Minecolonies Modernization update
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Modification to Courier Transport Capacity in the minecolonies
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🏛️ Minecolonies Modernization Update
This mod introduces a complete modern logistics system for Minecolonies, including several new buildings and supporting professions, freeing players from tedious manual hauling.
📦 I. Material Requester
Demand Initiator · One‑Click Ordering
- Trigger: Hold a building blueprint or material list generated by the Create Clipboard and right‑click the building.
- Processing: Requests are automatically split into independent work orders for Carpenters, Masons, Mechanics, and other professions, allowing citizens to work in parallel without interference.
- Delivery: All materials are delivered directly to a buffer zone near the requester – no player involvement needed.
- Feedback & Tracking: The item name is shown in the top‑left corner, and request status is clearly displayed. An built‑in Instant Response Protocol delivers items within seconds if stock is available; if shortages occur, production tasks are automatically generated and tracked until completion.
This building was officially named in version 1.0.4‑test, gradually replacing the earlier "right‑click mailbox" trigger method (which was removed in 1.0.8‑update).
📬 II. Base Station (Not finish)
Routing Hub · Cross‑Region Logistics
- Input/Output: Connect to any container (chests, drawers, minecarts, etc.) to automatically pull specified items, then route them via pathfinding algorithms to the nearest requester, warehouse, or player‑designated coordinates.
- Routing Rules: Supports whitelist/blacklist, quantity‑threshold triggers, and time‑window scheduling (e.g., prioritising building materials at night).
- Dedicated Couriers: Train citizens to become couriers with a 40% speed boost and a spatial compression backpack (capacity equal to a shulker box). Name them and watch them bustle through your colony.
This building was introduced in version 1.1.1‑test and is currently in early testing, with approximately 10 test builds planned before a stable release.
💹 III. Trading Market (Not finish)
Resource Balancing · Dynamic Economy
- Demand Pool: Automatically scans all warehouses in the colony to list surpluses and shortages.
- Floating Exchange Rates: Prices refresh daily based on supply and demand – scarce items appreciate, while abundant ones depreciate.
- Cross‑Colony Trade: Establish trade routes with neighbouring colonies or player alliances to barter for rare items unobtainable locally (e.g., dragon’s breath, netherite scraps).
- Advanced Play: Manually place orders with desired exchange ratios, or commission citizens to venture out and bring back target goods. Trade taxes are automatically reinvested into colony infrastructure, closing the economic loop.
Although not explicitly mentioned in every changelog entry, this building is one of the three core structures, completing the logistics loop together with the Material Requester and Dispatch Station.
🔧 Supporting Features & Optimisations
- Infinite Stacking (since 1.0.5‑test): Items in container slots are no longer limited to 64; they can accumulate up to
Integer.MAX_VALUE. - Full Profession & Recipe Support (1.0.9‑update): All worker professions and their recipes are correctly recognised and requested, not limited to a few specific jobs.
- Request Reader (1.0.9‑update): A new item that scans and displays all pending requests across the colony, providing a macro‑view for easier management.
- UI Improvements (1.0.6‑test): Clearer request display and item names shown in the top‑left corner for a better user experience.
- Fixes & Enhancements:
- Fixed request disorder (1.0.2‑repair).
- Items with zero quantity no longer trigger repeated requests (1.0.3‑update).
- Fixed manual insertion clamping beyond 64 (1.1.0‑update).
- Fixed clicking anomalies (1.0.5‑test).
- Model & Recipe (1.0.7‑update / 1.0.8‑update): The Material Requester received an official model, a crafting recipe, and was added to the creative inventory.
🧩 Known Limitations
- When used together with the Pathfinding Overhaul mod, the courier’s per‑trip capacity may not work as intended (since version 1.0).
- When using a carry‑on mod (e.g., Carry On) to pick up the building and place it down again, its state may be lost (temporarily unfixable – use a pickaxe to break it instead).
📌 Version Status
- Current Version: 1.2.1‑update (early testing phase)
- Stability Roadmap: Early testing began with 1.1.1‑test; approximately 10 test builds are planned before transitioning to a stable release.
Three‑Building Synergy
Requester (initiate demand) → Dispatch Station (schedule and deliver) → Market (resource replenishment) → Requester (loop closed)
This mod is dedicated to upgrading your colony from a primitive settlement into a self‑regulating modern city.
All features are visualised through actual citizen behaviours, making logistics visible, controllable, and engaging.

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