Community listing page, reviews here may not be monitored by the author.
MineColonies Multi-Colony Patch
No reviews yet
Let players own and teleport to multiple MineColonies colonies at once, with a configurable colony cap.
Community voices
Reviews
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
Compatibility
Supported Environments
Must be installed on both the client and the server.
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
MineColonies Multi-Colony Patch A lightweight, mixin-based engine patch for MineColonies 1.21.1 that removes the single-colony-per-player limit. Own multiple colonies, teleport between them, and keep tool context resolution spatial.
Features Multiple colonies per player — claim and run more than one colony as the same mayor. /mc home [id] — /mc home teleports to your nearest colony; /mc home <id> teleports to a specific one by colony id. Configurable cap — max colonies per player is set in the mod config (and individual colony deletion can be toggled). Spatial tool context — clipboard/tool actions resolve against the colony you're actually working in. Lightweight — pure Mixin + a couple of target overrides over MineColonies' command/network classes; it does not re-add MineColonies assets. How it works Hooks MineColonies' IMCCommand.build() default method (appends the optional id arg to the home literal) and CommandHomeTeleport.onExecute (dispatches to a multi-colony-aware teleport), plus Gate A (GetColonyInfoMessage) and Gate B (CreateColonyMessage) so founding a second colony is no longer hard-blocked.
Requirements Minecraft 1.21.1 NeoForge 21.1.235 (or newer) MineColonies 1.1.1374 (≥ 1.1.1374-1.21.1-snapshot) — the patch targets this build. MineColonies' own runtime deps (Structurize, BlockUI, Domum Ornamentum) must also be present. Install Drop the jar into your mods/ folder together with MineColonies (1.1.1374+) and its dependencies. No server restart needed for singleplayer; on servers install on both client and server.
Config config/minecolonies-multicolony.toml — maxColoniesPerPlayer (cap) and allowIndividualColonyDeletion. (this ai description btw technicly some are not but some are, dw the mod is not ai generated im jst way too lazy to make a description) (I very recommend u to download autopilot addon for mineoclonies to help cause it sorta painful if u have to travel back to back every time u wanna improve the village) (oh btw i didnt test it long enough so jst use it at your own risk just report the issue and ill try to make an update as soon as possible)
MineColonies Multi-Colony Patch A lightweight, mixin-based engine patch for MineColonies 1.21.1 that removes the single-colony-per-player limit. Own multiple colonies, teleport between them, and keep tool context resolution spatial.
Features Multiple colonies per player — claim and run more than one colony as the same mayor. /mc home [id] — /mc home teleports to your nearest colony; /mc home teleports to a specific one by colony id. Configurable cap — max colonies per player is set in the mod config (and individual colony deletion can be toggled). Spatial tool context — clipboard/tool actions resolve against the colony you're actually working in. Lightweight — pure Mixin + a couple of target overrides over MineColonies' command/network classes; it does not re-add MineColonies assets. How it works Hooks MineColonies' IMCCommand.build() default method (appends the optional id arg to the home literal) and CommandHomeTeleport.onExecute (dispatches to a multi-colony-aware teleport), plus Gate A (GetColonyInfoMessage) and Gate B (CreateColonyMessage) so founding a second colony is no longer hard-blocked.
Requirements Minecraft 1.21.1 NeoForge 21.1.235 (or newer) MineColonies 1.1.1374 (≥ 1.1.1374-1.21.1-snapshot) — the patch targets this build. MineColonies' own runtime deps (Structurize, BlockUI, Domum Ornamentum) must also be present. Install Drop the jar into your mods/ folder together with MineColonies (1.1.1374+) and its dependencies. No server restart needed for singleplayer; on servers install on both client and server.
Config config/minecolonies-multicolony.toml — maxColoniesPerPlayer (cap) and allowIndividualColonyDeletion. (this ai description btw technicly some are not but some are, dw the mod is not ai generated im jst way too lazy to make a description) (I very recommend u to download autopilot addon for mineoclonies to help cause it sorta painful if u have to travel back to back every time u wanna improve the village) (oh btw i didnt test it long enough so jst use it at your own risk just report the issue and ill try to make an update as soon as possible)
Screenshots
Gallery
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
- MineColonies
- MineColonies for ComputerCraft
- Minecolonies Curios Compat
- Minecolonies: War 'N Taxes
- MineColonies: Block Party
- Spice of MineColonies Life: Carrot Flavor
- Minecolonies Questline
- Minecolonies JEI recipe startup fix
- Minecolonies Quality of life
- Minecolonies Schematic Building Autoscanner
- Minecolonies CraftableCrops
- MineColonies Free Research
On ModDex
Community snapshot
By the numbers
Statistics
Want to reach Minecraft players?
We're looking for a server hosting partner to feature here and other parts of the site. Interested? Send us a message!
Get in touchGet it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources