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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 2.0.0

File nameMineFortress Reforged 2.0.0.jar
Uploaded
Oct 7, 2026
Downloads
117
Size
806.8 KB
Mod Loaders
NeoForge
File ID
9086849
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minefortress-reforged-1727883:9086849"

Learn more about Curse Maven

What's new

MineFortress Reforged: Changelog for 2.0.0

Important: Server and clients must update together (network version changed). Mines from earlier saves get a new layout planned.

Added

Fishing

*Workers can now fish!Mining
* Brand-new mine design. Each mine has ONE entrance, at the corner of the zone nearest your Command Table, and stays entirely inside the zone box.
* A decline runs down along the inside of the zone's walls. Levels branch off it about every 6 blocks.
* On each level, workers dig a tunnel, find where the ore is, then branch off to it. Strip mining digs regular side branches instead.
* The whole mine is planned at once, so workers build the shaft, supports and torches quickly and in an organised way.
* Supports on the decline and the levels. With no wood to spare, stone frames are built instead.
* Workers use the mine's own tunnels to get around. They no longer dig straight down through rock.
* Mine zones smaller than 14x14 grow to 14x14. Mine boxes may be four times larger than other zones.
* Workers that run out of storage build new storage within 10 blocks of the Command Table.
* The zone status for a mine that can't be planned reads "too small or blocked".

Combat
* Workers can be ordered to attack other players (workersAttackPlayers) and other players' workers (workersAttackWorkers), on servers and LAN. Creative and spectator players can't be targeted.
* Factions: /rtscolony faction join <name> / leave. Players in the same faction are allies. Their workers and players are never attacked. Names are 1-24 letters, numbers or underscores.
* Creatures from other mods are recognised as hostile (monster category, or hunting a worker or player). The hostileMobs and peacefulMobs config lists fine-tune it. Tamed pets are left alone.
* Attack-move (`;`), formations (`'`), mixed squads, smarter targeting, real bow animation, and sword/bow/mixed/crystal attack styles. Crystal blasts only hurt hostiles and the chosen target.

Colony and tables
* New Colony screen (banner icon on the RTS bottom bar): factions, plus every worker order and formation as a button.
* Command Tables belong to one player. Only the owner (or an op) can open, use or break a table. Limit per player is configurable (maxTablesPerPlayer, protectTables, lockTableInventory).
* A worker leaves if a different player's table now stands at its home position.
* At most 64 jobs per table and 256 selected workers.
* Only ops can build with command blocks, bedrock, spawners and similar items through RTS building.

Workers
* Workers defend the base on their own, and guards respond to hostiles even with no jobs queued.
* 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 about to explode.
* Jobs are shared out more fairly, and workers stay on what they were doing.
* Autocrafting was rewritten and handles every vanilla recipe, including smelting.
* Blueprints start even when materials are short.
* Blocks from mods that aren't installed are skipped in blueprints.
* Armour for workers, alerts, new limits and commands, and a city pack of buildings.

Screen and reach
* Orders and tool panels fold away (click the title or press \). The Materials panel scrolls and lists what's missing first.
* Worker dismiss button, All / Idle / Gather selection, Work pause, idle markers, and job progress percentages.
* Mine options panel shows 6 rows. Manual headings wrap to the page.
* Build, dig and command anywhere in your loaded chunks. Camera and cursor reach match your render distance.
* Size limits are higher: 30,000 blocks per order and 16 automatic zones.
* In-game manual updated.

Fixed

* Mine supports no longer stand in the main walkways or on the decline stairs. Frames only go where they leave the walking lane clear.
* Cobblestone is no longer placed on stairs the miners are about to walk down.
* Workers breaking and replacing the same support or block forever. Every cell now has a change limit, remembered between plans.
* Workers placing cobblestone over and over in one spot.
* Mines made short tunnels that weren't connected, left ore behind, or planned tunnels that couldn't be reached.
* Mine jobs stalling when nothing was in reach.
* Mines stopped after the first level.
* Out-of-range zone corners now give a message instead of doing nothing.
* City pack buildings no longer build high in the sky, outside their box, or without a preview. Buildings with foundations sink them into the ground.
* Cobblestone replacing trees and leaves, ore dug out from under tunnel floors, fences and glass panes dug up and replaced forever.
* Crash on dedicated servers, zones losing progress on chunk reload, far-away zones always timing out.
* Typing in the item search box moved the camera. Ctrl, Alt and Cmd combos are no longer swallowed.
* Attack orders had hidden 70-block and 90-second limits. Attack and attack-move failed on long trips.
* Leaving design mode now closes properly. Leaving a world restores the HUD. RTS mode keeps the first-person camera.
* The Colony screen's background was drawn twice, and its Close button went off small windows.
* Mine and build planning no longer reads unloaded chunks.
* Stalled-job timers reset correctly when workers are idle.

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