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Tempest Colony Guard

Extends MineColonies' anti-spawn protection to non-vanilla hostile mobs from other mods.

# Tempest Colony Guard

NeoForge compatibility addon for **MineColonies**, for Minecraft 1.21.1 / NeoForge 21.1.x.

## The problem

MineColonies only blocks natural spawns of hostile mobs inside colony buildings for entities that implement the vanilla `Enemy` interface. Many hostile mobs added by other mods (e.g. Tensura's Direwolf) extend `Mob`/`PathfinderMob` directly without implementing that interface, so they completely bypass colony spawn protection.

## What this mod does

- **Building protection**: reproduces MineColonies' native logic exactly (blocks natural spawns inside a building's footprint, configurable level) for any detected non-vanilla hostile mob.
- **Darkness requirement**: forces these same mobs to respect the vanilla light-level spawn rule (like a zombie), but only within a colony's claimed territory — torches become effective against them again.
- **Detection**: `MobCategory.MONSTER` by default, plus fallback datapack tags (`#tempestcolonyguard:protect_include` / `#tempestcolonyguard:protect_exclude`) to manually adjust edge cases.
- **Does not affect raids** (MineColonies' own, or addons like Tensura/TrNightmare's Direwolf raid): those mechanics place mobs directly into the world without going through the natural spawn events this mod listens to.
- **Fully configurable**: each mechanism can be toggled independently via the server config generated on first launch.

## Requirements

- MineColonies (required)
- NeoForge 21.1.x, Minecraft 1.21.1

## Source

https://github.com/fhtaghafh/tempest-colony-guard

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# Tempest Colony Guard (Français)

Addon de compatibilité NeoForge pour **MineColonies**, pour Minecraft 1.21.1 / NeoForge 21.1.x.

## Le problème

MineColonies ne bloque le spawn naturel de mobs hostiles à l'intérieur des bâtiments de colonie que pour les entités qui implémentent l'interface vanilla `Enemy`. Beaucoup de mobs hostiles ajoutés par d'autres mods (ex : le Direwolf de Tensura) étendent `Mob`/`PathfinderMob` directement sans implémenter cette interface, et échappent donc totalement à la protection anti-spawn des colonies.

## Ce que fait ce mod

- **Protection des bâtiments** : reproduit exactement la logique native de MineColonies pour tout mob hostile non-vanilla détecté.
- **Obligation d'obscurité** : force ces mêmes mobs à respecter la règle vanilla de luminosité pour spawner, mais uniquement dans le territoire revendiqué par une colonie.
- **Entièrement configurable** via le fichier de config serveur généré au premier lancement.

## Source

https://github.com/fhtaghafh/tempest-colony-guard

The Tempest Colony Guard Team

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N'gha, fhtagn... fhtagn, mg-lw'nafh