ColonyAutopilot

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ColonyAutopilot

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Colony Autopilot is an addon for MineColonies that makes every decision a mayor would make, so you don't have to make any of them. It plans the entire town, places and upgrades every hut, hires and feeds the citizens, arms the guards, runs the research .

Mod Loaders
Minecraft

About

Description

Colony Autopilot - A MineColonies Add-on

*ill update when i can but im really really busy with work*

Now in a Modpack: https://www.curseforge.com/minecraft/modpacks/autocolony-apocalypse

Place a Town Hall. The mod runs the rest of the colony.

An addon for MineColonies 1.1.1319+ on Minecraft 1.21.1 (NeoForge). It places every building after your Town Hall, orders builds and upgrades, staffs the huts, keeps workers supplied, runs research and mans the defences. Citizens still do the work. Every system has its own config switch, and /colonyautopilot off stops the colony side for that world (a spore grace period keeps counting).

What it does

  • Builds the town. Follows a 68-step plan, from the first Builder's Hut to the Nether Mine, at most one new building every 10 game-minutes (half a Minecraft day). The plan is a JSON file you can edit: config/colonyautopilot-growthplan.json.
  • Finds or makes the land. Picks a flat plot inside the colony's borders, nearest first. Where there is none it levels ground, and as a last resort carves the footprint flat. A building the plan needs is never skipped.
  • Places buildings properly. Each hut stands at its blueprint's own ground line (no buried or stilted buildings), with its entrance turned toward the town centre where the plot allows.
  • Roads and light. A lamp-lit road from every door toward the Town Hall, lamp posts on dark ground, smoothed ground around each plot.
  • Upgrades in step. Nothing rises above Town Hall level + 1. Upgrades come before new buildings and guard buildings keep pace with the hall. A hut that has stood unbuilt for a game day goes ahead of the upgrade queue, a Barracks at once.
  • Staffs the colony. Fills empty huts from the jobless and recruits tavern visitors the moment a bed is free (a village 8 or more beds under its cap fills in a burst). A gatherer whose output has stood still for 3 game-days gets a warning first, then a fresh hire. A hut you set to manual hiring is left to you.
  • Outfits workplaces. Farms get seeded fields with water, herders their first animals, the fisher a pond beside his hut, the forester a grove. Crafters are taught basic recipes.
  • Research. Works through the MineColonies tree with its normal costs and times. It also picks the either/or branches for you; blank research.forks and research.capstones to choose them yourself.
  • Repairs. A building missing 8 or more blocks is restored from its blueprint: no builder needed, stored items untouched.
  • Housekeeping. The warehouse is capped so it never clogs: 4 stacks of an item, 1 of a building material, 24 potions. The surplus is destroyed; gear and ores are exempt. /colonyautopilot problems lists what needs your attention, including spots where citizens keep getting stuck.

What the colony gets for free

  • Build materials appear in the builders' huts, 32 items per game-minute.
  • Requests nobody in the colony can fill are delivered after 120 seconds. Tools and armour follow a ladder: stone, iron once a Blacksmith stands, diamond once the Blacksmith and the Town Hall are both level 5. Modded gear is never created (the gunner's rifle below is the one exception).
  • Food for starving citizens, until the Dining Hall can serve.
  • Four research lines at founding: builder speed, the Barracks, the population cap, druid potions.
  • The University opens at level 1 the moment the autopilot places it, so research starts while it is still being built.

Defence

  • A Guard Tower (or the Barracks) goes up once three buildings stand unguarded, up to 20 standalone towers.
  • Guard mix: three melee guards for every ranged one, one druid for every four guards. With MineColonies 1.1.1368 or newer, once researched: one huscarl (armour-piercing axe, no shield) for every two knights, and marksmen (armour-piercing crossbow) on the ranged side.
  • Iron golems: two at the Town Hall, one at each Blacksmith, replaced when they fall.

