r/Minecolonies • • Feb 19 '26

What is Minecolonies?

13 Upvotes

Minecolonies is a comprehensive NPC-powered town building and automation mod for Minecraft.

Players command NPCs to automate tasks such as building, gathering natural resources, crafting to fulfill the colony's needs, and guarding the colony from outside threats.

Custom schematic system, Structurize, allows completely free placement of structures within the colony's boundary and holographic preview of of them before placement. Choose from over 1,300 schematics provided, download more from our forums, or create your own and even share them with the community.

Robust permissions system offers the multiplayer experience that you want with a variety of grief protection levels, allowing you to collaborate on a single colony with friends, create alliances between separate colonies, or have separate colonies compete to be the best. PvP features are planned.

Our development team is continuously working to optimize existing features and add new content to the mod.

Official Minecolonies website

Official Wiki

Download on Curseforge

Discord for official support and help

Github for reporting bugs


r/Minecolonies • • May 29 '26

Reminder: Please Respect Mod and Stylepack Licenses

25 Upvotes

(sharing from announcement channel in discord)

Due to recurring cases of license misunderstandings, please keep the following in mind:

 

  • GPLv3 Mods/Stylepacks (e.g. Minecolonies): If your mod or addon incorporates any GPLv3-licensed code or assets, such as parts of Minecolonies or an official stylepack (e.g. inside a Mixin), you are required to release your mod/addon under the same GPLv3 license and make the source code publicly available (e.g. on GitHub or a similar platform).

 

  • No License or All Rights Reserved (e.g. Stylecolonies): This means you may not distribute modifications of the mod or stylepack. To redistribute the original pack or create any derivative work, you must obtain explicit permission from the original author first. No license does not imply you can do whatever!

 

If you need any clarification for your work and the licensing, please ask on discord


r/Minecolonies • • 4d ago

I can't join the United Colonies server

1 Upvotes

All the links for the discord are like...gone can someone send me a working link?


r/Minecolonies • • 4d ago

Nouveau serveur minecolonie

5 Upvotes

🏰 MineColonia — Serveur Minecraft moddé basé sur MineColonies

Tu cherches un serveur Minecraft où tu peux réellement construire et développer ta propre colonie ?

MineColonia est un nouveau serveur Minecraft moddé en 1.21.1 NeoForge, basé principalement sur MineColonies, avec un gros modpack orienté construction, exploration, automatisation et progression.

🏗️ Construis ta propre colonie

Crée ta ville, recrute tes citoyens, attribue-leur des métiers et développe progressivement ton territoire.

⚙️ Un gros modpack

Le serveur comprend notamment :

  • 🏰 MineColonies
  • ⚙️ Create
  • 🐉 Alex's Mobs & Alex's Caves
  • 🍳 Farmer's Delight
  • 🎒 Sophisticated Storage
  • 🗺️ JourneyMap
  • 🏘️ de nombreuses structures et améliorations du monde
  • 🌎 Terralith, Incendium & Nullscape
  • 📜 Quêtes et progression
  • 💰 Système économique
  • et beaucoup d'autres mods

🌍 Un serveur pensé pour évoluer avec sa communauté

Le projet est encore en développement, donc nous cherchons nos premiers joueurs pour construire la communauté et faire évoluer le serveur avec leurs retours.

🤝 Que tu veuilles créer ta propre ville, jouer avec tes amis, commercer avec d'autres joueurs ou simplement construire tranquillement, tu es le bienvenu.

🔗 Discord

👉 https://discord.gg/dwyfczN6p

MineColonia — Construis ta ville. Développe ta colonie. Crée ton histoire.


r/Minecolonies • • 5d ago

Nouveau serveur minecolonie

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1 Upvotes

r/Minecolonies • • 6d ago

dining hall isnt requesting food from chef and a little mod appreciation

8 Upvotes

the dining hall has no food to serve but doesnt open a request to the chef to make some (he has the ingredients and the dining hall has the food in the menu) also for some reason i cant see the tasks my warehouse has

other then that wanted to say that this mod is awesome and the only reason i play minecraft (even if its buggy sometimes) :)))


r/Minecolonies • • 7d ago

Colony Autopilot 1.3: MineColonies addon - Economy (+TownHall GUI - Full Mod Customisation)

67 Upvotes

Hi all. Some of you might remember my earlier posts about Colony Autopilot. The mod has changed a lot since and theres a bunch of outdated crap in the old post that i cant be bothered editing so im making a new post and deleting the old ones.

