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Pathfinding Edition For MineColonies - MineColonies Worker Behavior Optimization

Still struggling with MineColonies’ AI? Bothered by weird Courier / Farmer / Nether Miner AI, or citizens’ eating AI? Install this addon to greatly improve your city-building experience!
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colonypathingedition-1.21.1-1.0.5-BETA-14.1.jar

File namecolonypathingedition-1.21.1-1.0.5-BETA-14.1.jar
Uploader
ARxytARxyt
Uploaded
Sep 21, 2026
Downloads
502
Size
918.1 KB
Mod Loaders
NeoForge
File ID
8940862
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:pathfinding-edition-for-minecolonies-1278014:8940862"

Learn more about Curse Maven

What's new

版本适用区间 (Dependency Version Range)

minecolonies_version=[1.21.1-1.1.1285-snapshot,)

Recommend version: 1.21.1-1.1.1285-release

1.0.5-BETA-14.1

  • 修复高版本官方调整的机制与建筑工工作模式不兼容导致建筑工死机的问题
  • 现在轮作的种子如果不含水田种子,农夫将不再填充水源
  • 市民受击提示变得更细致,能够显示受伤市民在你的具体方位和距离
  • 矿工相关调整与修复
    1. 修复矿工和采石工错误阻断原版AI的bug,现在矿工重新变得能够挖掘矿井周遭的矿物,采石工重新能够覆盖水源
    2. 矿工挖掘奖励倍数削减至 1 + min(建筑等级,(建筑等级+工人第一技能等级/15)/2)
    3. 矿工的矿石奖励也有同样的挖掘奖励倍数(注:真实挖掘的矿石并不在此列,仅挖掘获得的虚拟矿石奖励适用,如果需要真实挖掘矿石也有倍数需自行将矿石加入"miner_multiply"白名单,因为原设计让玩家有手动在节点中放置稀有物品刷物品的可能,所以目前仅对复制价值较低的方块开启白名单)

1.0.5-BETA-14.1

  • Fixed the issue where the builder would freeze due to incompatibility between the mechanism adjusted in newer official versions and the builder's work mode
  • Now, if crop rotation seeds do not include paddy field seeds, the farmer will no longer fill water sources
  • Citizen hit notifications are now more detailed, showing the exact direction and distance of the injured citizen from you
  • Miner-related adjustments and fixes
    1. Fixed the bug where miners and quarry workers incorrectly blocked vanilla AI. Miners can now once again mine ores around the mineshaft, and quarry workers can once again cover water sources
    2. Miner mining reward multiplier reduced to 1 + min(building level, (building level + worker's first skill level / 15) / 2)
    3. Miner ore rewards also use the same mining reward multiplier (Note: ores actually mined are not included; only the virtual ore rewards from mining apply. If you need the multiplier to apply to actually mined ores, you must manually add the ores to the "miner_multiply" whitelist. Since the original design allowed players to manually place rare items in nodes to farm items, the whitelist is currently only enabled for blocks with relatively low duplication value)

相比上一BETA版本的其他更新内容,Compare To BETA 9.1:

1.0.5-ALPHA-10

  • 为市民进食增加了更多选择——当殖民地内没有适合等级的食物时,市民会在工作岗位/仓库/餐厅/自己身上寻找任何能够入口的食物进食,但是会大幅降低其食物满意度。此为实验性内容,于是新版本下调至 ALPHA。
  • 增加了餐厅/厨房/石材冶炼工/医院/快递员小屋的额外工人开关,关闭后这些小屋的人数上限恢复至 1。
  • 修复了在较高版本中配方计数出错的 bug
  • 修复了调整配方顺序可能留有残影的 bug
  • 模拟殖民地依赖版本提高至 1197+

1.0.5-ALPHA-11

  • 在殖民地原版最新修复的基础上完成了:
    • 低一格对向梯子跳到目标地点的动作导航。
    • 沿梯子下降过程中的横向切换梯子仅需梯子有 1 层高且上方无遮挡,有遮挡时需要两层。
  • 修复了与新版殖民地 Navigator 冲突的问题
  • 修复了殖民地作物不会因为田地错误掉落的问题,已经采用了新的检测
  • 修复了原版较高版本中配方计数显示和按钮隐藏和显示落后的问题

