Colony Autopilot 1.3
Curse Maven Snippet
What's new
ColonyBucks. What the mod used to conjure for the colony is now paid for.
- Progression Mode, on by default: deliveries, build materials, guard gear,
gear upgrades, research and cures are paid from the colony's treasury in
ColonyBucks, a new coin. Recruits, food deliveries and the outfitting of
huts (fields, ponds, animals, golems) stay free. No debt and no half
deliveries: what the treasury cannot pay waits, and a waiting site is
never called stuck.
- Earning: a hostile mob drops a buck 1 time in 30 when you, a citizen or
something you own kills it (a citizen's kill goes straight to the
treasury); loot chests hold 6 to 15, mineshaft chests 2 to 5; each raider
killed in a raid pays one more.
- 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 Trade on the Exchange tab):
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: bucks buy
nothing back, the Postbox is locked, restaurant menus keep the colony's
staples, and nothing a player orders is conjured.
- The Exchange tab in the town hall book (or /colonyautopilot treasury):
balance, what waits, what the colony saves for, the day's ledger, Trade,
and a Re-lay roads button that redoes every road.
- Every price and rate is a key under economy. economy.progressionMode
turns the mode off per colony (supply turns free, the balance is kept);
economy.progressionModeLocked holds every colony in it. Operators:
/colonyautopilot colony [<id>] treasury add <n>.
- Rows marked "global" on the settings page are server-wide and cannot be
changed from the page: prices, rates and world tweaks affect every colony
and every player, so they change only in the config file or with
/colonyautopilot set, never by accident from a colony's page.
Also new since the last build:
- The Town Hall is always first: its next level is ordered the moment the
colony has the citizens for it (and the builder's hut it needs), ahead
of every other build.
- A builder whose site stops rising is sent home to find his way again
(MineColonies' ladder jam); only a second stall hands the build to
another builder (autoupgrade.stuckOrderGameMinutes, now 30 game-minutes;
a sleeping builder never counts as stuck). A recycled upgrade keeps its
work, and a barracks' towers are left to its builder.
- Lamp posts keep their distance: no two nearer than 15 blocks
(growth.lampSpacing) unless a road would go dark, and crowded posts are
taken down.
- With Spore: the infection slows citizens and visitors instead of killing
them, its other effects are cured, and the fisher's pond is kept two
deep, creep and ice flushed back to water.
- A hut you place and break again is forgotten quietly, not reported.
The town hall gets an Autopilot page, and every colony its own settings.
- Autopilot settings, per colony: open the town hall, turn to Settings and
click "Autopilot settings" (or run /colonyautopilot menu where you stand).
Every switch and number of the mod, section by section, for THAT colony:
switches toggle On/Off, numbers take a value and Set, a Reset button puts
the server default back, and each row's tooltip carries the setting's description,
default and range. The server config stays the default for every colony;
a colony's own values live in the world save. Everyone with access to the
colony's huts may look; changing needs the colony's owner or officer rank
(MineColonies' own hut-settings rule) or an operator. A few keys stay
server-wide (the master switch, the world and gamerule tweaks, the gun and
spore-grace settings) and say so.
- Operators: /colonyautopilot colony [<id>] settings [section] | set <key>
<value> | reset <key> - the same per-colony settings from chat. A colony's
own value outranks the server default, so the server-wide set now names
the colonies that keep their own value (and the reset that hands one
back), and settings tags such keys. The chat output is reshaped: one short
coloured line per key, the description only when you ask for one key.
- Providence by category: food, tools, armour and weapons, building
materials, guard gear, recruit costs and restaurant menus each have their
own switch, and providence.itemsPerSweep sets how many requests a sweep
fulfils (the pace; delaySeconds is the wait). The material trickle follows
buildMaterials, the quartermaster follows tools and armourWeapons.
- Two more growth switches: keepSettings (the daily hut-settings profile) and
pondFieldUpkeep (the grounds patrol's pond and field upkeep, about every
30 seconds; off, a pond or field is still made when its hut is completed).
- guns.gunnerGuards: with the gun mods installed, whether the militia's ranged
seats are gunners at all. Off, no gunner is hired - the ranged seat goes to
the marksman where researched and the archer otherwise, exactly as without
the gun mods - and the gunners already standing are moved to those posts by
the next daily rebalance, all in one day; no rifles are issued. Per colony.
- Settings for a mod you do not have are not shown: without TaCZ and the
Compatibility addon there is no Guns section on the page or in the colony
commands, without Spore no spore keys, without K-Turrets no turret keys.
- Vanilla pillager patrols are back on by default: tweaks.disableVanillaPatrols
now defaults to false, and a config from before 1.3 that still holds the
old default is moved over once at the next world start (the world's own
doPatrolSpawning comes back). Set it to true to keep the patrols away; that
stays.
- Servers with several colonies: the costly passes (placement search,
decorations, lamps, grounds patrol, providence, trickle, warehouse,
workshops, research, golems, upgrades) now serve one colony per tick
instead of every colony in the same tick, so a second colony's placement
search or warehouse tidy never lands in the first one's tick (the cheap
bookkeeping passes still run every colony together); and the
land-work drains (terraforming, grounds sweeps, ravine surveys, damage
scans) share one block budget per tick (tweaks.workBudgetPerTick, default
2000) so several colonies terraforming at once cannot stack their block
updates. One colony's cost is unchanged (profiled on a copy of the test
world: 16 of 552 server-thread samples in the mod over 180 s, 11 of them
one work-order request; before, 10 of 541, all one placement).
