ColonyAutopilot - MineColonies Simplified/Automated

Colony Autopilot is an addon for MineColonies that makes every decision a mayor would make, so you don't have to make any of them. It plans the entire town, places and upgrades every hut, hires and feeds the citizens, arms the guards, runs the research .

Colony Autopilot 1.3 -  ProgressionMode & TownHall GUI (+Total Setting Customisation) Out Now

Now in a Modpack: AutoColony Apocalypse

Place a Town Hall. The mod runs the rest of the colony.

An addon for MineColonies 1.1.1319+ on Minecraft 1.21.1 (NeoForge). It places every building after your Town Hall, shapes the land, lays lit roads, orders builds and upgrades, staffs and outfits the huts, runs the university, repairs damage and mans the defences. Citizens still do the work, by MineColonies' own rules. In Progression Mode, on by default, what the mod supplies is paid from the colony's treasury in ColonyBucks.

Every feature below names its switch. Per-colony switches are on the town hall's Autopilot settings page (open the town hall, Settings, Autopilot settings, or /colonyautopilot menu); the same keys and the server-wide ones are in config/colonyautopilot-server.toml. /colonyautopilot off hands the colony back to MineColonies. The Field Guide in your starter kit explains every feature in detail; this page only lists them.

What it does

  • Grows along a plan. 69 steps from the Town Hall to a second Plantation, the Town Hall raised as the population grows. Edit config/colonyautopilot-growthplan.json. Off: growth.enabled; stop new buildings only: growth.expansion.
  • Finds or makes the land. Flat, dry plots first; when none fit, the ground is levelled or the footprint carved, so no building is skipped. Off: growth.terraform.
  • Roads and light. Lamp-lit roads from every door, laid again when they break, with no two lamp posts nearer than 15 blocks (growth.lampSpacing) unless the road would go dark: crowded posts are taken down; the Exchange tab's Re-lay roads button redoes them all. Off: growth.buildPaths, growth.lightVillage.
  • Keeps the grounds. Ground smoothed, doors dug free, stray trees felled, deadly spots made safe, lava capped, berry bushes cleared (tweaks.hazardBushes). Off with growth.enabled.
  • Upgrades in step. The Town Hall first, the moment its citizens are there (and the builder's hut it needs), nothing above its level + 1, upgrades before new buildings. Off: autoupgrade.enabled.
  • Unsticks itself. A builder whose site stops rising is sent home to find his way again, and a build that stalls again goes to another builder (autoupgrade.stuckOrderGameMinutes, 30 game-minutes; a sleeping builder never counts as stuck; 0 disables), jammed builders are replaced, frozen workers are fixed and rehired (growth.jobWatch).
  • Staffs the colony. Empty workplaces are filled from the jobless; a hut on manual hiring is yours.
  • Style packs. Every style MineColonies ships works. Styles built around set positions (Fortress) want their buildings placed by hand.
  • Researches. The university works MineColonies' tree unattended; choose the forks with research.forks and research.capstones. Off: research.autoResearch.
  • Repairs. A building missing 8 or more blocks is restored from its blueprint, no builder needed; one being built or upgraded, a barracks' towers included, is left to its builders. Off: repair.autoRepairDamage.
  • News. Chat announces finished buildings, growth and, once a day, the problems that need you. Off: milestones.enabled; for yourself, /colonyautopilot chat off.

Progression Mode and ColonyBucks

Paid from the treasury: deliveries, build materials, guard gear, gear upgrades, research and cures. Always free: recruits, food deliveries and the outfitting of huts (fields, ponds, animals, golems).

  • Earning. A hostile mob drops a buck 1 time in 30 when you, a citizen or something you own kills it; loot chests hold 6 to 15, mineshaft chests 2 to 5; each raider killed in a raid pays one more; a citizen's kill goes straight to the treasury.
  • Paying in. Sneak-right-click the Town Hall block with bucks in hand, or feed it by hopper, pipe or its racks.
  • The exchange. /colonyautopilot exchange or the Trade button: 2 diamonds for 1 buck, a diamond block for 5, 16 gold ingots for 1, ancient debris for 1, a netherite ingot for 4. It only buys. Off: economy.exchange.
  • Only the colony spends. Bucks buy nothing back, the Postbox is locked, restaurant menus keep the colony's staples, and nothing a player orders is conjured.
  • Short of money. No debt and no half deliveries: requests, cures and research wait until the treasury can pay, and a waiting site is never called stuck.
  • The Exchange tab in the town hall book (or /colonyautopilot treasury): balance, what waits, what the colony saves for, the daily ledger, Trade and Re-lay roads.
  • Switches. Every price and rate is a key under economy. Off per colony: economy.progressionMode on the page (supply turns free, the balance is kept). economy.progressionModeLocked holds every colony in the mode.

Supply

What the colony cannot make is provided, paid in Progression Mode. Switches under providence unless named.