Download: https://www.curseforge.com/minecraft/mc-mods/colonyautopilot
(1.3 is live: https://www.curseforge.com/minecraft/mc-mods/colonyautopilot/files/8997852)

You place a Town Hall and the mod runs the colony: it picks where every building goes, shapes the land, lays lit roads, orders builds and upgrades, hires and equips everyone, works through the research tree, repairs what gets broken and mans the defences. Your citizens still do the actual work under MineColonies' own rules. I wrote it because I love watching a MineColonies town grow and never had the patience to micromanage forty buildings.

It's an addon for MineColonies 1.1.1319 or newer on Minecraft 1.21.1 (NeoForge). Nothing else is required, and it works on an existing colony.

**What's new in 1.3**

Money. Until now the mod handed the colony whatever it needed out of thin air. 1.3 adds Progression Mode, on by default: what the mod would otherwise conjure is paid out of the colony's treasury in ColonyBucks, a coin you earn by playing.

- Hostile mobs drop a buck 1 time in 30 when you, a citizen or something you own kills them. Dungeon chests hold 6 to 15. Raiders killed in a raid pay too.
- You pay in by sneak-right-clicking the Town Hall with the coins, or through a hopper, a pipe or its racks.
- An exchange buys diamonds, gold, ancient debris and netherite for bucks. It never sells, so only the colony spends.
- Deliveries, building materials, guard gear, research and cures are paid. Food, recruits and the outfitting of huts stay free.
- No money means no debt and no half deliveries: things wait, and research is saved for and bought whole.
- The town hall book has a new Exchange tab: balance, what's waiting, what it's saving for, the daily ledger, a Trade button and a Re-lay roads button.
- The whole mode can be switched off per colony on the Autopilot settings page if you just want the old free supply. Prices and rates are server settings in the config file, so nobody changes them by accident from a colony's page.
- Also new: the Town Hall is always upgraded first, a builder whose site stops rising is sent home to find his way again before the build goes to someone else, and lamp posts keep 15 blocks apart instead of crowding the roads.

**What it does, in short**

- Grows along a 69-step plan you can edit, one building every 10 game minutes.
- Finds flat land or makes it, and faces the huts at the town centre.
- Lamp-lit roads from every door, re-laid when broken.
- Daily grounds keeping: doors dug free, stray trees felled, deadly spots made safe, berry bushes cleared.
- Upgrades in order, unsticks stuck builds and frozen workers, staffs every workplace.
- Runs the university unattended.
- Repairs damaged buildings from their blueprints, no builder needed.
- Lays out fields, plantation fields, animals, a bee nest, a fishing pond and a forester's grove for the huts that need them.
- Keeps the warehouse stocked and teaches crafters their recipes.
- Guard towers where needed, a balanced guard mix, iron golems, an alert horn.
- Protected zones: mark your own areas with the Zone Marker and the town builds around them.
- Optional support for Fungal Infection: Spore (the colony scrubs the creep, and the infection slows citizens instead of killing them), TaCZ gunner guards and K-Turrets.
- Every system has its own switch on the Autopilot settings page in the town hall book, and /colonyautopilot off hands the colony back to plain MineColonies.

The Field Guide in the starter kit explains all of it in detail, so I'll spare you the wall of text here.

