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MineFortress Reforged

An RTS-inspired colony mod for Minecraft where you command workers, automate mining, and manage settlement growth.
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Mine fortress 1.0.0

File namertscolony-1.0.0.jar
Uploaded
Oct 6, 2026
Downloads
32
Size
625.8 KB
Mod Loaders
NeoForge
File ID
9077699
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minefortress-reforged-1727883:9077699"

Learn more about Curse Maven

What's new

MineFortress Reforged: Changelog

Important: Server and clients must update together, because multiplayer compatibility changed. Several config options were renamed (rtsMaxDistance, maxOrderBlocks, maxAutomaticZones, maxZoneBlocks), so old values for those are ignored. Delete the old config file if you want a clean start.

Added

Mining

  • Workers now dig a proper mineshaft. It has one framed entrance and a decline down to the best ore level.
  • The main tunnel, branches and tunnels to ore are all 3×3 like a real mine.
  • Timber frames of fence posts and a plank beam stand every fourth block, as far as your storage has the wood.
  • Miners go for diamonds, emeralds and ancient debris first, then gold, redstone and lapis, then the rest.
  • Tunnels run straight and stay underground, so there's never a second way in.
  • Torches are placed along the walkways.
  • The mine zone status now shows in the zones list.
  • New option mineWideTunnels switches back to one-block tunnels.

Combat

  • Attack-move: toggle with ;, then right-click a place and workers go there and fight every hostile on the way.
  • Formations: Line, Column, Wedge, Box, Circle and Loose, cycled with '. Spacing and Width can be adjusted, and you hold the right mouse button and drag to point the formation, with a preview.
  • Mixed squads: swordsmen in front and archers behind.
  • Smarter targeting: archers shoot creepers first, swordsmen avoid them, and workers don't all pile onto one enemy.
  • Real bow animation: archers raise and draw the bow, and the arrow leaves their hand.
  • Attack styles: sword, bow, mixed or end crystal.

Workers

  • Workers defend the base on their own when hostile mobs come near the Command Table.
  • Badly hurt workers retreat to the table to recover.
  • Idle workers pick up loose items nearby and store them.
  • Workers shoot creepers from a distance and run from one that is about to explode.
  • Jobs are shared out more fairly, and workers stay on what they were doing.
  • Autocrafting was rewritten and now handles every vanilla recipe, including smelting.
  • Blueprints start even when materials are short, and workers build what they can.

Screen

  • The Orders and tool panels fold away: click the title or press \.
  • The Materials panel scrolls with the mouse wheel and lists what's missing first.
  • Added a worker dismiss button, All / Idle / Gather selection, a Work pause, idle markers, and job progress percentages.
  • The in-game manual is updated.

Reach

  • You can now build, dig and command anywhere inside your loaded chunks.
  • Camera and cursor reach match your render distance.
  • Size limits are higher: 30,000 blocks per order and 16 automatic zones.

Fixed

  • Mines stopped after the first level and left most ore behind.
  • Cobblestone replaced trees and leaves across the hillside.
  • Workers dug out ore from under their own tunnel floors.
  • Several mine jobs got stuck and were planned and cancelled in a loop.
  • Placed fences and glass panes were dug up and replaced forever.
  • Crash on dedicated servers.
  • Zones lost progress after reloading chunks.
  • Far-away zones always timed out.
  • Typing in the item search box moved the camera.
  • Ctrl, Alt and Cmd key combinations are no longer swallowed (only Ctrl+1–9 is used).
  • Attack orders had hidden 70-block and 90-second limits.
  • Attack and attack-move failed on long trips.
  • List panels ran behind the bottom bar on short screens.

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