Mod

Civillis
Rank 101
Rank 54 among mods

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Civillis

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2 ratings (50%) · 4.5★
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1 review (50%) · 4.0★
1 review (50%) · 4.5★
5.0★ (no reviews)
0.5★ 5★

Build more, spawn less. Hostile mobs naturally avoid civilized areas.

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Hostile Mobs
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4.5
misstify

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Posted: May 30, 2026 at 6:15:36 PM UTC
20 hrs
Total hours played at time of review
MC 1.21
The version(s) the reviewer played
Gameplay
4.5
Performance
4.0

Civilis was a great recently updated pull I discovered that encourages building in a new way beyond just having a 'i'll build a house eventually' lawn base. It has multiple add-ons to help compatibility with other mods and their building blocks, and one of the only drawbacks is that all these calculations seem to put a measurable amount of stress on the server - not in a bad way, just in a way that you should be aware of when deciding how heavy/lite of a pack you want to create. Beyond being listed at the top of the modlist in spark though, it's a mod I'm happy to integrate into my gameplay to conquer hostile mob areas and to build my own fortress against them.

1
0
4.5
misstify

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: May 30, 2026 at 6:15:36 PM UTC
20 hrs
Total hours played at time of review
MC 1.21
The version(s) the reviewer played
Gameplay
4.5
Performance
4.0

Civilis was a great recently updated pull I discovered that encourages building in a new way beyond just having a 'i'll build a house eventually' lawn base. It has multiple add-ons to help compatibility with other mods and their building blocks, and one of the only drawbacks is that all these calculations seem to put a measurable amount of stress on the server - not in a bad way, just in a way that you should be aware of when deciding how heavy/lite of a pack you want to create. Beyond being listed at the top of the modlist in spark though, it's a mod I'm happy to integrate into my gameplay to conquer hostile mob areas and to build my own fortress against them.

1
0
4.5
misstify

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: May 30, 2026 at 6:15:36 PM UTC
20 hrs
Total hours played at time of review
MC 1.21
The version(s) the reviewer played
1
0
4.5
Alterated

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: May 27, 2026 at 3:14:37 AM UTC
MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Performance
4.5

This mod despite not exactly doing much content wise, therefore not exactly making the game that much more fun, it does add some much needed convenience to the game, having mobs not spawning in my base all the time is really useful, and frankly should be in vanilla.

1
0
Last edited: May 28, 2026 at 8:40:19 PM UTC
4.5
Alterated

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: May 27, 2026 at 3:14:37 AM UTC
MC 1.20
The version(s) the reviewer played
Gameplay
3.5
Performance
4.5

This mod despite not exactly doing much content wise, therefore not exactly making the game that much more fun, it does add some much needed convenience to the game, having mobs not spawning in my base all the time is really useful, and frankly should be in vanilla.

1
0
Last edited: May 28, 2026 at 8:40:19 PM UTC
4.5
Alterated

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: May 27, 2026 at 3:14:37 AM UTC
MC 1.20
The version(s) the reviewer played
1
0

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Project Details

Type
Mod
License
All Rights Reserved
Latest Version
civillis-neoforge-2.0.0-release+mc1.21.11.jar
Authors
CurseForge
Modrinth

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About

Description

modrinth    ghpages    discord-plural    

ModDex rating


What is Civillis?

Have you ever wished your base just felt safe — without flooding every surface with torches or carpeting the ground with slabs?

Civillis makes that happen. It recognizes the signs of civilization you naturally create — a campfire burning, a bed placed, a workbench humming — and silently pushes hostile mobs away. The more your settlement grows, the stronger the protection. No commands, no rituals, no new mechanics to learn — just play, and the land responds.

Leave for too long, and nature slowly reclaims its ground. But a well-established city never truly falls.

Features

Natural Spawn Suppression

The blocks you already use to build your world are what keep you safe. Campfires, beds, furnaces, crafting tables — the things that make a place feel lived in — are exactly what the mod looks for. Build the home you've always wanted, and safety follows.

Monsters Flee

Hostile mobs inside civilized zones try to leave. In normal situations they drift toward less civilized ground, and in highly civilized city centers they may even give up fighting and retreat. This behavior follows your suppression settings and gives settlements a more believable defensive feel.

Civilization Decay

The world doesn't stay tamed forever. Unvisited areas gradually lose their protection over time, creating a living, breathing sense of territory that rewards active presence. Offline time in singleplayer doesn't count — your civilization picks up right where you left off.

