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MASS (Max Added Some Stuff)
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Added a bunch of things to ae2, minecolonies.
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MASS — Max Added Some Stuff
Minecraft 1.21.1 · NeoForge · Requires MineColonies · Optional: Refined Storage 2, Applied Energistics 2
MASS is a MineColonies companion mod that removes the tedious parts of running a colony and adds a late-game diplomacy layer on top. It connects your colony to your storage network so colonists are supplied automatically, gives you a handheld screen that shows exactly what every colonist and builder is waiting on, adds a Bulletin Board where you recruit tavern visitors and take quests from your own citizens, and introduces biome-based factions to trade with and ally with once your colony is established. It also includes two high-speed AE2 buses for anyone with a large ME network.
Everything is a separate feature with its own config switch, so you can use only the parts you want.
1. Colony Network Interface — automatic supply from Refined Storage or AE2
What it does: Place the Colony Network Interface block so it touches both a MineColonies warehouse and a Refined Storage or AE2 cable/controller. From then on, whenever a colonist or builder requests something the colony can't provide on its own, the bridge pulls exactly that amount out of your storage network and drops it into the warehouse racks. Couriers then deliver it the normal way.
How it changes the game: You stop manually ferrying stacks of planks, bricks, food and fuel into the warehouse. A builder who asks for 640 items to upgrade a Chef's Hut just gets them. If the network only has 20 of the 64 oak logs a builder wants, it sends those 20 and tops up the rest later once they exist — it never ships the same order twice, and never drains your storage into the warehouse.
Extra features of the bridge:
- Autocrafting. If the network has none of an item but has a crafting pattern for it, the bridge asks the network to craft it — just like requesting from a crafting terminal. Ask for bricks with a brick pattern encoded and the network starts making them. Busy crafting CPUs are queued rather than skipped.
- Domum Ornamentum crafting. Builders constantly ask for specific decorative blocks like "Wheaten Extra Shingle with Oak trim". When the network has no finished ones, the bridge makes them from raw materials at exactly the Architect's Cutter exchange rate. No patterns to encode for every material combination.
- Sensible tools and armour. Equipment requests are filled from a vanilla list (wood → stone → iron → diamond → netherite, configurable cap), so a colonist gets an iron helmet rather than a random modded item that happened to count as a "helmet".
- Builders are kept stocked directly. Materials for a build order go into the builder's own hut, so building starts immediately instead of waiting for a courier trip.
- Status at a glance. Right-click the block for a chat readout (warehouse found, network found, open requests, items supplied, any problems). It glows while it has work and outputs a comparator signal when there are open requests.
- Fully configurable: poll rate, items per poll, item deny list, whether to fill tool/food/fuel requests, and more.
2. Colony Network Monitor — a handheld view of your whole colony
What it does: A handheld item. Right-click a Colony Network Interface to link it, then open it from anywhere in the same dimension. It refreshes live once a second with four tabs:
- Open — every request the colony is still waiting on, and how much of each is still missing after counting what couriers are already carrying.
- Filled — the last 48 requests the bridge completed.
- Builders — one row per builder with an active work order, e.g. "Sabrina T. Reddy — Chef's Hut 3→4 · 128 of 640 items still needed", with a progress figure. Click into one for the complete bill of materials — far more than the request system normally shows, since MineColonies only exposes a builder's next item or two. A "Send everything" button ships every material the network already has and autocrafts the rest, for one builder or the whole colony.
- Colonists — the full roster. Anyone waiting on something is flagged with a !; click them to see exactly what they're short of and send it in one click. Sort by name, job, happiness, health, saturation or any individual skill. Each colonist page shows their job, what they are doing right now, health, food, happiness, every skill level, and for builders the current work order step ("Upgrading University 3→4 · Step 1/5 · Decorate · Supplied 100% / Used 93%").
How it changes the game: You no longer walk hut to hut opening windows to find out why a build stalled or who is unhappy. One item answers "what is my colony waiting on, and can I fix it right now?" — and fixes it with a button press.
3. Bulletin Board — recruit visitors and take quests from your colonists
What it does: A craftable block (three planks, three paper, two sticks) you place anywhere inside your colony's borders. Right-click for two tabs (four with Diplomacy enabled).
Visitors tab: Lists everyone currently at your tavern, sorted by who is closest to leaving. Each shows their mood (happy / meh / grumpy) and roughly how long until they walk off. Open a visitor to see a pitch in their own words — "I'm Duran. I mostly fish and hunt — if ya need a Fisherman I reckon I'd fit right in" — the job their skills suit best, and every skill level with their strongest two highlighted. A Recruit button hires them on the spot, using MineColonies' normal recruit cost and rules; it greys out with a reason if you can't afford them or the colony has no room. Works with jobs from addon mods too.
