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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 .
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Colony Autopilot - A MineColonies Add-on
Now in a Modpack: https://www.curseforge.com/minecraft/modpacks/autocolony-apocalypse
Place a Town Hall and walk away — the colony builds itself.
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 tree, keeps the warehouse clean and the roads lit — and if the fungal apocalypse mods are installed, it defends the town against the end of the world too.
You can automate everything and just live in the town it builds. Or you can switch individual features off and keep only the parts you find tedious — every single behavior has a config key that can be toggled, and autonomy is default.
What it does
Plans and builds the whole town. A full-town growth plan orders every building from the first Builder's Hut to the barracks towers. The autopilot scouts plots, terraforms bad ground (and force-carves a foundation when the terrain is hopeless, instead of skipping the building), answers every build request, pairs builders so construction never bottlenecks, and keeps roads, lamps and decorations coming as the town grows.
Upgrades everything in lockstep. Huts rise together instead of one racing ahead; the guard towers and barracks climb with the town so defense never lags behind population.
Runs the people. Hires and assigns citizens to jobs, keeps them fed, has the blacksmith cascade armor and tools to guards and workers, and walks the MineColonies research tree on its own.
Keeps house. A warehouse janitor voids junk and caps runaway surplus, a quartermaster keeps building materials stocked, damaged buildings get repaired, and a problem ledger (/colonyautopilot problems) records anything that genuinely needs a human's eyes.
Respects your land. Mark any area with the Zone Marker wand and the autopilot plans around it forever — your farm, your castle, your secret base stay yours. /colonyautopilot zone wand to get one.
Stays out of your way. /colonyautopilot off pauses the whole brain. /colonyautopilot status and report show what it's doing and why. New players get a starter satchel with the build tool, the Zone Marker and a field guide book on first join (the Town Hall itself goes only to the world's founder).
Works with plain MineColonies
The only requirement is MineColonies (NeoForge, Minecraft 1.21.1). No other mod is needed — every integration below is optional and detected automatically.
Optional integrations (auto-detected)
- Fungal Infection: Spore (+ Spore Inquisition): the mod was built as the brain of a fungal-apocalypse challenge pack, and with these installed the defense suite wakes up — a configurable grace period before the infection may begin, creep scrubbing off colony buildings, a reactive warden that repairs infection damage, siege-breaking at the colony border, and guard targeting for the horde.
- GuideME: the field guide becomes a full-screen illustrated book instead of a vanilla written book.
- Akashic Tome / Patchouli: the starter satchel hands out a binding tome and any configured mod manuals.
- K-Turrets: turrets and drones are taught to target the spore horde.
Install (2 minutes)
- Install NeoForge for Minecraft 1.21.1 (any 21.1.x build).
- Put MineColonies and Colony Autopilot in your
modsfolder. (Installing through the CurseForge app pulls MineColonies and its libraries in automatically as the required dependency.) - Start the game and open or create a world. You'll be handed a starter satchel — place the Town Hall, start the colony from it and walk away. That's the last thing the colony needs you to do.
On a multiplayer server, install it on the server and on every client, like MineColonies itself. Works fine when added to an existing world or an existing colony — it adopts the town as-is. Removing it leaves a completely normal MineColonies colony behind.
Configuration
Everything lives in config/colonyautopilot-server.toml (generated on first launch, heavily commented). Highlights: the master switch, per-feature toggles for every system above, building caps, the grace period and the rest of the apocalypse tuning (only meaningful with Spore installed), and quality-of-life tweaks the pack plays with — fire spread off, vanilla pillager patrols off, workers working in rain, a hostile spawn cap, longer beneficial potions. Each tweak can be turned off individually if you want vanilla behavior back.
Commands
/colonyautopilot status— what the autopilot is doing right now/colonyautopilot report— the colony day-report on demand/colonyautopilot on | off— master switch (operators)/colonyautopilot chat on | off— toggle on/off the unimportant minecolonies chat messages/colonyautopilot expansion on | off— pause just the building program/colonyautopilot problems [on|off]— the needs-a-human ledger/colonyautopilot zone wand | list | clear— protected zones/colonyautopilot guide— another copy of the field guide
FAQ
Does it replace MineColonies' AI? No. It plays the same way you would — placing build orders, hiring, assigning, researching through MineColonies' own systems. Citizens still do all the actual work.
Can I still play MineColonies normally with it installed? Yes. Turn off the features you'd rather do yourself, zone off your own build area, or /colonyautopilot off entirely and flip it back on when the micromanagement stops being fun.
Versions? Minecraft 1.21.1, NeoForge 21.1.x, MineColonies 1.1.1319 or newer. Required on both server and clients in multiplayer.
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