1.0.5-ALPHA-11.1

  • 重置食堂服务员 AI,现在服务员能够分工服务玩家
  • 玩家现在在饱食度小于 18 时才会被投喂,投喂成功后大约两分钟内不会重复投喂
  • 梯子导航的精细入位调整
  • 优化选择界面输入体验,数值范围修改为“0-9999”,所以可以直接删除原本的 1 并输入你想要的数字。如果确认时文本框内是 0,那么将恢复为默认数值 1

1.0.5-ALPHA-11.2

  • 紧急修复强制进食流程,原流程可能导致崩溃

1.0.5-ALPHA-11.3

  • 重置砖工各状态延迟,让砖工的工作流程更合理
  • 修复砖工不请求燃料的 bug
  • 修复在路径结尾部分是梯子导致崩溃的问题
  • 调整住宅的蓝图床位读取,现在默认最高床位为 3×建筑等级,最高可在设置中调至 20×建筑等级
  • 市民将能够跳起后攀上梯子
  • 优化路径结束后的额外探索,删除了与预期不符的殖民地官方额外探索代码,现在策略如下:
    • 当路径探索到达到终点预期的节点时即刻停止探索,进入额外探索阶段。
    • 额外探索的节点数是当前最优节点的启发值 * 15。
    • 额外探索时节点将仅以启发值大小排序,当探索到启发值小于等于 1 或扩展节点数达到上限时停止。
  • 现在上(up)下(down)也将纳入随机顺序探索系统,现在六个方向的探索结果如果同预测值,将均以随机顺序排序。

1.0.5-ALPHA-11.4

  • 修复与 Minecolonies Tweaks 设定冲突导致殖民地作物因无法生存错误掉落的问题
  • 调整 Stuck Handler,精简了部分路径的卡住计算,同时修复刷怪笼中刷出的袭击者会错误地破坏周围方块的 bug
  • 种植工将启用新 AI:提高种植工切换种植园农田的速度,并精简了部分 AI 流程。(只是初代版本,还有部分优化构想未实现)
  • 新 AI 中种植工和农民将会在开始工作前再次检查是否有合成任务需要完成。
  • 新 AI 中种植工和农民在工作方块处拿取物品后将直接进入上一工作状态,而非重走流程或进入休闲状态。
  • 新 AI 中种植工在清理背包后会立即开始工作,而非进入休闲状态。
  • 种植工新 AI 可以在设置中关闭,关闭后将恢复原版 AI。

1.0.5-ALPHA-12

  • 初步实现多仓库互通,现在实现的内容如下:
    1. 快递员清闲时会检测其他没有清闲快递员的仓库的任务并接取,接取和运送其他仓库的任务时也认为这个快递员是清闲的。
    2. 快递员转入“清闲”时会先停顿 5 秒,期间每 0.5 秒尝试接取一次自己仓库的任务,5 秒后再尝试接取其他仓库的任务,每完成一轮运输会重复一次此过程。
    3. 快递员在自己的仓库货满时会尝试去其他仓库倾倒,并记住成功倾倒的仓库,后面 10 次都会在其他仓库尝试倾倒,直到其他仓库均已满或到达重复上限。
    4. 快递员在到达倾倒重复上限时,会再回到自己的仓库尝试倾倒一次,如果失败将会继续重新寻找可以倾倒的仓库。
    5. 仓库在没有快递员时也会接收从自己仓库发出的任务,这修复了原版殖民地的一类卡配方 bug,这些任务会被其他仓库清闲的快递员领走并运输。
  • 细微调整了进食系统的数值
  • 调整了部分进食系统的 tooltip 和市民交互
  • 调整了进食设置,现在你可以在设置中找到对应普通食物/非殖民地食物的进食惩罚/进食奖励,以及丰富度/饮食质量需求的调整设置
  • 调整了部分快递员的 AI,现在你可以在设置中找到调整仓库中快递员数目的设置,设置默认开启,会将仓库快递员数目调至 2-6-12-20-30,另外还有乘数进行进一步的细微调整
  • 软化了部分快递员到达目的地的判定,如果长时间被卡住会直接尝试远程拿取
  • 调整了快递员 AI 的各项延迟,让 AI 流程更流畅
  • 新快递员模块尝试适配了 Compatibility addon 的网络存储模块
  • 重构了下界矿工的 AI,现在下界矿工需求的盔甲等级会更高,并且不再使用较弱的皮甲和金甲

