promotional bannermobile promotional banner

Tensura x MineColonies

A compatibility mod bridging Tensura and MineColonies, adding faction reputation, diplomacy, raids, and rival-colony conquest.
Back to Files

tensura_minecolonies-0.2.1.jar

File nametensura_minecolonies-0.2.1.jar
Uploader
TimelyBullTimelyBull
Uploaded
Jul 23, 2026
Downloads
3.2K
Size
1.3 MB
Mod Loaders
NeoForge
File ID
8491838
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tensura-x-minecolonies-1574897:8491838"

Learn more about Curse Maven

What's new

Alpha - Recommended to back up your world. Also make sure you are using MineColonies v1.1.1319.

Added

  • You can now choose how big your barrier is. The Barrier Core menu has a new row to change its size: move it up or down 4 blocks at a time, or jump straight to the smallest (8 blocks) or biggest. The biggest is your strongest core's radius plus a bonus for every other core in the colony — +2, +4, +6 or +8 blocks depending on that core's tier, up to a ceiling of 128. Building more cores (or better ones) extends how far you can reach. Lose a core and the barrier shrinks to fit, but it remembers the size you picked and restores it when you rebuild. (Previously the radius was fixed per tier with no way to cover a bigger colony.)
  • Monsters born in your village are your named subordinates from birth. They keep the name they were born with and already belong to you, so you never have to summon and name them. They aren't evolved by this — a goblin child is a goblin, not a hobgoblin, but it costs you nothing. (Hand-naming a wild monster is unchanged: it still costs magicule and still evolves them.)
  • Baby race depends on parents. A child born in your colony takes its race from its parents instead of a colony-wide dice roll: two goblins have a goblin, a goblin and a lizardman have one or the other at random, and a single parent passes its own race down. A human-and-monster pairing can go either way. (Previously any race colony could randomly birth any of its races, regardless of who the parents were.)
  • Accepting a diplomatic envoy brings one of that race into your colony immediately. The alliance shows up as an actual citizen instead of only unlocking future arrivals.
  • Members of your colony's races wander in and settle on their own. While your colony has fewer than three of a race, one will occasionally arrive and join. It favours whichever race you have the fewest of (about two times in three; otherwise a random one of the others), so your races fill out evenly instead of one crowding out the rest. Once a race reaches three this way it stops, and growth beyond that comes from births as usual. (Ordinary villagers count as a race here too, so a monster colony isn't slowly diluted with humans.)

Changed

  • Masterwork weapons have been re-scaled. Their EP upgrades were stacking on top of each other instead of replacing one another, so a fully grown Masterwork katana was hitting for 184 — more than double what it was meant to. A Masterwork now starts weaker than the hihiirokane weapon you forged it from and grows past it, ending 2 damage above its counterpart at full power (katana: 51 → 83). Its real advantages — the abilities, durability, enchantability and self-repair — are unchanged. The Absolute Annihilator had the same problem and now tops out at 38 attack damage as intended, rather than 63 (will likely rebalance this specifically in the future). Weapons you already own fix themselves: put one in your inventory and its stats rebuild from its current EP within a second — no re-forging, and it keeps all its EP.
  • Holding a barrier up now costs magicule, and a bigger barrier costs more. Previously a single-layer barrier ran forever for free and your fuel only paid for repairs. Now every layer costs 10 magicule a second plus 1 for each block of its radius, so size, layers, and the fact that outer layers sit further out all add to the cost. Roughly: a tier-1 core at its default size burns 26/s, a tier-4 at its default size 70/s, and three layers on a large field 225/s. At default sizes a full tank lasts about an hour whatever your tier; shrink the field and it lasts far longer. Keep it fed, or keep it small.

Fixed

  • Masterwork weapons and the Absolute Annihilator can be engraved and enchanted. They were missing from the item lists the game uses to decide what a weapon accepts, so they never picked up the random engravings a Tensura weapon earns as it absorbs EP. They now behave exactly like the hihiirokane weapon they were forged from: engravings apply, on-hit engravings like barrier piercing fire, and the weapon starts earning new ones at its EP milestones.
  • Weapon right-click abilities do their full damage. Abilities now should land clean, set off your engravings and the weapon's own on-hit effect (the Masterwork's lifesteal or mending), and are credited to you — so kills from an ability grant EP and spare your own subordinates and colonists.
  • The Absolute Annihilator's knockback resistance and bonus hearts now actually work. They were listed as rewards for reaching 400,000 and 700,000 EP but never applied to the weapon at all. You now get knockback resistance at 400,000 EP (more at 1,000,000) and two extra hearts at 700,000 EP (two more at 1,000,000) while the hammer is held. Hold SHIFT on the hammer to see its full ladder. Its Drago Nova blast also grows with the weapon now, instead of dealing a fixed amount forever.
  • Naming a citizen you summoned no longer creates a phantom citizen. If you summoned one of your own residents — a monster born in your village, or one that had grown up there — and then named it, the game registered it a second time. The original was left behind as a citizen that doesn't exist: no body, can't be summoned, can't be sent home, and still occupying a house forever. Naming someone who already lives in your colony now simply renames them. (Phantoms from earlier versions can be cleaned up with /recoverorphans.)
  • Summoning a baby gives you a baby. Children born in your village were being summoned as fully grown adults.
  • Babies grow up properly. A child that grew up while it was out with you was marked a child again when you sent it back, and the change wouldn't have survived a reload anyway. Age is now kept in step in both directions.