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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-0.2.2.jar

File nametensura_minecolonies-0.2.2.jar
Uploader
TimelyBullTimelyBull
Uploaded
Aug 5, 2026
Downloads
26.0K
Size
1.4 MB
Mod Loaders
NeoForge
File ID
8579563
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tensura-x-minecolonies-1574897:8579563"

Learn more about Curse Maven

What's new

Tensura x MineColonies - v0.2.2 Full Changelog

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

Added
* Luminous has a covenant deal — The Trial of Light & Dark. Reaching the Covenant with Luminous no longer just asks for a pile of blocks. She hands you two empty chalices and sets a two-faced trial: a Show of Faith (cure zombie villagers and raise them to master level, filling a chalice with holy water) and The Blood Sacrifice (kill your own subordinates, filling a chalice with blood). Bring both full chalices back and she forges them into the Twin Grail — a two-faced relic that heals and cleanses you by day, and grants strength, speed, and life-drain by night. If you are a majin, Luminous demands more of you on both counts: your redeemed villagers must breed and raise a whole new generation AND raise them to master level as well, and the blood must come from your three strongest subordinates (highest EP). 
* Tensura skills and mobs no longer damage your colony. Now blocks inside a colony are safe from both. Two new world settings let you turn each guard off if you'd rather have the old free-for-all: Protect Colony From Mob Griefing and Protect Colony From Skill Griefing (both on by default, changeable from the mod's config screen, and they apply right away).
* You can switch off reputation raids. A new world setting, Enable raids (on by default), controls whether a colony with low standing gets attacked by monsters at night. Turn it off and those raids simply never happen. A raid that's already underway still plays out, and this doesn't affect faction story raids like the Orc Disaster. Change it from the mod's config screen and reload the world to apply.

Changed
* Milim's alliance rewards, reshuffled. Her top prize — the legendary Absolute Annihilator hammer (and her Strength skill) — now comes from forging the Covenant with her by slaying the Warden, rather than from an earlier allied deal. That earlier slot instead becomes a simple Apito's Jelly delivery paying enchanted golden apples. (Faction features are off by default — turn on the faction system to see this.)
* Raiders push through a gap in your barrier instead of milling outside it. If part of your barrier has been battered down to a hole, attackers now head for the breach and pour through, then go back to hunting your citizens once they're inside — rather than piling up harmlessly against the nearest wall. Seal the hole and they're shut out again.
* Raids now wear you down like a normal MineColonies siege. A raid is a single host that you grind down: as raiders die the raid shrinks toward its end, stragglers that wander off or vanish are replaced so the pressure holds, and the raid is won once you've broken about 90% of them — you no longer have to chase down the last one or two to end it. The raid bar now shows how much of the host is left to break.
* Ordinary MineColonies raiders can break through a magicule barrier. Before, barbarians and pirates would decrease a barrier so slowly they'd just get stuck against it for the whole night. A group of them can now wear a section down and pour through the gap in a few minutes, while a lone raider is still held off for a long time. How fast they break through now scales with the raid's difficulty — a harder MineColonies raid batters the barrier down faster, an easy one slower.
* Your faction allies now help defend against ordinary MineColonies raids too. Fighters from factions you've allied with (Pact / Covenant) used to only turn up for the monster raids tied to your standing. They now also march in to help fight off a regular MineColonies raid, and head home when it's over.

Fixed
* A raid no longer disappears when you save and reload. Leaving and re-entering a world mid-raid used to wipe the attack — the monsters would go passive, the raid bar vanished, and your citizens stopped hiding. The raid now carries over intact: the same attackers, the same timer, the same boss bar.
* You won't get hit by two raids at once. A monster raid tied to your standing will no longer start while a regular MineColonies raid is already attacking your colony — it waits until that one is over.
* Strong residents actually fight during a regular MineColonies raid. Your powerful monster citizens would transform to defend the colony but then just stand around, because they only recognised our own raiders. They now go after MineColonies' barbarians and pirates too.
* Masterwork weapons no longer lose their damage the moment you hold them. A freshly made Masterwork weapon looked fine in the creative menu and in your inventory, but as soon as you selected it on the hotbar its attack damage (and attack speed and reach) dropped to nothing. The weapon's "keep the stats in sync with its Existence Points" upkeep was rebuilding the stats from an empty starting point and wiping them out. It now rebuilds from the weapon's real base stats, so the numbers stay correct as the weapon grows. Weapons that were already blanked by this bug repair themselves the next time you hold them.

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