promotional bannermobile promotional banner

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 .
Back to Files

Colony Autopilot 1.3

File namecolonyautopilot-1.3.jar
Uploader
BackwardsBackwards
Uploaded
Sep 28, 2026
Downloads
685
Size
858.4 KB
Mod Loaders
NeoForge
File ID
8997852
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:colonyautopilot-1609517:8997852"

Learn more about Curse Maven

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