  • Build materials to each Builder's Hut with an active build (buildMaterials).
  • Requests nothing in the colony can fill: food, tools, armour and weapons, guard gear, recruit costs, menus (food, tools, armourWeapons, guardGear, recruits, restaurantMenus).
  • Gear by stage: stone until a Blacksmith stands, iron after, diamond at level 5.
  • Crafters taught the vanilla staples and switched on (workshops.teachRecipes).
  • Worn or outclassed tools and armour upgraded (quartermaster).
  • The hungry fed, the sick cured, visitors recruited while beds are free (pantry, infirmary, recruitVisitors).
  • Workplaces outfitted: farm fields, plantation fields, founding animals, a bee nest, the fisher's pond, a forester's grove (growth.farmFields, growth.starterAnimals, growth.pondFieldUpkeep).
  • Warehouse kept in staples, its surplus destroyed (workshops.warehouseStock, workshops.warehouseJanitor); mob junk purged if you want (workshops.purgeMobDrops, off by default).
  • Potions from an Alchemist's Tower, scrolls from an Enchanter's Tower (combatPotions, enchanterScrolls).

Defence

  • Guard towers where buildings stand unguarded, up to 20 (growth.guardTowerCap).
  • Three melee guards to one ranged and a druid per four fighters (growth.knightsPerArcher, growth.guardsPerDruid). The mod seats its own towers' guards; a post you set to manual or automatic hiring is yours.
  • Towers upgraded first, more Barracks as the druids need room.
  • Two iron golems at the Town Hall and one per Blacksmith, re-forged after they fall (tweaks.villageGolem, or /colonyautopilot golems off).
  • An alert horn for everyone online when the village is being killed.

Your own builds

  • Protected zones. Mark up to 24 areas with the Zone Marker (in the starter kit, or /colonyautopilot zone wand): nothing is built, graded, paved, lit, felled or scrubbed inside (zones.enabled).
  • Floating builds high over the town, log walls, treehouses and any column with a chest or sign are left alone.
  • Huts you place are built, upgraded, staffed and given a road.
  • /colonyautopilot expansion off stops new buildings only.

Defaults that change normal play

All under tweaks: no graves and no mourning (noGraves, noMourning), no fire spread (disableFireTick), workers work in the rain and ignore food quality and tool tier (workersWorkInRain, ignoreFoodQuality, ignoreToolTier), beneficial potions last 2× (potionDurationMultiplier), the village and world spawn stay loaded (keepVillageLoaded, spawnChunkRadius), pillager patrols on (disableVanillaPatrols), the hostile mob cap (hostileSpawnCap), the starter kit (spawnStarterKit).

Install

  1. NeoForge for Minecraft 1.21.1, MineColonies 1.1.1319 or newer (tested with 1.1.1368), and this mod.
  2. Multiplayer: install it on the server and on every client.
  3. Create a world. Your first join brings the build tool, the Zone Marker and the Field Guide; the first player in a world with no colony also gets the Town Hall. Place it.

It works on an existing colony. Before removing the mod, run /colonyautopilot off.

Optional mods (detected automatically)

  • Fungal Infection: Spore. 50 game-days of grace before any spore creature spawns (spores.gracePeriodDays, set before creating the world). Guards attack the infection on sight; the infection slows citizens and visitors instead of killing them, and its other effects are cured (spores.cureInfection); the creep is scrubbed off the colony's land and the ground it ate refilled (spores.creepGuard); spore mobs cannot break blocks.
  • Spore Inquisition (with Spore). The grace counts down in chat, then the RedNight falls at world spawn.
  • TaCZ. Six gun enchantments (guns.enchantments).
  • TaCZ + Compatibility addon for MineColonies. Ranged guards become gunners with a colony-issued AK-47 (guns.gunnerGuards, guns.fullAutoGunners).
  • K-Turrets (with Spore). Turrets target the whole horde and take no damage (spores.turretsTargetInfected, spores.turretsInvulnerable).
  • MineColonies Tweaks. Its "Request Cost?" button is refused in Progression Mode.
  • GuideME, Akashic Tome, Patchouli. The Field Guide as a searchable illustrated book, and guide books in the starter kit.

Configuration

config/colonyautopilot-server.toml, every key commented, is the default for every colony. Each colony keeps its own values on the town hall's Autopilot settings page (hover a name for what it does; Reset restores the default). Rows marked "global" are server-wide and cannot be changed from the page: change them in the file, or as an operator with /colonyautopilot set section.key value. They are the server's on purpose, since prices, rates and world tweaks affect every colony and every player and must not change by accident from a colony's page; in singleplayer you are the server, so use the file or the command with cheats on. /colonyautopilot settings lists every key with its value and meaning.

Commands

  • /colonyautopilot status, report, problems: what each colony is doing, waiting for, and the problems that need you
  • /colonyautopilot menu, treasury, exchange: the settings page, the treasury and ledger, the exchange
  • /colonyautopilot chat on | off, zone wand | list, guide, settings [section]
  • Operators: on | off, expansion on | off, golems on | off, set <section.key> <value>, colony [<id>] settings | set | reset | roads | treasury add <n>

Licence

 

Made by Backwards. GPL-3.0, Github sucks but apparently curseforge sucks more, so source is now on github: https://github.com/Back-wards/ColonyAutopilot . A hobby project with no update schedule. THIS IS NOT an official MineColonies project. PLEASE DO NOT REPORT BUGS TO MINECOLONIES!

 

ColonyAutopilot - MineColonies Simplified/Automated Team

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