1.0.5-ALPHA-12-fix-1 (1.21.1 only)

  • 重写 Compatibility addon 的网络存储兼容,增加了对多仓库互通的支持。

1.0.5-ALPHA-13

  • 大幅修改下界矿工相关 AI。
    1. 修改了下界矿工的经验修补策略,现在下界矿工会尝试同时修复所有带有经验修补的破损的工具和盔甲。
    2. 下界矿工工作日志中奖励与击杀生物的显示大小将会随总数变化。
    3. 下界矿工的工作日志将会动态显示。
    4. 下界矿工工作时将不会删除自身,转而变得无敌并不可见。
    5. 下界矿工工作时如果遇到无法挖掘的方块,将会提示玩家何种方块无法挖掘。
    6. 下界矿工将能够读取剑上的抢夺附魔以及其他工具上的时运和精准采集附魔。
    7. 调整了下界矿工的掉落物表,增加了偶遇凋零骷髅和骷髅的可能。
    8. 修复了下界矿工无法获取萤石粉/地狱疣/蘑菇/地狱菌类/蛙明灯/烈焰棒/岩浆膏的 bug。
    9. 下界矿工工作时间将可能大幅延长,主要受自身等级/盔甲和携带食物的影响。
    10. 下界矿工在工作时将可能因为自身状态不佳逃跑,若工作时间已超出必要,将必然顺利逃跑。
    11. 下界矿工在返回时,将会进入转运物资状态分批转运探险战利品。
    12. 下界矿工在旅途中可能会消耗自己获得的金锭/金粒来与猪灵交易。
  • 现在殖民地缺少 Owner 不会导致游戏崩溃。

1.0.5-ALPHA-13.1

  • 下界矿工 Bug 修复与少量调整
    1. 修复主武器经验修补失效的 bug
    2. 补充菌光体的掉落
    3. 调整工具索取步骤,锹/斧不再必须,并与锄一并只会发出索取任务
    4. 下界矿工在遇到有适合采集工具,但是工具并不影响正常掉落的物品时,不再强制使用工具。
  • 矿工/采石场物品多倍掉落机制调整
    1. 增加设置,可以在 config 中选择关闭
    2. 现在矿工只会加倍 "miner_multiply" tag 中有的方块或物品,如有缺漏或错误可以在 github 的 issue 中或其他渠道联系我修复或补充。

1.0.5-ALPHA-13.2

  • 修复仓库全满后快递员 AI 进入死循环的 bug
  • 快递员尝试帮忙其他仓库/尝试去其他仓库倾倒时,将均优先选择距离自己工作仓库更近的繁忙仓库
  • 修复官方代码中屠夫在未学习抢夺科技时不辨认自己手中武器种类和附魔的 bug
  • 当下界矿工能够进行额外探索时,会尝试请求探索最高次数倍的启动物资,在每次探索开始前扣除一次启动物资。

1.0.5-ALPHA-14

  • 强行兼容了模拟殖民地最新版本
  • 当工人存储物品累计到 256 + 64 * (10 - 建筑拾取优先级) 时会强制拾取物品

1.0.5-ALPHA-10

  • Added more choices for citizen eating — when there is no suitable-tier food in the colony, citizens will search their workplace/warehouse/restaurant/their own body for any edible food, but this greatly reduces their food satisfaction. This is experimental content, so the new version has been downgraded to ALPHA.
  • Added extra worker toggles for the restaurant/kitchen/stone smeltery/hospital/courier's hut. When disabled, the population cap of these huts returns to 1.
  • Fixed the recipe count error bug in newer versions
  • Fixed the bug where adjusting recipe order could leave afterimages
  • MineColonies dependency version raised to 1197+

