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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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MineFortress Reforged 4.0.0.jar

File nameMineFortress Reforged 4.0.0.jar
Uploaded
Oct 21, 2026
Downloads
65
Size
878.3 KB
Mod Loaders
NeoForge
File ID
9274573
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minefortress-reforged-1727883:9274573"

Learn more about Curse Maven

What's new

## Friendly armies, and telling friend from foe

Playing alongside a war mod means the field is full of armed men and some of
them are yours. "Is that thing a monster?" is the wrong question, and the mod
was still asking it.

An armed stranger the colony knows nothing about is now NEUTRAL: workers never
start on it, and fight back properly if it starts on them. Four things decide
otherwise, in this order:

- A mark you set in game. Look at a creature and run
  /rtscolony mark hostile|neutral|friendly, or "clear" to forget it. Marks are
  per creature type and saved with the world. /rtscolony mark list shows them.
- Ownership. Anything the game can attribute to you or a faction ally — tamed
  animals, summons, and the soldiers and mercenaries many mods register this
  way — is never a target, whatever you click.
- Scoreboard teams. Same team as the colony owner means same side.
- The config lists friendlyMobs, hostileMobs and peacefulMobs (modid:* works).

Marking something hostile now also works for guard posts, area damage and
ground fire. It did not before — those asked "is it a monster AND marked
hostile?", so the mark did nothing for exactly the creatures it exists for.

## Workers could barely fight anything from another mod

Every attack went through one "is it hostile?" test, which is vanilla's: the
Enemy interface and the MONSTER category. Plenty of mods mark neither, so
pointing at another mod's soldier and ordering an attack was refused before
anyone swung. Targeting is now split by why a worker is attacking — ordered
(you pointed at it: almost anything goes), sweeping (attack-move), and
defensive (guards, and workers defending themselves).

## Colony stances

A three-way stance on the Command Table:

- Aggressive — workers look about 2.5x further for trouble and go meet it.
- Defensive (default) — they fight what comes to them.
- Hold fire — they never start anything. For marching through someone else's
  war without becoming part of it.

Hold fire does not mean standing there and being killed: a worker that is
actually being hit always hits back.

Workers also no longer swing at whoever last hurt them without checking whose
side they are on. An ally's soldier in a crowd, or a friendly archer's stray
arrow, used to start a real war.

## Attack pathing

Closing on an enemy was a bare call to the vanilla navigator and nothing else,
so a target on a rampart, across a moat or behind a wall meant the worker stood
still and the order failed. It now tries cheap navigation first and hands over
to the full move order — which bridges, digs and pillars — when there is no
path or the worker stops getting closer. "Cannot get in range" now means it
really cannot.

## The workers remember where it went badly

A death or a mauling leaves a mark on the colony's map. Jobs in a marked spot
cost more to choose, so workers go elsewhere while anything else needs doing,
and go anyway when nothing else does. Marks fade over about two and a half
minutes. No more feeding workers one at a time into the cave that keeps killing
them.

## Focus fire finishes the wounded

Squads already concentrated on one target; they now prefer the one that is
nearly dead, and the hardest hitter among equals.

## Rally point

Ctrl+Shift+right-click plants one. New and respawned workers report there
instead of standing at the table. Same spot again clears it. Drawn in the
overlay.

## Move clicks landing on bridges and gates

Aiming at a castle gate from the RTS camera, the ray met the bridge deck on the
way and the men went onto the roof. Hold Alt and a click means "the ground
under that". The spot is outlined in gold with its height before you click.

FIXED: Alt was doing two jobs at once. With a bow or crystal selected,
Alt+right-click meant "shoot there", so archers could never use Alt to aim
under a bridge — it fired at the deck instead of walking them beneath it.
Ground fire is the M toggle alone now.

## Picking up a Command Table without the avalanche

Breaking a table sprayed the whole colony's materials across the ground. It now
packs into the linked chests first and only the remainder drops. There is a
"Pack into chests" button on the table screen and /rtscolony pack, so you can
empty it and check before breaking anything.

## Quality of life

- Press . to select every worker with nothing to do.
- Workers keep fighting after a kill: they turn on the nearest enemy within
  about 14 blocks instead of walking back to their shovels mid-battle.
- Faction allies' pets are never valid targets.
- Danger marks are per dimension, so an overworld colony's bad experience does
  not follow a nether colony at the same coordinates.
- Manual updated: Alt drop-through, rally point, idle key, and a garbled
  half-sentence in Giving orders.

## Config

- armedMobsAreHostile: REMOVED. It made the colony attack friendly armies on
  sight. Use marks, teams, or the lists below.
- friendlyMobs / hostileMobs / peacefulMobs: creature types the colony never
  attacks, always attacks, or never treats as hostile. modid:* wildcards work.
- packTableOnBreak (default true)
- continueAttackAfterKill (default true)

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