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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-0.2.4.jar

File nametensura_minecolonies-0.2.4.jar
Uploader
TimelyBullTimelyBull
Uploaded
Oct 5, 2026
Downloads
8.4K
Size
1.6 MB
Mod Loaders
NeoForge
File ID
9064534
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:tensura-x-minecolonies-1574897:9064534"

Learn more about Curse Maven

What's new

Tensura x MineColonies — v0.2.4 Changelog

Added

  • The Eastern Empire's Covenant now grants the Imperial Garrison Charter. Use it inside your colony and its guards, present and future, permanently gain more health, armor, knockback resistance, and damage (needs the faction system turned on).
  • The Moderate Harlequin Alliance's Covenant now grants the Orb of Domination. Hang it on a hostile mob and it fights for you until it dies, then the orb drops so you can use it again (needs the faction system turned on).
  • Eurazania's Covenant now grants the Pack Leader's Mark. Mark a mob as prey for 60 seconds and your nearby subordinates hunt it, deal 50% more damage to it, and heal when it dies. It recharges in 15 minutes (needs the faction system turned on).
  • Falmuth's Covenant now grants the Holy Field Stone. Using it raises a holy field for 30 seconds; enemies inside can't use skills or magic and take holy damage, while you, your subordinates, and your citizens are unaffected. It recharges in 30 minutes (needs the faction system turned on).
  • Otherworlders can now join your colony. Tensura's summoned otherworlders (Kirara, Kyoya, Shogo, Mai, Mark Lauren, Shinji, Shin Ryusei, and Folgen) are a new citizen race with strong work skills and no weak one. Any otherworlder you tame appears in your roster (G) and can be sent to your colony.
  • Leon's Covenant now grants the Otherworlder Summoning Codex. It performs the Summon Otherworlder rite with no cost or failure, and recharges in 2 hours (needs the faction system turned on).
  • The Jura-Tempest Federation's Covenant now grants the Seal of Ascension. Use it on one of your subordinates to raise its EP by a quarter and speed up its EP growth by half for 30 minutes; it recharges in 45 minutes. The Covenant task is now "A Nation of Many Peoples": a colony of 25 citizens from at least 4 races (needs the faction system turned on).

Changed

  • The testing commands now need operator permission. /setcolonyrace, /racegrow, /raceflip, /spawnenvoy, /envoyforce, and /envoyresetcooldown could be run by any player, and by a player with no colony against someone else's.
  • Barriers can now grow to 256 blocks, and extra cores add twice as much. The size ceiling was 128. Each extra core now adds 4 blocks per tier (4 to 16) instead of 2. Existing barriers keep their size until you change it in the core menu.
  • Diplomacy deals were re-priced to match each faction's strength. Leon, Milim, and the Eastern Empire pay more; Luminous's tithes ask for about half as much; and Eurazania's "A Proper Den" now asks for more materials.
  • Declaring war on a faction now closes diplomacy with it. The Rite of Atonement is offered as the way back, instead of that faction staying locked forever. If you already forged that faction's Covenant, your first conquest gives extra loot in place of a second Covenant item.
  • Conquest rewards were reworked. Conquered factions now send 8–10 citizens of their own race (dwarves from Dwargon; goblins and lizardmen from the Jura-Tempest Federation). Your first conquest of a faction also gives its Covenant item. The loot chest now holds coins, everyday goods, and a few rewards from that faction's diplomacy deals, and repeat conquests of the same faction pay about half.
  • Assassins can now copy an ultimate skill. The betrayer's boss form can now copy one ULTIMATE skill from its victim - but only if the betrayer already has an ultimate skill.
  • Conquering a rival settlement now takes YOUR effort. Garrison kills only count toward the 60% conquest threshold when a player - or something a player owns (war party, subordinates, tamed pets) - lands them. Wild monsters, hazards, and other mods' raids thinning a garrison no longer hand you the win for free.
  • Low-magicule warnings now require Great Sage. The warning before a costly summon or send no longer appears for plain Sage holders.