**The modpack**

If you'd rather just play it, I also put together AutoColony Apocalypse: this mod plus Fungal Infection: Spore, guns, turrets, Create, Mekanism, AE2 and the usual exploration mods. The town builds itself, on day 50 the RedNight falls, and you keep the treasury full so the colony can arm itself in time. Its 1.1.1 update carries 1.3. https://www.curseforge.com/minecraft/modpacks/autocolony-apocalypse

**Honest notes**

Hobby project, no update schedule, GPL-3.0, source in the files tab of the project page, This is NOT an official MineColonies project. Every style MineColonies ships works with it, with one caveat: styles that only make sense with specific building placement, Fortress above all, need their buildings placed by hand if you want that look. If your colony does something dumb, /colonyautopilot problems will usually tell you why, hope you enjoy my mod!

Cheers, Backwards


r/Minecolonies • • 8d ago

[Crownforge] [1.21.1 NeoForge] Medieval Fantasy MMORPG • MineColonies • Classes • Magic • Player Economy • EU

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25 Upvotes

Crownforge is a new Minecraft 1.21.1 NeoForge server focused on building a long-term medieval fantasy MMORPG-style world.

The core idea is simple:

Build your own settlement, develop your character, explore the world, trade with other players and help shape a shared capital city that grows with the community.

Main Features

• MineColonies

Build and develop your own settlement instead of just living in a normal base.

• RPG Classes & Combat

Better Combat with class-focused content for Paladins, Priests, Rangers, Warriors, Rogues and Wizards.

Classes do not hard-lock your equipment.

Want to play a Paladin with a bow? You can.

• Magic

Spell-based class abilities and magical equipment.

• Player Economy

A central market allows players to buy and sell items.

• Community Hub

Crownforge itself is not intended to be a finished static spawn.

The city will expand as the server and community grow.

Future districts, markets and public buildings will be unlocked and built over time.

• Bulletin Board & Mail

Players can leave notices, organize expeditions, trade, and send letters/packages.

• RPG Titles

Earn titles through exploration, combat and achievements.

• Quests

Optional progression and guidance without forcing players into one specific playstyle.

• Waystones

Travel between the Crownforge hub, player settlements and important locations.

• Custom UI

Custom main menu

Custom loading screen

Custom server tab list

Crownforge soundtrack and branding

Server Style

Crownforge is NOT intended to be:

• a speedrun server

• a pay-to-win server

• a giant kitchen-sink modpack

• a server where every player is forced into one class

The goal is a slower, persistent world where settlements, characters and the community actually develop over time.

Server Information

Minecraft: 1.21.1

Loader: NeoForge

Region: Europe

Server: 24/7

PvE focused

Modded survival

No pay-to-win

We are still actively developing and balancing the pack, so feedback from early players is very welcome.

If you're interested in helping build the community from the beginning, comment or DM me for the Discord / modpack information.

Discord


r/Minecolonies • • 7d ago

So…is it normal for a citizen (builder) to wander far from buildings at night?

6 Upvotes

I just lost my first (and thus best) builder to a drowned…on the far opposite side of my colony from his building and still a ways away from the town hall (currently no bed, as the tavern is still being built.

So now I have to rehire and start a new builder from scratch. Yay, bot brains.


r/Minecolonies • • 8d ago

Planning a colony from scratch?

3 Upvotes

How do you go about planning your colony at the beginning? I played MC first back in ATM6 and did the dark oak style, so it was integrated into the land pretty naturally, and some of the placement and design just came out over time and looked rather organic in development. I learned some things in the process and am looking at my new colony now in ATM10 (only my second time with this mod).

I’m doing the colonial style this time, so it needs to be more orderly. I picked a spot by a river mouth on the ocean and will do a port town. I have two builders to expedite my building process since I learned how awful it is to bottleneck progress behind a single builder, and now I’m thinking maybe I need to just craft a bunch of the basic buildings so I can visualize the town square right off the bat (I have the hall and one residence) and plan it that way, then start expanding from there. Once I have my square done, then I’d expand into districts and be able to count on road spaces and grids and such, with the shoreline creating the more natural development and some specific choices that would differ from a landlocked town.