1.0.5-ALPHA-11

  • Completed on the basis of the latest official colony fixes:
    • Movement navigation for jumping from one block lower onto an opposing ladder to reach the target location.
    • During ladder descent, lateral ladder switching only requires the ladder to be 1 block high with no obstruction above; with obstruction, two blocks are required.
  • Fixed the conflict with the new colony Navigator
  • Fixed the issue where colony crops would not drop due to field errors; a new detection method has been adopted
  • Fixed the issue in newer vanilla versions where recipe count display and button hide/show lagged behind

1.0.5-ALPHA-11.1

  • Reset the canteen waiter AI; waiters can now divide work to serve players
  • Players will now only be fed when satiety is below 18; after a successful feeding, they will not be fed again for about two minutes
  • Fine-tuned ladder navigation positioning
  • Optimized the selection interface input experience; the value range is changed to "0-9999", so you can directly delete the original 1 and enter your desired number. If the text box is 0 when confirming, it will revert to the default value 1

1.0.5-ALPHA-11.2

  • Emergency fix for the forced feeding process; the original process could cause crashes

1.0.5-ALPHA-11.3

  • Reset the various state delays of the brickworker to make the workflow more reasonable
  • Fixed the bug where the brickworker did not request fuel
  • Fixed the crash caused by a ladder at the end of a path
  • Adjusted the residential blueprint bed reading; the default maximum beds are now 3× building level, and can be adjusted up to 20× building level in settings
  • Citizens will be able to jump up and climb onto ladders
  • Optimized extra exploration after path completion; removed the colony's official extra exploration code that did not match expectations. The new strategy is as follows:
    • When path exploration reaches the expected endpoint node, exploration stops immediately and enters the extra exploration phase.
    • The number of nodes for extra exploration is the heuristic value of the current optimal node * 15.
    • During extra exploration, nodes are sorted only by heuristic value, and exploration stops when the heuristic value is less than or equal to 1 or the expanded node count reaches the upper limit.
  • Up and down are now also included in the random-order exploration system; now the exploration results of all six directions, if equal to the predicted value, will all be sorted in random order.

1.0.5-ALPHA-11.4

  • Fixed the issue where conflict with Minecolonies Tweaks settings caused colony crops to incorrectly drop due to being unable to survive
  • Adjusted the Stuck Handler, streamlined stuck calculations for some paths, and fixed the bug where raiders spawned from spawners would incorrectly break surrounding blocks
  • Planters will enable the new AI: improves the planter's speed in switching plantation fields and streamlines part of the AI process. (This is only the first generation version; some optimization ideas have not yet been implemented.)
  • In the new AI, planters and farmers will check again whether there are crafting tasks to complete before starting work.
  • In the new AI, planters and farmers will directly enter the previous work state after taking items from the work block, instead of redoing the process or entering idle state.
  • In the new AI, planters will immediately start working after clearing their inventory, instead of entering idle state.
  • The planter's new AI can be disabled in settings; when disabled, it reverts to the vanilla AI.