Fixed

  • Subordinates sent home from the roster no longer come back unkillable. Citizens defending in their monster form during a raid could not be damaged. Existing worlds repair themselves.
  • A cancelled send or summon no longer leaves the body stuck in the ground. If the swap is called off (for example you log out during the two-second animation), the body returns to where it stood. Bodies already stuck are made vulnerable again when they next load.
  • Deleting a colony now clears its race data. A colony founded afterwards could inherit the old one's accepted envoys and citizen races. Subordinates that were out with you when the colony was deleted join your next colony.
  • A subordinate that dies in another dimension no longer returns as a human colonist. Dying away from the colony's dimension (the Nether, for example) left its citizen record behind. The same fix stops an assassin from striking in another dimension while its citizen body stays in the colony.
  • The barrier's Demon Lord magicule bonus no longer applies to magicules you take from the barrier, and no longer pays a lump sum when you walk back into the field.
  • Barrier damage is no longer repaired for free when the area reloads. Broken and damaged sections stay as they were after a relog or after you leave and come back.
  • Opening the trade tab on a citizen with no race no longer corrupts that citizen. It could stop the citizen from saving and from being shown correctly to other players until the next restart.
  • The Rite of Atonement now removes the sacrificed subordinate completely when it is performed away from the colony's dimension; the citizen could return as a colonist (needs the faction system turned on).
  • Subordinates now fight goblins and lizardmen that are attacking you. They refused to target either race at all, so they stood still against raiders, enemy garrisons, and assassins of those races. Wild and unnamed ones that leave you alone are still spared.
  • The Twin Grail's day face no longer removes your buffs. It cleanses negative effects only, as its tooltip says.
  • The hiring window no longer loses its Subordinate Mode labels after you rejoin a server. Away subordinates showed as hireable and had no Fire button until something in the colony changed.
  • Opening a second world in the same game session no longer carries things over from the first. A new day could fire at once (reputation drift, a shop restock), and an active Holy Field or Twin Grail blessing kept running. Setting the time backwards no longer counts as a new day either.
  • Only a colony's own members can use its barrier core menu. Other players could drain or shrink it. A core outside any colony is open to everyone.
  • A citizen that turns assassin while defending in a raid stays an assassin. It was turned back into a citizen when the raid ended, leaving the colony shunned with no assassin left to defeat. A manifested assassin can also no longer be sent home from the roster.
  • Goblin and dwarf citizens no longer turn invisible if their look fails to load. They fall back to the plain colonist look instead.
  • /recoverorphans no longer duplicates a subordinate that is only out of range. One left on Stay, Wander, or Patrol in an unloaded area was treated as lost and restored as a second body. It is now left alone and listed with where it was last seen.
  • Dying, killing a race's member, the reset scroll, and the Harvest Festival now reach your colony from any dimension. They did nothing if you were in the Nether or another dimension at the time.
  • Unnamed settlers and waiting envoys stay near the town hall after a reload. They wandered off freely, and each settler that strayed was replaced by a new one.
  • An assassin that kills you now really takes half your maximum EP until you slay it. The loss disappeared when you respawned. It is a fixed amount taken at the moment of the kill, so EP you earn afterwards is yours in full, and it is returned when the assassin dies. Only the colony's owner can be stolen from, and a full character reset cancels it.
  • The Drago Nova's charging orb can no longer be collected. A hopper under you could swallow it, cancelling the blast and leaving a usable Drago Nova behind. The blast now always goes off, and an orb left floating by a game closed mid-charge is removed when the area loads.
  • The barrier no longer throws mobs sideways through terrain. A mob that touched the field high up or deep underground was moved out to the field's full width; it is now moved only as far as the wall at its own height.
  • A failed send no longer duplicates the subordinate's gear when you try again.
  • Masterwork weapons kept on death are no longer lost if the game closes before you respawn.
  • Goblin, lizardman, and dwarf citizen shops restock once each dawn, not once per dimension, so price changes from heavy trading now carry over.
  • Smaller fixes: raid and assassin boss bars clear when you change dimension or respawn, and a dead citizen's Harvest Festival bonus no longer passes to the next citizen.
  • Mobs named before you had a colony are no longer forgotten if they were out of range when you founded it. They join once you are near them again.
