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NeroColonies

Settle the planets you reached — drop a beacon, ship in supplies, and let colonist NPCs grow a self-sustaining off-world settlement that runs while you're away.
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NeroColonies 0.3.1-beta.1 - Fabric 26.1.2

File namenerocolonies-fabric-26.1.2-0.3.1-beta.1.jar
Uploader
NerolandNeroland
Uploaded
Oct 2, 2026
Downloads
7
Size
1.9 MB
Mod Loaders
Fabric
File ID
9040632
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:nerocolonies-1602579:9040632"

Learn more about Curse Maven

What's new

Added

  • A drop-off at the beacon: Give needed items. A new colony has no depot, so there was nowhere obvious to put the Starter Works' materials. The beacon's screen now has a Give needed items button above the player inventory, on every tab. It hands the colony everything you are carrying that its needs list wants, and no more of each thing than it is short of; the rest stays with you. Any member may use it. The button lights up only when you are carrying something on the list, each need you can pay towards gets a green pip on the Needs tab, and hovering a need says how many you are carrying. Food is not taken: it still goes in the food supply slots. The server decides what is taken, from its own needs list and your own inventory.
  • "Any ..." needs can be put first. A need that stands for a tag (any planks, any logs, food) can now be clicked on the Needs tab like any other. Prioritising a tag speeds up every trade that gathers something in it. The command and the link action still take a single item.

Changed

  • NeroColonies has its own creative tab. Every NeroColonies item is now listed in a dedicated NeroColonies tab (icon: the Colony Beacon) instead of Neroland Core's shared Neroland tab. Nothing is added to Core's tab any more. No item, block, recipe, tag or save data changed, and the Core floor is unchanged.
  • The colony beacon's screen has a new layout that shows everything. The seven tabs are now a rail down the left instead of two cramped rows, the food supply and module slots sit beside the player inventory instead of above it, and the content area is twice as tall. Every tab is laid out as caption/value rows with gauges, hints wrap instead of ending in "...", and the panel is 268 x 238 (was 208 x 236).
    • Needs lists every need at once (it used to show two and hide the rest behind "+6 more"), as an aligned table, and a tag such as #minecraft:planks reads "Any planks".
    • Colony now also shows the claim radius, the oxygen generator count, and a Construction section with a progress bar or the full reason nothing is being built.
    • Roles now shows how full the Gratitude Cache is, and five roster lines instead of two.
    • Tech now shows research progress and names the nodes that are ready to research.
    • People, Jobs and Trade show their figures as rows with gauges (storage and export buffer included) and their hints in full.
    • A tab that needs attention carries a coloured pip on the rail: failed life support, paused arrivals, a need the colony cannot meet alone, research that is ready, a full export buffer.
    • Hovering the food or module slots says what goes in them. The six food slots moved from one row to a 3 x 2 block; slot order, the menu's contract and every synced value are unchanged, so this is client layout only.

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