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ColonyCraft

Mod inspired by Colony Survival
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ColonyCraft v1.0.0

File namecolonycraft-1.0.0.jar
Uploader
wux_czwux_cz
Uploaded
Apr 15, 2026
Downloads
130
Size
1.0 MB
Mod Loaders
Fabric
File ID
7929634
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

Fabric

modImplementation "curse.maven:colonycraft-1514636:7929634"

Learn more about Curse Maven

What's new

Changelog

[Unreleased] — v0.5.0

Added

  • Quest System — 16 progression quests (New Beginnings → Master Builder) with science point rewards
    • Tutorial chain: Banner → Stockpile → Beds → Workforce → Daily Bread
    • Survival chain: First Night → Arms Race → Fortified → Iron Will
    • Growth chain: Growing Strong → Thriving Colony → Master Builder
    • Knowledge chain: Knowledge → Scholar → Enlightened
  • Chisel Tool — right-click blocks to cycle through decorative variants (20+ block families: Stone, Deepslate, Sandstone, Quartz, Blackstone, Copper, Tuff, Prismarine, etc.)
  • Banner Raiders — ColonyMonsterEntity enemies with DestroyBannerGoal that specifically pathfind to and destroy your Colony Banner
  • Wave Warning System:
    • Dusk warning message at day tick 11800 ("Prepare your defenses!")
    • Imminent warning + horn sound at day tick 12700 ("WAVE INCOMING!")
    • Wave countdown timer in HUD (shows from dusk until wave spawn)
    • Blinking red countdown when wave is less than 50 seconds away
  • Work Particle Effects — job-specific particles while colonists work (flames for smelter, enchant sparks for researcher, splash for fisherman, etc.)
  • 25 Custom Job Textures — unique tinted colonist skins per job (farmer=green, miner=gray, smelter=orange, researcher=blue, etc.)
  • Guard Custom Textures — guard_sword.png and guard_bow.png with baked armor appearance

Changed

  • Colonist arms now visible (using NEUTRAL illager state instead of CROSSED)
  • Colonist status no longer shows "Idle" immediately after world load — initializes correctly from saved job
  • Guard textures updated from vanilla vindicator/pillager to custom skins with armor
  • Wave enemy composition rebalanced: 35% skeletons, 30% zombies, 20% banner raiders, 15% spiders
  • Wave scaling now uses max(6, min(100, colonists*2.5 + days*2)) for aggressive Colony Survival-like growth
  • fabric.mod.json updated with proper homepage/issues URLs

Fixed

  • Colonists and guards no longer trample farmland (FarmlandBlockMixin)
  • Status text correctly initialized after NBT deserialization
  • HeldItemFeatureRenderer added to colonists so held items are visible

[0.4.0] — Previous Session

Added

  • Random colonist names from a pool of 64+ names
  • Death message system (nearby players notified when colonists die)
  • Population growth system (random chance, requires food > 20)
  • Auto-spawn guards for unclaimed guard towers
  • Area wand with job selection popup
  • Colony party system (multiple players per colony)
  • Wave scaling by colonist count and days survived

Fixed

  • Guard job assignment saved/loaded correctly ("GUARD" → "GUARD_SWORD" migration)
  • Stockpile food sync every tick
  • Job block area assignment persistence

[0.3.0]

Added

  • GuardEntity with sword/bow variants and PatrolGoal
  • 25+ job blocks (all jobs registered)
  • ColonyManagementScreen with scrollable colonist list
  • Research system with science point economy
  • GuidebookScreen (10-page in-game tutorial)
  • ResearchScreen for job unlocking

[0.2.0]

Added

  • ColonistEntity with hunger/starvation system
  • AI goals: ChopTree, HarvestCrops, MineBlocks, PlantSaplings, WorkAtJob, ColonistSleep, ColonistEat
  • StockpileBlock with 54-slot GUI
  • ColonyBannerBlock that founds a colony on placement
  • ColonyData and ColonyManager (persistent world data)

[0.1.0] — Initial Release

  • Basic colony infrastructure
  • Colony Banner placement
  • Starter kit on first join
  • Server tick event for colony processing

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