colonyautopilot-1.1.64.jar
Curse Maven Snippet
What's new
- Colony Autopilot 1.1.64
- Game version: 1.21.1
- Mod loader: NeoForge
- Release type: Release
- Changelog (paste):
Crash fix + Field Guide expansion (1.1.63 was never published; this
file carries both).
CRASH FIX: newer MineColonies beta snapshots (the 1.1.1340s) moved
their in-development cavalry classes to a new package, which crashed
the mod with "NoClassDefFoundError: JobCavalry" shortly after joining
a world. Colony Autopilot no longer references cavalry at all — it
was never part of the automated colony (stables were never auto-built)
— so the mod now runs on MineColonies 1.1.1319 (the tested release)
and every newer beta alike, and nothing about colony behavior changes.
If an older version wrote a "Colony Autopilot" pack into your
blueprints folder, it is an inert leftover and safe to delete.
FIELD GUIDE (documentation only): new bestiary coverage for Fungal
Infection: Spore's support organoids (Vigil and the Eye of the Vigil,
Verva, Usurper, Umarmer, Braurei, Reconstructor), the Challenge
Watcher arena director (how ordeals deliver it, why nothing kills it,
and both legitimate ways to remove it), and the Outpost Watcher
watch-tower block hidden in the fungal ruins (what it does to a colony
in its range, and the one-axe fix). Scents documented as active
summoning beacons. Ordeal chapter now explains wave targeting and the
one-campaign-per-Proto clock.
- Original 1.1.62 changelog (for reference, already on CF):
Initial public release. Full colony autopilot for MineColonies:
growth-plan construction with terraforming, lockstep hut upgrades,
hiring/food/gear/research automation, warehouse janitor, building
repair, guard and military management, player-protected zones, and an
optional defense suite that wakes up when Fungal Infection: Spore is
installed (grace period, creep scrubbing, reactive defense). Requires
only MineColonies. NeoForge 21.1.x, Minecraft 1.21.1.
This mod has no additional files