Pathfinding Edition For MineColonies

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Pathfinding Edition For MineColonies

By ARxytOwner

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Struggling with MineColonies’ AI? Install this addon to greatly improve your city-building experience!

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Village & Farm Life
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Available Platforms

Compatibility

Supported Environments

Where It Runs
Server Required, Client Optional

Required on the server. Installing it on the client adds functionality.

Client and Server

Must be installed on both the client and the server.

Varies by version.

About

Project Details

Type
Mod
License
GNU General Public License v3.0 only
Latest Version
colonypathingedition-1.21.1-1.0.5-ALPHA-13.1.jar

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Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

image

image

MC版本 版本 适配
MC版本 版本 适配

🚀 Pathfinding Edition for MineColonies

Fix the frustration. Upgrade the intelligence. Take control of your colony.

Tired of citizens getting stuck on random blocks, ignoring your roads, taking absurd detours, or wasting half their day just trying to eat?

Pathfinding Edition for MineColonies is designed to solve exactly that.

This mod rebuilds and enhances core AI systems in MineColonies — making your citizens:

  • Think smarter 🧠
  • Move more efficiently 🏃
  • Work with fewer interruptions ⚙️

No more watching your colony fall apart because of bad pathfinding or broken AI logic.

Note

The official team says my changes are reckless, so I guess I have to say something in my own defense here

Because official updates for MineColonies tend to be… let's say unpredictable in terms of stability. So sorry for this mod generally won't target the very latest version of MineColonies.

However, I'll do my best to keep things compatible, and you'll always find a recommended version clearly noted in each changelog.

My goal is to give player a colony that's stable, flexible, efficient, and self-sufficientnot an exercise in following the mod developer's exact script.

That said, my current progress hasn't quite reached that ideal yet, but I'll keep chipping away at it.

Thanks as always for your support and issue report !


For Blueprint Maker

Pathfinding Edition also changes how colony blueprints can be designed by giving builders more flexibility and better scaling options.

🛏️ More Flexible Housing Design

  • Residential buildings now support configurable bed capacity scaling.
  • At any building level, you can choose to provide 1~3 × building level beds (configurable to max 20 per level).
  • This allows blueprint designers to create more compact housing layouts or larger residential complexes depending on colony needs.
description_c69cc3df-50f0-44aa-aa18-3e2a4a2e4dda.png description_3d085274-ca95-4edc-8bd1-fb3f4dc6b34c.png

🔥 Smarter Smelter Blueprint Scaling

  • If designing blueprints specifically for this mod, consider increasing the number of furnaces in a maximum-level Smelter to around 10~30 furnaces.
  • Smelters now naturally scale their workforce with building level:
    • Level 1 → 1 worker
    • Level 3 → 2 workers
    • Level 5 → 3 workers
2026-07-12_16-54-13-png.png

📦 Warehouse & Courier Optimization

  • Maximum-level Warehouses can reduce the number of built-in Courier Huts in their blueprint design.
  • Courier Huts also scale their workforce automatically:
    • Level 1 → 1 worker
    • Level 3 → 2 workers
    • Level 5 → 3 workers

🏰 Design blueprints around a growing colony — not just a single building level.


🧠 What This Mod Actually Fixes

🧭 Pathfinding That Finally Makes Sense

  • Citizens prefer real roads and infrastructure instead of wandering aimlessly
  • Smarter handling of ladders, rails, stairs, and uneven terrain
  • Improved detour logic — they actually find entrances now
  • Reduced random jumping, falling, and getting stuck
  • Emergency handling: stuck citizens can recover, reroute, or teleport intelligently

💡 Build complex, multi-layer cities without watching your AI completely break.


🍽️ Eating AI That Doesn’t Waste Time

(Eat At Hut and Food Black List)

image

  • Citizens eat where it makes the most sense (inventory → workplace → restaurant)
  • Support for workplace eating to reduce unnecessary travel
  • Food blacklist system to control diet behavior
  • Smarter restaurant flow — you can prepare food in either workspace or restaurant
  • Hunger urgency = citizens will rush to eat when needed

🍱 Less walking. More working.


🚆 Rail & Transport That Actually Works

  • Citizens recognize broken or unpowered rails
  • Detector rails act like stations for clean dismounting
  • Minecart speed scales with skills(only for deliveryman), buffs, and tech
  • Smoother rail movement with fewer bugs and stalls

🛤️ Yes — building a subway system is finally worth it.


🛠️ Worker AI Overhaul

(Brand New Farming System)

  • Lumberjacks collect drops properly (even from leaves 🌿)
  • Farmers support crop rotation & modded crops

(Crop Rotation)
image

  • Couriers handle multiple deliveries efficiently
  • Smelters work faster with parallel logic and better fuel usage
  • Builders, miners, and others behave more consistently and reliably
  • Animals no longer get out of their pens. Bees no longer get angry when harvest.

(Animal Penner)

🔧 Workers spend less time bugging out and more time doing their job.


