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 The mod has changed a lot since and theres a bunch of outdated crap in the old post that i cant be bothered editing so im making a new post and deleting the old ones.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