- Roads follow the ground. A doorstep road used to be the straight line
from the door to the town hall, and a road may only climb or drop one
block a column, so on a hillside it left the ground - a dirt staircase
hanging in the air over a drop, a tunnel cut through a rise. The road's
line is now found over the terrain first: it follows the contour like a
village road, climbs and drops one block a column, goes round buildings
and joins another road where one leads on. A road that cannot be routed
is still drawn as before. Placement refuses a plot behind a drop the road
could not fill (only rises were refused before) and asks the router
about hillside plots, so a house on a terrace is fine when a road can
reach it.
- On the page, a row holding the colony's own value says "custom" and gets
a Reset button (the server default back); a server-wide row says
"global". A switch flipped back to the server default's value hands the
key back instead of pinning it, so the marks go with it.
- Trees: the apron smoothed around a new building (and the town hall) now
fells the trees standing on it, out to where its ramps reach, a bare
stump included; a hut's own log walls are never touched. And the daily
grounds sweep felled trees from the crown down and left stumps it then
refused as "somebody's build" for good - it now fells from the base, whole.
Touching trees (dark forests, cherry groves, jungles) were one mass to it
and refused as too big: each tree is now told apart by its own trunk and
felled on its own, and a branch resting on the tree's own leaves no longer
counts as a trunk on the ground (that refused most fancy oaks, cherries,
azaleas and mega jungles). Mangroves count as trees at last.
- Founding on hard ground (an island, a plateau in a lake): the three
Builder's Huts really do come first - a hut that needed the terraformer
once goes straight back to it for the next copy instead of waiting its
turn behind every other hut; terraformed Builder's Huts spread out like
the naturally placed ones instead of standing side by side; no plot is
placed across another building's doorstep (three roads on such an island
could neither route nor be drawn); a road passing two blocks from a door
but six blocks up a face no longer counts as "the village is right here";
and a terraformed pad's approach ramp now reaches the town hall's yard,
climbing a block a column across the flat when the face is near, instead
of landing on the hall's skirt four blocks under it.
- Stairs: where no walk over the ground climbs to the village a block a
column - a house on a ledge under the town hall's plateau - the road now
makes its own slope, cut into the face (up to five deep, open to the sky)
or filled against it (up to three), traversing sideways along the face
where a straight climb has no room; the same when the only walk round
would be more than twice the distance. The grounds smoothing, the apron
and the ramps leave a road's blocks alone, so a stair stays.
Also in this file, the guard fix built as 1.2.1 and never uploaded on its
own - from the first play of 1.2 in the pack: the militia's ranged
seats stayed empty - a colony ran six knights and no gunner for good.
- The daily rebalance never made its first move below eight fighters:
it only moved a guard when his type stood two over its share, and with
six knights the knights were one over. It now looks at the gap between
the type most over its share and the type most under it, and makes
every move the mix needs that day, not one - so six knights become five
knights and a gunner on the next game day, and a garrison stays within
one guard of every share (proved on 7,680 mixes across every setting).
- Every guard post of the towers the autopilot staffs is now held by the
autopilot (they read "Locked" in the hire window) and seated by it, by
MineColonies' own hiring rules: the post's best pupil first, then a
jobless citizen, behind MineColonies' own permission test (the town
hall's auto-hire switch, a hut's job tags). MineColonies' own hiring
knows no doctrine: with the knight posts open it put the next recruit
into a knight's post while a fallen gunner's bed was waiting - that is
how the gunner never came back. Every free bed with a candidate is now
filled on every pass, and at once when a guard falls. Without the gun
mods the ranged seat is an archer (a marksman once researched), seated
the same way.
- A Barracks Tower where you set any post to manual OR automatic hiring
is yours (automatic used to be taken over). A Guard Tower you reconfigure
by opening a second post is handed back whole.
- /colonyautopilot off, growth off, or an empty growth plan hand every held
guard post back to MineColonies' own hiring, checked every pass; on takes
them back. Run off before removing the mod, or the held posts stay shut.
- A ranged bed with nobody free to fill it now waits for a ranged recruit
instead of taking a knight (and the Combat Academy's pupils) in his place.
- An archer the doctrine retired but cannot move (he stands in a Guard
Tower) no longer blocks the day's other moves; nor does a surplus that
stands only in Guard Towers - the day moves what the barracks can give.
A guard whose type the doctrine no longer hires (marksmen after a
research reset, gunners after TaCZ is removed) is moved out instead of
standing uncounted.
- Installing the gun add-on (or a MineColonies release with a new guard
type) mid-world adds posts to every Guard Tower: they are closed again
around the tower's standing guard instead of handing the tower to you.
A Guard Tower whose post you set to Automatic is never re-posted.
- When a ranged bed has no ranged recruit or pupil, the Combat Academy's
best pupil takes it before the bed stands empty for good; a post
refused by a hut's job tags falls back along the doctrine's own order.
- /colonyautopilot off hands the posts back at once, and a server stop
with the staffing off does the same, so a world is never saved with
them held.
- The empty-crew refill leaves guard huts to the doctrine.
Tested on MineColonies 1.1.1368.
This mod has no additional files