🏥 Better Survival & Medical Behavior

  • Citizens and guards seek hospitals when injured
  • Doctors work smarter, including night shifts and emergencies
  • Improved disease system with faster and more consistent recovery
  • Citizens now equipped with better flee and fear-spread action.

❤️ Your colony survives longer — and smarter.


⚙️ Highly Configurable & Player-Controlled

One of the core goals of this mod is giving control back to the player.

Instead of forcing a fixed AI behavior, Pathfinding Edition allows you to shape how your colony thinks and acts:

  • 💡 You can close new Farmer/Smelter/Deliveryman AI and Eat/Flee AI through config.
  • 🧭 Fine-tune pathfinding costs (roads, water, stairs, rails, etc.)
  • 📏 Adjust maximum pathfinding range and expansion behavior
  • 🧠 Modify heuristics and detour aggressiveness
  • 🍽️ Configure food systems, including:
    • General Food blacklist
    • Minimum stock per hut
    • Eating priorities and fallback logic
  • 🌲 Toggle worker behaviors like:
    • Lumberjack replanting requirements
    • Leaf-breaking vs item teleporting
  • 🔥 Control furnace AI behavior, worker cooperation, and efficiency scaling
  • 🚑 Adjust health thresholds, healing behavior, and emergency reactions

You decide how smart your colony should be.


⚙️ Deep Customization

  • Configure pathfinding costs and behavior
  • Control AI decisions and thresholds
  • Define block path types (path / not_path / blocked)
  • Toggle experimental and advanced features

🛠️ Fine-tune everything to match your colony design.


🎯 Who Is This For?

This mod is for you if:

  • Your citizens constantly get stuck or take bad paths
  • Your colony feels inefficient or chaotic
  • You build large, vertical, or rail-based cities
  • You want more control over AI behavior
  • You’re tired of fighting the system instead of playing the game

(Tavern Assignment) image


⚠️ Important Notice

  • This is an independent addon, not affiliated with MineColonies
  • ALPHA / BETA versions may be unstable due to deep AI changes
  • Expect rapid iteration and continuous improvements
  • Feel free to report issues or suggestions in our GitHub.

🌟 In Short

Smarter citizens. Faster workflows. Fewer headaches.

If vanilla MineColonies AI feels limiting,
this mod turns it into something that actually keeps up with your ambition.


🙏 Thanks for using Pathfinding Edition for MineColonies
Let’s make colony AI actually feel intelligent.

title

description

MC版本 版本 适配
MC版本 版本 适配

🚀 Pathfinding Edition for MineColonies

Fix the frustration. Upgrade the intelligence. Take control of your colony.

Tired of citizens getting stuck on random blocks, ignoring your roads, taking absurd detours, or wasting half their day just trying to eat?

Pathfinding Edition for MineColonies is designed to solve exactly that.

This mod rebuilds and enhances core AI systems in MineColonies — making your citizens:

  • Think smarter 🧠
  • Move more efficiently 🏃
  • Work with fewer interruptions ⚙️

No more watching your colony fall apart because of bad pathfinding or broken AI logic.


For Blueprint Maker

Pathfinding Edition also changes how colony blueprints can be designed by giving builders more flexibility and better scaling options.

🛏️ More Flexible Housing Design

  • Residential buildings now support configurable bed capacity scaling.
  • At any building level, you can choose to provide 1~3 × building level beds (configurable to max 20 per level).
  • This allows blueprint designers to create more compact housing layouts or larger residential complexes depending on colony needs.
description_c69cc3df-50f0-44aa-aa18-3e2a4a2e4dda.png description_3d085274-ca95-4edc-8bd1-fb3f4dc6b34c.png

🔥 Smarter Smelter Blueprint Scaling

  • If designing blueprints specifically for this mod, consider increasing the number of furnaces in a maximum-level Smelter to around 10~30 furnaces.
  • Smelters now naturally scale their workforce with building level:
    • Level 1 → 1 worker
    • Level 3 → 2 workers
    • Level 5 → 3 workers
2026-07-12_16-54-13-png.png

📦 Warehouse & Courier Optimization

  • Maximum-level Warehouses can reduce the number of built-in Courier Huts in their blueprint design.
  • Courier Huts also scale their workforce automatically:
    • Level 1 → 1 worker
    • Level 3 → 2 workers
    • Level 5 → 3 workers

🏰 Design blueprints around a growing colony — not just a single building level.


🧠 What This Mod Actually Fixes

🧭 Pathfinding That Finally Makes Sense

  • Citizens prefer real roads and infrastructure instead of wandering aimlessly
  • Smarter handling of ladders, rails, stairs, and uneven terrain
  • Improved detour logic — they actually find entrances now
  • Reduced random jumping, falling, and getting stuck
  • Emergency handling: stuck citizens can recover, reroute, or teleport intelligently

💡 Build complex, multi-layer cities without watching your AI completely break.


