MineColonies CustomRaids

CustomRaids Integration adds configurable MineColonies raids supporting any mob, including modded creatures. Create raid types, choose entities, names, set count/level/weight, and manage all settings in-game via UI.

File Details

minecolonies-custom-raids-1.2.jar

  • R
  • Apr 12, 2026
  • 65.29 KB
  • 628
  • 1.20.1
  • Forge

File Name

minecolonies-custom-raids-1.2.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-customraids-1504916:7917083")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Custom Raids v1.2 - Changelog

New Features

Accented Raid Names

- Raid names now support accented characters such as `é`, `ã`, and `ç`.
- Display names stay readable, while internal IDs are normalized automatically.
- Example: `Élite dragon` becomes `elite_dragon`.

Colony Raid Level Command

- Added `/customraids colonyinfo <colonyId>`.
- Shows the exact raid level for a MineColonies colony.
- Includes autocomplete for available colony IDs.

Improved Command Suggestions

- `/customraids colonyinfo` now suggests colony IDs automatically.
- Makes the command easier to use without needing to know colony IDs in advance.

Improvements

Persistent Raid Mobs

- Mobs spawned by raids are now marked as persistent.
- They will no longer despawn naturally during the raid.

English Victory Message

- Updated the raid victory message to English: `has been defeated!`
- This replaces the previous Portuguese message.

Raid Failure State

- Raids now fail if all MineColonies guards and citizens are killed and a raid mob reaches the town hall.
- Failure message: `{raid_name} has breached your colony!`
- Added a Wither death sound for clearer feedback when the colony falls.

Fixes

- Improved ID normalization to support Unicode input.
- Fixed raid mob behavior tracking.
- Stabilized the behavior injection cycle for raid mobs.