Your own builds

  • Protected zones. Right-click two opposite corners with the Zone Marker (/colonyautopilot zone wand) to mark up to 24 areas of up to 48×48 blocks inside the colony's borders. Marking needs colony officer rank. Nothing is built, graded, paved or felled inside one. A zone only blocks new work, so mark your ground before the town reaches it.
  • Your own huts. Buildings you place yourself are adopted: built, upgraded, staffed, given a road and smoothed ground.
  • /colonyautopilot expansion off stops new placements only. Upgrades, repairs, supplies and guard towers continue.

Defaults that change normal play

All under tweaks in config/colonyautopilot-server.toml.

  • Citizens leave no graves and drop nothing, and nobody stops work to mourn.
  • Fire spread off, pillager patrols off, workers work in the rain, beneficial potions last 2×.
  • Workers use tools of any tier; food-quality complaints are silenced.
  • The village's chunks stay loaded, and so does a 10-chunk radius around world spawn (the mod sets that gamerule at every world start).

Install

  1. NeoForge for Minecraft 1.21.1, MineColonies 1.1.1319 or newer, and this mod. Nothing else is required.
  2. Multiplayer: install it on the server and on every client.
  3. Create a world. The first player to join a world with no colony gets a Town Hall block in the starter kit: place it. Players who join later get the tools and a pointer to the village.

It works on an existing colony. Before removing the mod, run /colonyautopilot off: that hands back the gamerules it changed.

Optional mods (detected automatically)

  • Fungal Infection: Spore. No spore creature spawns for the first 50 game-days (spores.gracePeriodDays, counted down in chat). After that: infected citizens are cured on sight, creep (the infection's blighted blocks) is scrubbed off the colony's land, spore mobs cannot break blocks (the Proto Hivemind boss excepted), guards attack the horde, and a hut block the creep ate is rebuilt.
  • Spore Inquisition (with Spore). When the grace ends the RedNight falls: its mound descends at world spawn. It waits while the difficulty is Peaceful or nobody is online. Set spores.gracePeriodDays before you create the world; 0 means no grace and no RedNight.
  • TaCZ. Six gun enchantments, for guns only, at the enchanting table or the anvil: High Caliber, Fungicide, Marksman, Shrapnel, Cryo Rounds, Incendiary.
  • TaCZ + Compatibility addon for MineColonies. Ranged guards are armed as gunners: the colony issues each one a loaded AK-47, keeps him in ammunition, and he fires full-auto. Once the Marksman is researched, gunner and marksman posts alternate.
  • K-Turrets. Turrets and drones target the horde and are immune to damage (remove one through its own menu).
  • GuideME. The field guide opens as an illustrated book.
  • Akashic Tome / Patchouli. Guide books in the starter kit.

Configuration

config/colonyautopilot-server.toml, every key commented. In game, /colonyautopilot settings [section] reads the keys and /colonyautopilot set <section.key> <value> changes one (operators).

Commands

  • /colonyautopilot status — what the autopilot is doing and what it waits for
  • /colonyautopilot report — one-screen debrief: population, plan, work orders, guards, research, open problems
  • /colonyautopilot problems [on|off] — what needs a human's attention; click [go there] on a stuck spot to teleport to it, in any game mode, colony members only (on|off: operators)
  • /colonyautopilot on | off — master switch for this world (operators)
  • /colonyautopilot expansion on | off — stop or resume new placements (operators)
  • /colonyautopilot golems on | off — the iron golems; off also dismisses the standing ones (operators)
  • /colonyautopilot settings [section] — the config sections, or every key of one section with its value, range and meaning
  • /colonyautopilot set <section.key> <value> — change one key and save it (operators)
  • /colonyautopilot chat on | off — mute colony chatter in your own chat
  • /colonyautopilot zone wand | list | clear — protected zones (clear: operators)
  • /colonyautopilot guide — another copy of the field guide

Licence

GPL-3.0. Source available on request. A hobby project with no update schedule.