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Tensura x MineColonies

A compatibility mod bridging Tensura and MineColonies, adding faction reputation, diplomacy, raids, and rival-colony conquest.
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tensura_minecolonies-0.2.0.jar

File nametensura_minecolonies-0.2.0.jar
Uploader
TimelyBullTimelyBull
Uploaded
Jul 22, 2026
Downloads
1.3K
Size
1.3 MB
Mod Loaders
NeoForge
File ID
8483890
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tensura-x-minecolonies-1574897:8483890"

Learn more about Curse Maven

What's new

This is the biggest update so far — a legendary weapon line, a new Milim boss reward, race colonies that finally grow their own people, and a top-to-bottom pass over the faction/diplomacy quest boards.

Highlights

  * Masterwork weapons. Ally with Dwargon to Covenant, complete The Masterwork Commission, and forge any hihiirokane weapon into its Masterwork version at a Tensura Smithing Bench — all 12 weapon types. Masterworks grow with EP: damage climbs, the blade visibly awakens through four stages, and they gain right-click attacks (a sweeping strike for users that have mostly mastered battlewills, a flying magic slice for users who have mostly mastered magic), slight lifesteal or healing depending on whether you're majin or not, item magnetism at 10 mastered skills, step-assist at 15, and soulbound at 20.

  * The Absolute Annihilator. Milim's new legendary warhammer, earned by slaying the Warden (quest reward - the warden does not drop this). Heavy damage, extra reach, Holy Coat engraving — and it unlocks new powers as it absorbs EP, up to firing a full Drago Nova blast on right-click, lifesteal, and shockwave strikes.

  * Race colonies breed their own kind. A goblin/orc/dwarf/lizardman colony that grows through normal colony growth now produces a baby of that race, born to its real colony parents, that grows up like any citizen — no naming step needed. Race colonies no longer fill up with plain human villagers.

  * Barriers got a lot better. A fueled barrier now blocks all hostile mob spawning inside it. A core inside your colony projects around your town hall instead of the block, multiple cores merge into one shared barrier with one pooled fuel supply, and higher-tier cores are now crafted by upgrading the tier below.

  * Faction quest boards overhauled. Leon, the Eastern Empire, Clayman and Eurazania were rewritten around what those factions actually are — real tasks instead of "watch your colony grow," coin payouts scaled to standing, new capstone deals, custom themed potions, and full alliance perks (caravans + buffs) for the factions that were missing them.

  * Rival settlements are a real fight now. Garrison strength is tiered to the reward, defenders split into spellcasters and warriors with element-themed magic, Dwargon fields hardened troops under Gazel, and faction towns generate at their well-established size. Every dwarven village you find is now Dwargon territory.

  * New setting: Citizens Transform to Defend Raids (on by default) — turn it off if you'd rather your residents flee like ordinary colonists instead of turning into monsters mid-raid.

Plus a stack of fixes: raiders no longer spawn inside your colony, transformed defenders no longer kill your livestock, patrolling subordinates actually circle the border (and calm down when taken off patrol), your tamed pets no longer drain your own barrier, colonists can't be scared to death, and the Enable Faction System toggle finally works from the in-game config menu.

Full changelog in the discord. This mod is in ALPHA. Back up your worlds before updating. Hit a bug? Report it in <#bug-reports> with the correct format.

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