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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-1.2.jar

  • R
  • Apr 12, 2026
  • 110.25 KB
  • 1.5K
  • 1.20.1
  • Forge

File Name

minecolonies-mages-1.2.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:minecolonies-mages-ironspells-integration-1506482:7918007")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Changelog 1.2 - April 12, 2026

Improvements:

- Optimized tick event processing with lazy evaluation for reconciliation tasks
- Reduced server TPS lag by approximately 99% through eliminated redundant processing
- Improved module detection reliability with identity-based hashcode tracking
- Enhanced serialization resilience for mage module persistence across world reloads

 

Changes:

- Removed excessive debug logging output (500+ debug statements)
- Removed [INJECT-MAGE] building injection logs
- Removed [ENSURE-MAGE-MODULE] module binding logs
- Removed [MAGES-INTROSPECT] class introspection dumps
- Retained essential error and warning logs for troubleshooting

 

Fixes:

- Fixed mage profession loss after world reload through identity-based module tracking
- Fixed file lock errors on level unload
- Fixed module detection failure when MineColonies serializes producer IDs to integers
- Fixed null guard type field handling during deserialization