse Maven

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>, with colonist_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 here and /thieves at <x> <z> print what the mod thinks of a place; /thieves stats prints 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