Quests tab: Your colonists pin notices to the board. A cook might post "Fish for the kitchen — bring me 8 cod", a guard "Deal with 10 zombies near the colony", a researcher "Come and find me". Hovering a notice shows a card with the colonist's portrait and full details. Three quest types:
- Deliver — hand the items over at the board.
- Slay — kills inside the colony's borders count automatically.
- Visit — go and right-click the colonist who asked.
Turning in a quest raises one of that colonist's job skills by a level and pays you a reward (emeralds, items — from a reward table). Harder quests let you pick which skill to raise. Happier colonists post quests more often. 28 quests ship in the jar, covering cooks, bakers, farmers, fishers, lumberjacks, miners, builders and guards, and they're all datapack JSON so modpack makers can add or replace them.
How it changes the game: Recruiting becomes a comparison shop instead of chatting to each visitor one at a time, and your colonists become people with things to ask of you. Quests give you a reason to interact with individual citizens and a direct, controllable way to level the skills you care about.
4. Diplomacy — factions, embassy work orders, alliances and trade
What it does: An endgame system that unlocks once your Town Hall reaches level 3 and you have built a Gatehouse (both configurable). The world is divided among eight biome factions — Desert Caravans, Tundra, Forest, Plains Homesteads, Jungle, Swamp, Mountain Holds and Ocean — and your colony's home faction is whichever one owns the biome under your town hall. You build notoriety with each faction, which grades into four tiers: Neutral → Friendly → Allied → Sworn.
Earning notoriety:
- Embassy tab on the Bulletin Board. Factions post work orders: "The Desert Caravans want 3 buckets of water", "Tundra asks for 40 coal". Fill one from your inventory, or with one click straight from your colony's warehouses — a colony that farms wheat pays the Desert in wheat without anyone carrying a stack. Orders pay notoriety plus an item reward.
- Completing colonist quests spills notoriety over to factions who value that job (miners please the Mountain Holds, farmers please the Plains).
- Surviving raids, a daily drip, and neighbouring registered colonies vouching for you.
Alliance buffs. Each tier with a faction unlocks colony-wide buffs, all biome-flavoured and all configurable:
| Ally with… | You get… |
|---|---|
| Tundra | Citizens never freeze or take frost damage |
| Mountain / Desert | Faster hut furnaces (+50%), more ores from miners |
| Forest / Mountain | Faster block breaking |
| Plains / Swamp | Better farming yields |
| Ocean / Plains / Jungle | Faster-walking citizens |
| Any faction | Extra saturation, extra health, more melee & archer damage |
| Any faction at Sworn | Reinforcements: mercenaries automatically arrive when a raid starts, plus a "Call reinforcements" button on the board |
The Alliance tab shows a progress bar towards the next tier with every faction and which buffs are currently in force. Tier changes are announced in chat.
Trade contracts. The Trade tab lists contracts each faction offers, e.g. ship 32 wheat to the Desert every 10 minutes and receive 24 glass. Take one up and it runs on its own: goods leave your warehouse, the imports arrive in your warehouse, and couriers distribute them. Sixteen contracts ship (two per faction), higher-tier ones offering better goods like prismarine from the Ocean. Contracts cost a little notoriety per run, so you have to keep doing embassy work to sustain them.
How it changes the game: Once your colony is self-sufficient, Diplomacy gives it something to do next. Your biome matters — a tundra colony plays differently from a desert one — and the buffs are strong enough to be worth pursuing (cold-immune citizens, faster furnaces, free mercenaries on raid day). Everything is datapack-driven (factions, work orders, contracts) and every layer has a master switch and its own config file.
Commands: /mass diplomacy status, /mass diplomacy factions, plus register/set/add for owners and ops.
5. Supercharged and Warp buses (AE2)
What it does: Four new AE2 parts — Supercharged Import/Export Bus and Warp Import/Export Bus. They attach to cables exactly like stock buses and use AE2's own configuration screen, filters and upgrade cards.
| Tier | Throughput | vs. a fully upgraded stock bus |
|---|---|---|
| Stock bus + 4 acceleration cards | 96 items / 5 ticks | — |
| Supercharged | 480 items every tick | 25× |
| Warp | 65,536 items every tick | drains any real inventory in one tick |
How it changes the game: Stock AE2 buses ramp up when busy and slow back down after a lull, so the first transfer after a pause is sluggish. These run at a fixed rate every tick, always — a Warp export bus feeding a MineColonies warehouse or a large-scale farm never falls behind. Acceleration cards do nothing in them (the rate is the tier); capacity, fuzzy, inverter and redstone cards work as normal.
Compatibility
- Required: MineColonies (1.1.1299+)
- Optional: Refined Storage 2 and/or Applied Energistics 2 (needed for the bridge and the buses; the Bulletin Board and Diplomacy work without either)
- Supported: Domum Ornamentum crafting, addon MineColonies jobs
- All server config in
config/colonybridge-server.tomlandconfig/mass-diplomacy-server.toml, live-reloadable. - Issues: https://github.com/see6/mass/issues
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