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 0.5.0-beta.1 - Forge 26.1.2

File namenerocolonies-forge-26.1.2-0.5.0-beta.1-all.jar
Uploader
NerolandNeroland
Uploaded
Oct 12, 2026
Downloads
5
Size
2.0 MB
Mod Loaders
Forge
File ID
9146185
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

Forge

implementation "curse.maven:nerocolonies-1602579:9146185"

Learn more about Curse Maven

What's new

The quest release: a quest chapter, the milestone gates and world channels that drive it, and two quest rewards a colony can receive. Requires Neroland Core 1.15.0.

Added

  • A quest chapter. Ships a NeroQuests quest pack — chapter nerocolonies:colony_chronicle Colony Chronicle, 22 quests — that appears in the quest book when NeroQuests is installed and is inert otherwise: no dependency in either direction, the pack is data and lang inside this jar. Fourteen personal quests follow one player's colony (the beacon, the Colony Planner, each stage from Settled to Metropolis, life support online, food secure, the first research node, the first export sale, the first outpost, self-sufficiency); eight world log quests record, once for the whole server, the first colony to reach each stage, to recover its air, its larder or its morale, and to pass twenty-five Nerans. Quests after the beacon are hidden until the player's nerocolonies:established gate is open.
  • Nine record gates. Player-scope Core gates written as personal milestones and never read: stage_settled, stage_growing, stage_thriving, stage_metropolis (for the owner and every online member when a colony advances), life_support_online and food_secure (the owner, on the first colony cycle with life support holding, or food in store and nobody starving), first_research, first_export (the owner) and first_outpost (the placing player). They have no requires, gate nothing and ship as datapack files under data/nerocolonies/neroland_gates/.
  • Three threshold channels. nerocolonies:population fires when a colony's roster crosses 10, 25 or 50 in either direction; nerocolonies:research fires on each research unlock with the colony's node count; nerocolonies:exports_shipped fires on each export sale with the colony's sale count. Scoped to the colony id like every other channel, behind thresholdEventsEnabled.
  • Two quest rewards. A pack may name the hook gates nerocolonies:hook/supply_drop (a fixed crate — 32 cobblestone, 32 oak planks, 16 oak logs, 16 bread, 4 lanterns — lands in the completing player's own colony store; what does not fit is skipped) and nerocolonies:hook/morale_boost (the colony's morale rises by 15 points, capped at 100, and drifts back to its target at the usual rate). Both go to the colony, so an offline player's colony receives them at once; a player who owns no colony keeps the reward until they found one. The gallery sandbox receives nothing.
  • A JUnit check of the shipped pack against the pack rules (translation keys, scope, reward types, and that every gate a quest names is a file this mod ships).

Changed

  • Requires Neroland Core 1.15.0 (was 1.13.0) for the offline-capable gate writes and sourced threshold crossings. The loader ranges derive from the pin as before.
  • Gate writes no longer wait for the owner to be online. nerocolonies:self_sufficient and the record gates are written through Core's UUID overloads; the self-sufficiency gate still honours its requires before opening.
  • Every threshold crossing now names its publisher (nerocolonies) through Core 1.15.0's sourced fire, so a listener can tell this mod's channels from another's.
  • An export sale paid through Core's currency API (without NeroEconomy) now counts on the colony's sale tally as a budgeted sale always did. The tally is only ever a count.

Privacy

  • The new record and hook gates live in Neroland Core's progression store, keyed by the player's existing game UUID and erased by Core's own erasure hook; this mod stores nothing new. The new channels carry a colony id and a count, never a player. See PRIVACY.md, Events and broadcasts and Progression gates.