Skull Attraction

Want a mob farm in the heart of your city? Build the structure to carve out a pocket of open wilderness inside your civilization. Mobs spawn freely within it, ignoring the surrounding score. Place mob heads inside to attract specific types. Hint: crying obsidian, a soul campfire burning on top, and a bone to sacrifice.

Civilization Sonar

Scan your local civilization level with a sonar pulse. Carry a portable detector (compass + emeralds) for quick on-the-go checks, or place a bell on a lodestone for a more powerful stationary sweep. Color-coded boundaries and custom sound cues tell you exactly how safe (or exposed) your surroundings are.

Podium of Undying

In high-civilization areas, you can build a small altar and activate it with a totem to create a one-time emergency revival point. If death would occur, you're pulled back to the podium and revived with totem-style effects (regeneration, absorption, and fire resistance) without consuming a totem in hand.

Modpack-Ready

Civillis is built to be tuned by datapacks. Block weights, mob-head attraction lists, zone and dimension policies, and spawn-gate entity lists all load from data files, so packs can reshape how civilization behaves without code. Modpack authors can also assign custom blocks to tiered tags like #civil:high_civilized or #civil:low_civilized to give whole groups of blocks a civilization weight at once.

Blocks can be added to these tags to make them compatible with Civillis : 

  • #civil:very_very_high_civilized
  • #civil:very_high_civilized
  • #civil:high_civilized
  • #civil:medium_high_civilized
  • #civil:medium_civilized
  • #civil:medium_low_civilized
  • #civil:low_civilized
  • #civil:very_low_civilized
  • #civil:very_very_low_civilized

Server Compatible

Built from the ground up for multiplayer. Async database persistence, player-aware cache prefetching, and a dedicated I/O thread pool keep performance rock-solid even on large servers with many players exploring vast worlds.

Addons

Civillis Technology adds support for most tech mods.

Civilis Magic adds support for most magic mods.

Civilis Minecolonies adds support for Minecolonies buildings to better protect colonies.

How It Works

The mod evaluates a 240×240×48 block area (configurable) around each potential spawn point and computes a civilization score based on nearby structures. Blocks that reflect human presence — furnaces, beds, campfires, beacons, workstations, and others like them — are what the mod looks for.

  • Settle and grow → safer land. A thriving city can push monsters back ~90 blocks from its borders.
  • Leave for a while → gradual decay. Over time without visits, protection weakens — but a large settlement still keeps a ~40-block safe perimeter.
  • A small cabin → modest protection. A lone outpost won't create a fortress, but it helps.

That's millions of blocks evaluated per spawn attempt — and it happens every time, everywhere in the world. See the Wiki to learn how the shard-based civilization engine keeps this at constant time.


You strike the anvil — its ring echoes across the village.
They know this is civilization. So they leave.

You murmur over the enchanting table — runes flicker in the dark.
They know this is civilization. So they leave.

You sit by the campfire with old friends — laughter rises into the night.
They know this is civilization. So they leave.

Natural. Dignified. Elegant. This should have been part of the world all along.

Now it is.


Requirements

  • Minecraft 1.20.1 ~ 1.21.11

If on Fabric:

External Links

The land remembers your presence.

Where players build, monsters yield.


curseforge    ghpages    discord-plural

ModDex rating


What is Civillis?

Have you ever wished your base just felt safe — without flooding every surface with torches or carpeting the ground with slabs?

Civillis makes that happen. It recognizes the signs of civilization you naturally create — a campfire burning, a bed placed, a workbench humming — and silently pushes hostile mobs away. The more your settlement grows, the stronger the protection. No commands, no rituals, no new mechanics to learn — just play, and the land responds.

Leave for too long, and nature slowly reclaims its ground. But a well-established city never truly falls.

How It Works

The mod evaluates a 240×240×48 block area (configurable) around each potential spawn point and computes a civilization score based on nearby structures. Blocks that reflect human presence — furnaces, beds, campfires, beacons, workstations, and others like them — are what the mod looks for.

  • Settle and grow → safer land. A thriving city can push monsters back ~90 blocks from its borders.
  • Leave for a while → gradual decay. Over time without visits, protection weakens — but a large settlement still keeps a ~40-block safe perimeter.
  • A small cabin → modest protection. A lone outpost won't create a fortress, but it helps.

That's millions of blocks evaluated per spawn attempt — and it happens every time, everywhere in the world. See the Wiki to learn how the shard-based civilization engine keeps this at constant time.