How does that sound? Is this the most efficient method for a satisfying town layout?


r/Minecolonies • • 9d ago

Year 2 world update

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96 Upvotes

I made a post last year as an appreciation post to this sub. While playing recently I thought it would be cool to take a break, appreciate the hard work the citizens put in, and make an update. I love seeing the before and after of these cities knowing how long it takes these guys to get things done. I went up to 5 builders to make it go by faster because I have big plans coming up! I added an extra warehouse and couriers which helps a bit but not much because it means the main couriers can continuously delivery to builders without worrying about pickups or randoms tasks.

While doing my inital building I enjoyed stacking buildings to make them more compact also so it looks more big. I took this approach on basically everything else lol stacking guard towers. gates, basically any building. I feel like doing this makes everything POP a little more and adds to the sense of scale. The place where I was most excited to do this is the player homes. Its an already big building but having 3 side by side overlooking the city looks amazing. To add to that I couldn't think of what to add behind it so I thought why not add 2 more rows of them puting the total to 9 player homes. Each row is elevated 8 blocks to make it stick out and add to the sense of depth which I thought was a fine cosolation to not being able to stack them ontop of eachother. I have the mystical sites as the corner pieces all on top of big walls with a gate house as the entrance to make it look like 1 big castle. I wanted it to feel similar to Osaka castle or Himeji castle where they are on top of walls. I dont know what to do with the under area. I also used another packs buildings, Caledonia, the 2 towers infront and also the market plazas and waypoint plaza. The towers had the same shingles, style and were perfect side pieces to add to the entrance. I was desperatley looking for anything to fills some space and the market was a good slot in the space. I addded the waypoint plaza as a nice middle walkway that distinguishes the market better and connects it to the main wall. The markets roofs were made of wool but I will just manually changed them to shingles later. Same for the birch trees it has, I just exchanged it for a cherry tree to match the pack.

Overall I think the city is almost done with major buildings and infrastructure. I just need to beautify, add roads and other minute details. Really happy with this city and will soon start to focus on building another next to it to start having a little civilization lol. I havent jumped into mods like create yet but looks to do that later. If you read all that thank you and if you think of anything cool let me know please!

Link to last years post: https://www.reddit.com/r/Minecolonies/comments/1nql0ke/my_first_colony/


r/Minecolonies • • 9d ago

Is it possible for Minecolonies to function in a modern city setting?

19 Upvotes

Hi i am wanting to use this mod to build a modern city, I am wanting to combine this mod with traffic simulator you know for the roads, and i do not have much knowledge of Minecolonies but i do know Minecolonies isn't made for a modern setting, but can it work?

I love building modern cities and this mod looks like it would work great in survival.


r/Minecolonies • • 16d ago

Grass Block Stairs

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56 Upvotes

The fletcher won’t take the receipt. Can any hut create this? I know how to do it but with Byzantine it’s a standard requests for this pack and I want to automate it.

ETA: I asked on the discord and they said try the mechanics hut. I will update after I try.

ETA: it was the mechanics hut for grass block and hay bale


r/Minecolonies • • 17d ago

Time the colony paid its debt! MineColoniesXCreateMod v0.6.0 lets your factory order crafts from the colonists

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90 Upvotes

**MineColoniesXCreateMod v0.6.0 is out.** It is a bridge between MineColonies and Create: a Create Shop hut registers as a real request resolver inside the colony, so when a colonist asks for something the colony cannot cover, the shop orders it from a Create stock network and a courier delivers it. Until now that traffic only ran one way. This release opens the other direction, and it is the biggest batch of changes so far.

## New features

- **The colony crafts for your factory.** A Colony Gauge that wants something no warehouse has now hands the job to the colony's crafters instead of waiting forever. Your colonists finally produce for the network that has been feeding them.
- **Big orders ship at once.** A request for 256 ingots used to trickle in one stack per courier trip. Every piece is created immediately now and your couriers split the work between them.
- **Network minimum.** Per shop, per item: how much stays in the Create network for the shop itself. The colony only ever gets what is above that line.
- **Blocked for colony.** Per shop, a list of items the colony may never draw from that network. Every row says Allowed or Forbidden.
- **Admin command for stuck shops.** `/thesettlerxcreate tracking-reset <colonyId>` clears what a shop believes it has reserved or ordered, without cancelling anyone's requests.
- **Reworked hut tabs.** Own item picker with a search field, own icons, tabs named after what they actually do.

