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MineColonies Mages (IronSpells integration)

Adds a new guard type called: "Mage" to MineColonies that casts any Iron's Spellbooks spells intelligently. Auto-progression, threat detection, and smooth Iron's Spellbooks spells combat movement.

File Details

minecolonies-mages-1.1.jar

  • R
  • Apr 8, 2026
  • 108.20 KB
  • 180
  • 1.20.1
  • Forge

File Name

minecolonies-mages-1.1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-mages-ironspells-integration-1506482:7896503")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Minecolonies Mages 1.1

New Features

  • Mages now keep their profession after leaving and rejoining the world.
  • Added automatic mage profession recovery on world load.
  • Added a persistence system to remember mage citizens between sessions.
  • Added a recovery watchdog to keep trying restoration for delayed colony loading cases.
  • Mage troop unlock now works correctly: mage military behavior is properly gated by the Mage Troops research.
  • Mages now correctly respect spell cooldowns during combat.
  • Mages now visually hold the spellbook they are currently using.

Fixed

  • Fixed the main issue where mage citizens could lose their profession after reload/relog.

Notes

  • This update focuses on persistence and combat behavior stability so mage colonies remain consistent and immersive across play sessions.