  • Raiders no longer appear inside a barrier that covers the whole colony.
  • A large barrier's wall no longer vanishes when you stand far from the core block.
  • Subordinates living in your colony no longer drop to about 100 EP. A citizen could lose its EP while in the colony and stay that way after being summoned back. Subordinates that already lost their EP are not restored.
  • Race citizens no longer appear as a human colonist for a moment when they arrive. A newly arrived goblin, orc, lizardman, or dwarf citizen now looks like its race from the first instant. This also covers a citizen brought back with Recall.
    • Not changed: after you return from far away, a citizen can stand frozen with the name entity.minecolonies.citizen and then vanish until recalled. That comes from MineColonies, not this mod.
  • Newcomers no longer turn up already named. A goblin, orc, lizardman, or dwarf that wanders in, or is sent by an envoy, now arrives at your town hall as a wild, unnamed one for you to name, instead of joining as a citizen with a random human name. Citizens that already arrived keep their current name.
  • Newcomers drawn to your colony are no longer unhappy about being named. Wild ones that arrive at your town hall join without the happiness penalty. Monsters you find and name yourself still have it.
  • Wild newcomers no longer pile up at the town hall. A colony now attracts at most three of a race, counting the ones you have named and the ones still waiting to be named.
  • Race citizens no longer randomly turn human on servers with more than one colony. A citizen death in one colony could wipe the record of a citizen in another. Citizens already turned human by this cannot be restored, but it stops happening.
  • No more ghost citizens from new arrivals when "Allow new citizens to move in" is off. Immigrants and envoy newcomers used to arrive as a name in the town hall with no body - hireable, housed, and impossible to recall. Now the setting is respected and nobody moves in while it is off.
  • A new citizen no longer inherits a dead citizen's race. A once-a-minute check now removes leftover records; /identityaudit runs it on demand and reports what it repaired. Existing worlds are repaired automatically.
  • A citizen who replaces a fallen named subordinate no longer arrives as a ghost. When a subordinate died away from the colony, the next citizen to take its place could never get a body, be recalled or be removed. This is fixed for new deaths, and the same once-a-minute check releases any citizen already stuck this way, including ones stuck after the mod was removed and put back.
  • Naming a monster when you own no colony no longer puts it in someone else's town hall. It waits at your side and joins your colony when you found one. Likewise, founding a colony only brings in your own waiting monsters, not other players'.
  • Raids no longer start at an empty colony. Raids fired while nobody was online, and the timeout could leave the raiders standing in unloaded chunks for you to walk into later. Raids now need someone present, and any leftover raider from a finished raid is removed when its chunk loads.
  • Eurazania's "Meat for the Pack" deal pays its food reward again. It was paying only coins; it now also gives 8 Cooked Armorsaurus Meat (needs the faction system turned on).
  • Barrier Cores and Magicule Storage blocks can be picked back up. Breaking one now drops the block with its stored magicule kept inside, so you can move it without losing fuel. The item's tooltip shows how much it holds.
  • Less log noise. The per-dimension dawn restock line no longer floods the server log.
  • A display problem with goblin or dwarf citizens can no longer drag your framerate down until the game freezes. If something went wrong drawing them, ex: the mod retried many times a second, for every such citizen on screen it would slowly eat performance and fill the log file. It now stops after a few tries and draws them as ordinary colonists for the rest of the session. Rejoining the world resets it, and nothing changes when there was no problem to begin with.
  • Large, long-running colonies put less strain on the server each tick. Several background checks got slower as your colony grew, because they re-scanned every named citizen in the world repeatedly. They now do that work once. Most noticeable in old saves with many named citizens.
  • Your subordinates can no longer hurt your own colony's citizens or visitors. Skill blasts, haki, breath attacks and stray arrows from a subordinate used to hit any citizen standing nearby — most visibly during a True Demon Lord awakening, when every subordinate gathers around you in the colony centre. Those hits are now blocked. Other players' colonies are unaffected.
  • Patrolling subordinates now guard you through a Demon Lord awakening and go back on patrol afterwards. The awakening used to silently end their patrol and stop them from protecting you. They now stand guard for the festival and resume the patrol when it ends.

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