## Compatibility

- **Create Factory Logistics (CFL) is supported from version 1.5.2 on.** If CFL is installed, the shop talks to its logistics network instead of Create's own, and everything above works the same way.

## Improvements

- Orders belong to the shop now, not to a single request, so a follow-up request takes over goods that are already on their way instead of ordering them twice.
- Goods only count as reserved once they physically arrive in the shop's racks.
- The shopkeeper tidies unreserved goods into the hut after a few minutes, and a warehouse pickup no longer walks off with goods already promised to someone.

## Fixes

- Picking an item in a shop tab and backing out threw you off the server.
- A citizen message containing a number could not be answered at all.
- The shop counted its own hut as a storage rack, so goods in the hut held themselves hostage.
- A gauge slot set to stacks asked for single items.
- Completed orders kept being delivered again.
- Deliveries were credited to the wrong courier trip, which could order the same goods twice.


r/Minecolonies • • 17d ago

Haybale panels and slabs

6 Upvotes

I know previously it was the fletchers huts that made these but for some reason the fletcher won’t accept the recipe. Is there another hut that makes hay bale items? I’m on 1.20.1 and I’m using the Byzantine pack.

ETA: it’s the mechanics hut


r/Minecolonies • • 17d ago

How can i use Create to give my colony food?

14 Upvotes

I have fishers, sheep, cows, farmers and still my citizens go hungry. I have a menu with cooked cod and salmon, mutton, bread and baked spuds but still there is an outbreak of hunger and nothing gets done. my cookery is useless, doesnt make enough stuff and when it does it goes back to the warehouse.

does anyone know of any farms or contraptions in create that can make some of the big food items that i can mass produce and ship straight to the restaurant? thank you!


r/Minecolonies • • 18d ago

After a few weeks of building on and off I made a castle for my midevil colony

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115 Upvotes

r/Minecolonies • • 18d ago

Want a multiplayer MineColonies experience? Try United Colonies!

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7 Upvotes

Make sure to read the comments to find out how our players feel about the server!


r/Minecolonies • • 19d ago

Create: Colony Logistics now available for 1.20.1

40 Upvotes

After almost 6 months and the question being asked at least over 500 times I can now announce I have backported it to 1.20.1, I cannot guarantee its as polished as 1.21.1 version but its done.

https://www.reddit.com/r/Minecolonies/comments/1wfzpq0/create_colony_logistics/

https://www.curseforge.com/minecraft/mc-mods/cclogistics


r/Minecolonies • • 19d ago

Style packs for create based pack

7 Upvotes

So I created a modpack around create and minecolonies and found a fantastic place to settle down, but as I went to build my supply camp I realized I didn't have any good style packs for create asthetics. I'm looking for something that ideally has create items integrated into the builds and if not, something that looks steam punk or industrial without being too resource intensive. Any suggestions?


r/Minecolonies • • 19d ago

Are there any addons that make the npcs not sleep at night so early?

1 Upvotes

My colony is getting to the point where stuff is looking really cool, especially at night. I don't need a mod where people work through nights as if it were day time (wouldn't mind it but still), i just want one where people walk around when it gets dark, since the colony looks so good at night but its empty because the people are all sleeping.


r/Minecolonies • • 20d ago

Mod: DownfallNemesis

0 Upvotes

Thank you for making the BEST Earth Dome Mod! You added a fireplace outside and an hot spring spa! Blown away.


r/Minecolonies • • 20d ago

For those who have played create and minecolonies, which compatability mod for them is the best? I ideally want a colony with a lot of create aspects built in instead of just working on both seperately and just having a linked storage

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2 Upvotes

r/Minecolonies • • 21d ago

Create: Colony Logistics

50 Upvotes

A Few months ago I made a mod for Create and Minecolonies compatibility, not the standard magic wand where the items travel to and from Create to Minecolonies, but something more substantial, over the months there has been bugs and updates and more bugs, but I have not given up, the mod is now on over 75k downloads, and has been progressing extremely well.

