ColonyWorks

Create-powered production jobs and buildings for MineColonies.
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colonyworks-mc1.21.1-0.3.2-alpha.jar

File namecolonyworks-mc1.21.1-0.3.2-alpha.jar
Uploader
gr4v1ty09gr4v1ty09
Uploaded
Aug 18, 2026
Downloads
15
Size
1.1 MB
Mod Loaders
NeoForge
File ID
8674557
Type
A
Alpha
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:colonyworks-1625226:8674557"

Learn more about Curse Maven

What's new

Added

  • The research tree re-rooted early game with a flattened power chain and the first buff ladders; Lava Tapping split out of Geothermal Engineering; the Powerhouse gates late Factory tiers.
  • The Powerhouse: the Power Plant's rebuilt three-level hall with pre-fitted generator sockets, house power, coal bunker and control room. Bulk Fueling research lets the Stoker keep every steam bay's fuel barrel stocked so boilers stay hot through breaks and nights.
  • Smoke and air quality: industrial huts emit smoke; citizens housed within reach of it lose happiness (guards and the homeless are unaffected). The Town Hall happiness list gains an "Air quality" row
  • Per-colony module uniqueness: each Factory module type may be built once per colony; the picker greys taken types and shows where they were built. Factory cap of two per colony.
  • Colony happiness rescaled to a 5-point range
  • Alloy Module: mixing batches are dispensed as complete package orders, so a craft can never be split across basins; the module also supports shapeless crafting recipes.
  • Diorite mixing recipe (cobblestone + quartz); andesite and diorite now come from the Alloy Module.
  • Machines tab with a Re-scan Machines button on every scanned production hut.
  • Workers now speak up when something is off: unreadable machines, a saw or mixer that takes materials but produces nothing, a stalled order.
  • Empires onboarding: the charter book and a 12-beat progress tab; the first trade beat counts any external supplier.

Changed

  • Factory recipes run on the exact bay they were taught on.
  • Production deadlines cover only the time a hut is actually producing, not sourcing or delivery.
  • Blueprint set re-scanned across 45 files for correct paste at every rotation and mirror; plain funnels and mechanical arms are placed in the passes the builder expects.
  • User-facing names drop "Hut"; research copy uses ladder phrasing for multi-grant unlocks; suspended hyphens in the gauge series.

Fixed

  • Stall and order-failed chat bubbles clear on Okay/Ignore instead of piling up.
  • Create window panes no longer wash to vanilla panes through the glass-pane tag.
  • Copycat stairs pulled out of the vanilla stairs tag.
  • Builders no longer loop forever when a force-solid block is billed in the wrong pass; force-solid funnels are counted where they place.
  • Cosmetic wanders no longer send Operators and Engineers onto blocks they cannot stand on.
  • Stock-serve huts re-scan their racks on a steady cadence.
  • Workshop sink tier no longer offers items with no rig path (copper ingot, andesite).
  • A factory module scanned with stopped belts re-checks automatically; a jammed saw/mixer never silently pretends to produce; workshop statistics tab.
  • Renewable Stone research costs a mechanical drill, not blaze powder; the factory gauge recipe gates on Precision Assembly.

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