AutoColonyApocalypse 1.1.1
What's new
Colony Autopilot 1.3 brings ColonyBucks: the colony now pays for what the
mod supplies. Progression Mode is locked on in this pack, and the treasury
starts empty. Deliveries, build materials, guard gear, gear upgrades,
research and cures are paid from it in ColonyBucks; recruits, food and the
outfitting of huts stay free, and what the treasury cannot pay waits. A
hostile mob killed by you, a citizen or something you own drops a buck 1
time in 30, raiders killed in a raid pay one each, dungeon chests hold 6
to 15. Pay in by sneak-right-clicking the Town Hall with them, or through
its racks, a hopper or a pipe. The exchange (/colonyautopilot exchange, or
Trade on the town hall's Exchange tab) buys diamonds, gold, ancient debris
and netherite for bucks (2 diamonds, a diamond block, 16 gold ingots, an
ancient debris or a netherite ingot pay 1, 5, 1, 1 and 4); bucks buy
nothing back. The tab shows the balance, what waits, what the colony saves
for and the day's ledger. Prices and rates are server settings
(config/colonyautopilot-server.toml, or /colonyautopilot set as an
operator), never changed from a colony's page.
The Town Hall is always upgraded first, a stalled builder is sent home to
find his way before his build goes to another, lamp posts keep 15 blocks
apart, and with Spore the infection slows citizens instead of killing them
and the fisher's pond is kept clear of creep and ice.
Also in Colony Autopilot 1.3: the town hall gets an Autopilot page - open the town
hall, Settings, "Autopilot settings" - and every colony its own settings:
every switch and number of the mod for that colony, providence split by
category (food, tools, armour and weapons, building materials, guard gear)
with its own pace, and the mod-compatibility features switchable too. The
colony's owner and officers may change, everyone with hut access may look.
Servers with several colonies: the mod's costly passes now serve one colony
per tick and its land work is capped per tick, so a second colony's placement
search or warehouse tidy never lands in the first one's tick.
Vanilla pillager patrols are back on by default; a config from before 1.3 is
moved over once at the next start (set tweaks.disableVanillaPatrols to true
to keep them away).
Roads follow the ground: a doorstep road is routed over the terrain like
a village road, climbing and dropping a block a column and going round
buildings, instead of a straight line that hung in the air or tunnelled on
a hillside. The ground smoothed around a new building now fells the trees
on it, and the daily grounds sweep fells trees whole instead of leaving
stumps.
New mod: Building Wands 3.0.5 - wands that lay a whole line, wall, floor
or surface extension of a block in one click, for your own builds (its
Architectury and Cloth Config libraries were already in the pack).
Colony Autopilot 1.3 also carries the guard fix. The militia's ranged seats stayed
empty - a colony ran six knights and no gunner for good. Every guard post
of the towers the autopilot staffs is now held and seated by the autopilot
itself, by MineColonies' own hiring rules, so MineColonies' own hiring no
longer puts a recruit into a knight post while a fallen gunner's bed
waits; and the once-a-day rebalance now makes every move the mix needs
that day (it never made its first move below eight fighters before). Six
knights become five knights and a gunner on the next game day. Safe to
update mid-world: the towers are taken over on the first pass.
NeoForge moves to 21.1.251 (from 21.1.235) - the CurseForge app installs
it; server owners install NeoForge 21.1.251 for the server too. That lets
JEI move to its newest build, 19.57 (from 19.39).
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

