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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.
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minecolonies-mages-v2.3-neoforge-1.21.1.jar

File nameminecolonies-mages-v2.3-neoforge-1.21.1.jar
Uploader
AnpexxAnpexx
Uploaded
Jul 16, 2026
Downloads
2.6K
Size
842.5 KB
Mod Loaders
NeoForge
File ID
8441293
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minecolonies-mages-ironspells-integration-1506482:8441293"

Learn more about Curse Maven

What's new

MineColonies Mages 2.3 � NeoForge 1.21.1

Mage guard combat fix � mage guards kite, flee, and keep casting instead of freezing after the first spell.

Fixed

  • Freeze after first cast � guards stay in combat and continue casting on cooldown
  • No flee / no orbit � retreat and strafe around targets using MineColonies pathfinding plus combat kiting
  • Idle while mobs close in � too-close range forces reposition instead of standing still
  • Stuck Iron's Spellbooks cast state � NPC MagicData resets after instant spells
  • Double cast / sound with no effect � removed spellbook swing and duplicate fallback casts

Included from earlier 2.3 builds

  • Performance hotfix � no per-tick citizen reflection scan
  • Dedicated mage modelminecoloniesmages:mage textures in the jar
  • JobMage persistence, spellbook requests, channel spells, recruitment sync (2.2+)

Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1+
  • MineColonies 1.1.1319-1.21.1+
  • Iron's Spellbooks 1.21.1-3.16.0+

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