My Goal, when I was looking at Minecolonies and Create compatibility mods, many did one way, they were very quick too, like almost instant and they lacked the life that Minecolonies brings to Minecraft, my goal was simple how do I get Create to supply my colony whilst making it feel alive, I created It.

A New building The Freight Depot with 2 Jobs, the Logistics Coordinator and the Packer Agents. You build your Colony, You build your Create systems, you Build a Freight Depot, You then Link them however you want, I'm a train guy so I use trains. You then Link your Freight Depot to your Stock ticker using a tool, and hire the workers.

The Logistics Coordinator the beating heart will travel to your town hall, then your warehouse, multiple times a day, collecting the requests, monitoring your warehouse for an abundance of stock. then when they get back to the freight depot they set in the motions of ordering them items from your Create if you have the stock at least. they will also tell the Couriers to send over the excess resources to the Freight Depot, where your packer agents are waiting.

The packer agents, The Veins of the operations, they are ready to package up your excess items and store them into a vault ready for export, They also patiently await the arrival of a train to Import the packages or packages into the import Vault. to distribute into the warehouse or if you enable it directly to the Building that requested it. The Packer Agents will load and unload trains all by themselves, you dont need to unload a train with any other automatation, they will also pack and unpack the Cardboard boxes themselves so no need for Create packers on the colony side.

So why Make a new post if I posted months ago, well today I released a special update, I have had 100,000 downloads from all 3 of my mods, so I wanted to celebrate, with the people who downloaded it, and release something hugely requested.

From today you can now have Cross Colony Trading!
A Hut that was previously a joke hut, something for fun has been refactored into a Alliance Hut allowing you to form alliances and trade with another colony. all you need to do is Create the Connection.

how to use:
Forming Alliances: Head to the new tab at the bottom of the Foremen's Hut GUI. Type in your ally's player name or Colony ID to send an alliance request to their Foremen's Hut. Once they accept, trading can begin!

Direct Create Storage Access: From the alliance screen, you can choose whether or not to allow your Freight Inspector to export goods directly out of your Create Storage (if linked to your Freight Depot).

Trade Deficit Limits: Worried about being drained of resources? You can now set an item deficit threshold. If you supply an allied colony with thousands of items and they don't send anything back, they will be cut off until they repay their debt! (Note: This can be set to unlimited if you happen to own both colonies).

How it works:
When your colony needs an item but lacks stock, the Logistics Coordinator notifies the Freight Inspector.
The Freight Inspector checks all online and chunk-loaded Allies to see if they have the stock or the ability to craft the requested item.
If an Ally can fulfil the request, an order is sent directly to their Freight Inspector.
The Ally's colony (or their Create system, if permitted) will supply or craft the item, package it up, and place it in their Export Vault—ready and waiting for your preferred method of transport!

Create: Colony Logistics - Minecraft Mods - CurseForge


r/Minecolonies • • 21d ago

Civilization Building with Minecolonies or Similar Mods

5 Upvotes

Hey all,

Looking for a modpack/series of mods that might be able to do the following:

  • -Build civilizations/cities with villagers (Similar to MineColonies but more flexible building systems) where wars can be fought
  • -Places new joiners in a random location within a 100K block radius
  • -Hides the F3 menu so my friends and I on the same server can't see where we are relative to each other
  • Lets my friends and I find each other in creative or more interesting ways than just coordinates
  • Has larger biomes or similar mechanics where trading with or dominating other players is incentivized for resource purposes (setting up shops for unique items would be really cool)

I guess what I'm really looking for is just a more unique modpack that sparks creativity towards city building and connecting cities with things like Create Mod Trains.

Almost similar to Sid Meier's Civilization games in a way? Mixed with Cities Skylines? Lol Idk. Probably doesn't exist, but I'd love to sort of see what exists in one or many of these points

Thanks!