1.0.5-ALPHA-12

  • Initial implementation of multi-warehouse interoperability. Currently implemented content is as follows:
    1. When a courier is idle, they will detect and accept tasks from other warehouses that have no idle courier; when accepting and transporting tasks from other warehouses, this courier is also considered idle.
    2. When a courier enters "idle", they will first pause for 5 seconds, during which they attempt to accept tasks from their own warehouse every 0.5 seconds. After 5 seconds, they will attempt to accept tasks from other warehouses. This process repeats after each completed round of transport.
    3. When a courier's own warehouse is full, they will try to dump at other warehouses and remember the warehouses where dumping succeeded. The next 10 times will all attempt dumping at other warehouses, until all other warehouses are full or the repetition limit is reached.
    4. When a courier reaches the dumping repetition limit, they will return to their own warehouse and attempt to dump once. If it fails, they will continue searching for warehouses where dumping is possible.
    5. Warehouses will also receive tasks sent from their own warehouse when there is no courier, which fixes a type of recipe-stuck bug in the vanilla colony. These tasks will be taken and transported by idle couriers from other warehouses.
  • Slightly adjusted the values of the eating system
  • Adjusted some tooltips and citizen interactions of the eating system
  • Adjusted eating settings; you can now find in settings the eating penalties/rewards for normal food/non-colony food, as well as adjustment settings for richness/diet quality requirements
  • Adjusted part of the courier AI; you can now find in settings a setting to adjust the number of couriers in warehouses. The setting is enabled by default and will adjust warehouse courier counts to 2-6-12-20-30, with an additional multiplier for further fine-tuning
  • Softened part of the courier arrival判定; if stuck for a long time, they will directly attempt remote retrieval
  • Adjusted various delays in the courier AI to make the AI process smoother
  • The new courier module attempts to adapt to the network storage module of the Compatibility addon
  • Refactored the Nether Miner AI; Nether Miners now require higher armor tiers and no longer use weaker leather and gold armor

1.0.5-ALPHA-12-fix-1 (1.21.1 only)

  • Rewrote Compatibility addon network storage compatibility, adding support for multi-warehouse interoperability.

1.0.5-ALPHA-13

  • Major modifications to Nether Miner-related AI.
    1. Modified the Nether Miner's Mending strategy; Nether Miners will now attempt to repair all damaged tools and armor with Mending simultaneously.
    2. The display size of rewards and mob kills in the Nether Miner's work log will now vary with the total count.
    3. The Nether Miner's work log will now display dynamically.
    4. Nether Miners will no longer delete themselves while working; instead, they become invincible and invisible.
    5. When a Nether Miner encounters an unmineable block while working, it will notify the player which block cannot be mined.
    6. Nether Miners will be able to read Looting on swords and Fortune and Silk Touch on other tools.
    7. Adjusted the Nether Miner's drop table, increasing the chance of encountering Wither Skeletons and Skeletons.
    8. Fixed the bug where Nether Miners could not obtain Glowstone Dust/Nether Wart/Mushrooms/Nether Fungi/Froglights/Blaze Rods/Magma Cream.
    9. Nether Miner work time may be greatly extended, mainly affected by their own level/armor and carried food.
    10. Nether Miners may flee during work if their condition is poor; if work time has exceeded the necessary amount, they will definitely flee successfully.
    11. When returning, Nether Miners will enter a supply transfer state to transfer exploration loot in batches.
    12. Nether Miners may consume gold ingots/nuggets they have obtained during their journey to trade with Piglins.
  • A colony lacking an Owner will no longer cause the game to crash.

1.0.5-ALPHA-13.1

  • Nether Miner bug fixes and minor adjustments
    1. Fixed the bug where main weapon Mending was ineffective
    2. Added Shroomlight drops
    3. Adjusted the tool request steps; shovel/axe are no longer required, and together with hoe will only issue request tasks
    4. Nether Miners will no longer be forced to use tools when encountering items that have suitable harvesting tools but where the tool does not affect normal drops.
  • Miner/Quarry item multiplier drop mechanism adjustments
    1. Added a setting that can be disabled in config
    2. Miners will now only multiply blocks or items in the "miner_multiply" tag. If there are omissions or errors, you can contact me via GitHub issues or other channels to fix or supplement them.

1.0.5-ALPHA-13.2

  • Fixed the bug where courier AI entered an infinite loop after warehouses became completely full
  • When couriers try to help other warehouses/try to dump at other warehouses, they will prioritize busy warehouses closer to their own work warehouse
  • Fixed the bug in official code where butchers did not recognize their own weapon type and enchantments when Looting technology had not been learned
  • When a Nether Miner is able to perform extra explorations, it will attempt to request startup supplies equal to the maximum number of explorations, deducting one set of startup supplies before each exploration begins.

1.0.5-ALPHA-14

  • Force-compatible with the latest version of MineColonies
  • When a worker's stored items reach 256 + 64 * (10 - building pickup priority), items will be force-picked up