🍽️ Eating AI That Doesn’t Waste Time

(Eat At Hut and Food Black List)

image

  • Citizens eat where it makes the most sense (inventory → workplace → restaurant)
  • Support for workplace eating to reduce unnecessary travel
  • Food blacklist system to control diet behavior
  • Smarter restaurant flow — you can prepare food in either workspace or restaurant
  • Hunger urgency = citizens will rush to eat when needed

🍱 Less walking. More working.


🚆 Rail & Transport That Actually Works

  • Citizens recognize broken or unpowered rails
  • Detector rails act like stations for clean dismounting
  • Minecart speed scales with skills(only for deliveryman), buffs, and tech
  • Smoother rail movement with fewer bugs and stalls

🛤️ Yes — building a subway system is finally worth it.


🛠️ Worker AI Overhaul

(Brand New Farming System)

  • Lumberjacks collect drops properly (even from leaves 🌿)
  • Farmers support crop rotation & modded crops

(Crop Rotation)
image

  • Couriers handle multiple deliveries efficiently
  • Smelters work faster with parallel logic and better fuel usage
  • Builders, miners, and others behave more consistently and reliably
  • Animals no longer get out of their pens. Bees no longer get angry when harvest.

(Animal Penner)

🔧 Workers spend less time bugging out and more time doing their job.


🏥 Better Survival & Medical Behavior

  • Citizens and guards seek hospitals when injured
  • Doctors work smarter, including night shifts and emergencies
  • Improved disease system with faster and more consistent recovery
  • Emergency escape behavior when health is critical

❤️ Your colony survives longer — and smarter.


⚙️ Highly Configurable & Player-Controlled

One of the core goals of this mod is giving control back to the player.

Instead of forcing a fixed AI behavior, Pathfinding Edition allows you to shape how your colony thinks and acts:

  • 💡 You can close new Farmer/Smelter/Deliveryman AI and Eat/Flee AI through config.
  • 🧭 Fine-tune pathfinding costs (roads, water, stairs, rails, etc.)
  • 📏 Adjust maximum pathfinding range and expansion behavior
  • 🧠 Modify heuristics and detour aggressiveness
  • 🍽️ Configure food systems, including:
    • General Food blacklist
    • Minimum stock per hut
    • Eating priorities and fallback logic
    • 🌲 Toggle worker behaviors like:
      • Lumberjack replanting requirements
      • Leaf-breaking vs item teleporting
    • 🔥 Control furnace AI behavior, worker cooperation, and efficiency scaling
    • 🚑 Adjust health thresholds, healing behavior, and emergency reactions

You decide how smart your colony should be.


⚙️ Deep Customization

  • Configure pathfinding costs and behavior
  • Control AI decisions and thresholds
  • Define block path types (path / not_path / blocked)
  • Toggle experimental and advanced features

🛠️ Fine-tune everything to match your colony design.


🎯 Who Is This For?

This mod is for you if:

  • Your citizens constantly get stuck or take bad paths
  • Your colony feels inefficient or chaotic
  • You build large, vertical, or rail-based cities
  • You want more control over AI behavior
  • You’re tired of fighting the system instead of playing the game

(Tavern Assignment) image


⚠️ Important Notice

  • This is an independent addon, not affiliated with MineColonies
  • ALPHA / BETA versions may be unstable due to deep AI changes
  • Expect rapid iteration and continuous improvements
  • Feel free to report issues or suggestions in our GitHub.

🌟 In Short

Smarter citizens. Faster workflows. Fewer headaches.

If vanilla MineColonies AI feels limiting,
this mod turns it into something that actually keeps up with your ambition.


🙏 Thanks for using Pathfinding Edition for MineColonies
Let’s make colony AI actually feel intelligent.

Screenshots

Gallery

  • 冶石工.png
    冶石工.png workers use different furnace
  • 医生1.png
    医生1.png doctor on duty
  • 厨师1.png
    厨师1.png cook go downstairs after serving
  • 厨师2.png
    厨师2.png cooks use furnace
  • 寻路1.png
    寻路1.png sign “blocked” affect pathfinding
  • 2025-05-25_04.05.29(1).png
    2025-05-25_04.05.29(1).png 2025-05-25_04.05.29(1).png
  • 轮作
    轮作
  • 动物圈养
    动物圈养 2025-12-16_23.37.52.png
  • 2026-07-12_16.43.12.png
    2026-07-12_16.43.12.png 2026-07-12_16.43.12.png
  • 2026-07-12_16.46.25.png
    2026-07-12_16.46.25.png 2026-07-12_16.46.25.png
  • 2026-07-12_16.54.13.png
    2026-07-12_16.54.13.png 2026-07-12_16.54.13.png
  • 2026-07-12_16.54.40.png
    2026-07-12_16.54.40.png 2026-07-12_16.54.40.png
  • MultiWorker1
    MultiWorker1

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~330,000
Total Downloads
CurseForge
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Modrinth
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