Features

Natural Spawn Suppression

The blocks you already use to build your world are what keep you safe. Campfires, beds, furnaces, crafting tables — the things that make a place feel lived in — are exactly what the mod looks for. Build the home you've always wanted, and safety follows.

Monsters Flee

Hostile mobs inside civilized zones try to leave. In normal situations they drift toward less civilized ground, and in highly civilized city centers they may even give up fighting and retreat. This behavior follows your suppression settings and gives settlements a more believable defensive feel.

Civilization Decay

The world doesn't stay tamed forever. Unvisited areas gradually lose their protection over time, creating a living, breathing sense of territory that rewards active presence. Offline time in singleplayer doesn't count — your civilization picks up right where you left off.

Skull Attraction

Want a mob farm in the heart of your city? Build the structure to carve out a pocket of open wilderness inside your civilization. Mobs spawn freely within it, ignoring the surrounding score. Place mob heads inside to attract specific types. Hint: crying obsidian, a soul campfire burning on top, and a bone to sacrifice.

Civilization Sonar

Scan your local civilization level with a sonar pulse. Carry a portable detector (compass + emeralds) for quick on-the-go checks, or place a bell on a lodestone for a more powerful stationary sweep. Color-coded boundaries and custom sound cues tell you exactly how safe (or exposed) your surroundings are.

Podium of Undying

In high-civilization areas, you can build a small altar and activate it with a totem to create a one-time emergency revival point. If death would occur, you're pulled back to the podium and revived with totem-style effects (regeneration, absorption, and fire resistance) without consuming a totem in hand.

Modpack-Ready

Civillis is built to be tuned by datapacks. Block weights, mob-head attraction lists, zone and dimension policies, and spawn-gate entity lists all load from data files, so packs can reshape how civilization behaves without code. Modpack authors can also assign custom blocks to tiered tags like #civil:high_civilized or #civil:low_civilized to give whole groups of blocks a civilization weight at once.

Show spoiler

Blocks can be added to these tags to make them compatible with Civillis: 

  • #civil:very_very_high_civilized
  • #civil:very_high_civilized
  • #civil:high_civilized
  • #civil:medium_high_civilized
  • #civil:medium_civilized
  • #civil:medium_low_civilized
  • #civil:low_civilized
  • #civil:very_low_civilized
  • #civil:very_very_low_civilized

Server Compatible

Built from the ground up for multiplayer. Async database persistence, player-aware cache prefetching, and a dedicated I/O thread pool keep performance rock-solid even on large servers with many players exploring vast worlds.

 

 

You strike the anvil — its ring echoes across the village.
They know this is civilization. So they leave.

You murmur over the enchanting table — runes flicker in the dark.
They know this is civilization. So they leave.

You sit by the campfire with old friends — laughter rises into the night.
They know this is civilization. So they leave.

Natural. Dignified. Elegant. This should have been part of the world all along.

Now it is.

 
 

Requirements

  • Minecraft 1.20.1 ~ 1.21.11

If on Fabric:

External Links

Screenshots

Gallery

  • The Retreat
    The Retreat Monsters are naturally deterred by signs of civilization.
  • Mob Farm Shrine
    Mob Farm Shrine Mob Farm Shrine
  • Civil Detector
    Civil Detector The Civil Detector can be crafted from 9 emeralds and a compass to visualize civilized areas.
  • Civil Detection
    Civil Detection The colour displayed on the Civil Detector represents the impact on mob spawns.
  • Podium of Undying
    Podium of Undying
  • Creeper Invasion
    Creeper Invasion Monsters can be attracted via their respective skulls.
  • Vanilla vs Civillis
    Vanilla vs Civillis Cozy house at night. No zombie this time!
  • The Retreat
    The Retreat Civillis New Concept Art
  • Podium of Undying
    Podium of Undying A pig is not required to activate the altar.
  • Civil Detector
    Civil Detector Craft a civil detector for patrolling!
  • Civil Detector Showcase
    Civil Detector Showcase Green, yellow, or red — the detector tells you how safe you are.
  • Oh no, creeper invasion!
    Oh no, creeper invasion! Better idea: use skulls in farms.
  • In-game settings GUI
    In-game settings GUI Requires ModMenu + Cloth Config.
  • Detector Sonar 1
    Detector Sonar 1 Sonar effect inside civilized areas.
  • Detector Sonar 2
    Detector Sonar 2 Sonar effect outside civilized areas.
  • Detector Sonar 3
    Detector Sonar 3 Sonar effect within range of mob heads.

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