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Tektopia Addons
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A collection of fixes and addons to the tektopia mod. Focus is on better configurability and compatibility for now.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Adds extra features or content to an existing mod.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Description
A collection of fixes and addons to the tektopia mod. Focus is on better configurability and compatibility for now.
Current Features (Version 1.4.7)
Please update to Version 1.4.3+! All previous versions have a bug, that stops many features from working correctly!
NOW WITH SHIELDS!
Now with pullrequests by XMxmx111! Thank you <3
All Villagers
- Villagers can eat any modded foods (hunger and happiness are calculated automatically)
- Villagers will see more entities as enemies (mirroring the vanilla golems)
- This can be adjusted with the "Ignore Monster" Config Option
- With the "Hardcore mode" Option, villagers can also see every monster as enemies (useful for mods)
Farmers
- Farmers can now harvest and replant any modded seeds
- Farmers can now properly harvest, pickup and replant Beetroot and sugarcane
Miners
- Miners can mine modded Ores
- Miners can gather Stones they dig (can be turned off ingame) and place them in storage
- Miners can craft stone-variant tools
Guards
- Guards can wear modded Armor & Weapons
- This replaces the original Tektopia armor. The captainswings are displayed separately onto any helmet (in diamond color because it's nice)
- Armors with custom models don't work properly (looking at you Epic Knights)!
- You can equip Guards by right-clicking them with armor or swords/weapons
- They will not change that equipment unless you tell them to
- Guards can also be equipped with shields (50% block chance, 75% against projectiles)
Druids
- Regrow Modded Ores
Smiths
- Create modded ingots
Merchants:
- Merchants will buy and sell from a chest that is placed directly under the merchantstall marker (see image below)
- Merchants no longer despawn if they were already in the village when you reload the world
__
undefined
Mod Compatibility Patchesundefined
- Pams Harvestcraft Gardens no longer block movement
- Epic Knights surcoats are rendered properly if present (epic knights 6.x)
- Fossils and Archaeology should no longer crash (v.1.4.1). Miners will not pick up the drops from fossil ore
Incompatibilitiesundefined
- Not compatible with "Tektopia Harvestraft Compat" because Tektopia Addons includes a more general implementation of the same feature (compatible with all modded food not only harvestcraft).
Planned Features__
If the feature is marked with "?" i'm not sure if it's possible and how.
Turns out crafting modded recipes gets crazy really fast, I will have to figure out a smart way to do it. I like the way you can "teach recipes" in Mine Colonies. maybe that's an option. I will have to look into it though.
Fixes & Modded Features
- Lumberjack
- Cut Modded Trees
- ? Compatibility with Dynamic Trees
- Smiths
- ? Craft modded objects
- Chefs
- ? will cook modded Food
- Rancher
- will use modded crops for feeding if possible
- Merchants
- ? will buy modded stuff (Is this even good)
Addons
- Archers for ranged defense
- ? Druids could do cooler things
A collection of fixes and addons to the tektopia mod. Focus is on better configurability and compatibility for now.
Current Features (Version 1.4.5)
Please update to Version 1.4.3+! All previous versions have a bug, that stops many features from working correctly!
All Villagers
- Villagers can eat any modded foods (hunger and happiness are calculated automatically)
- Villagers will see all entities that have CreatureType "Monster" as hostile, not only specific monsters.
Farmers
- Farmers can now harvest and replant any modded seeds
Miners
- Miners can mine modded Ores
- Miners can gather Stones they dig (can be turned off ingame) and place them in storage
Guards
- Guards can wear modded Armor & Weapons
- This replaces the original Tektopia armor. The captainswings are displayed separately onto any helmet (in diamond color because it's nice)
- Armors with custom models don't work properly (looking at you Epic Knights)!
- You can equip Guards by right-clicking them with armor or swords/weapons
- They will not change that equipment unless you tell them to
Druids
- Regrow Modded Ores
Smiths
- Create modded ingots
Merchants:
- Merchants will buy and sell from a chest that is placed directly under the merchantstall marker (see image below)
- Merchants no longer despawn if they were already in the village when you reload the world

Mod Compatibility Patches
- Pams Harvestcraft Gardens no longer block movement
- Epic Knights surcoats are rendered properly if present (epic knights 6.x)
- Fossils and Archaeology should no longer crash (v.1.4.1). Miners will not pick up the drops from fossil ore
Incompatibilities
- Not compatible with "Tektopia Harvestraft Compat" because Tektopia Addons includes a more general implementation of the same feature (compatible with all modded food not only harvestcraft).
Planned Features
If the feature is marked with "?" i'm not sure if it's possible and how.
Turns out crafting modded recipes gets crazy really fast, I will have to figure out a smart way to do it. I like the way you can "teach recipes" in Mine Colonies. maybe that's an option. I will have to look into it though.
Fixes & Modded Features
- Lumberjack
- Cut Modded Trees
- ? Compatibility with Dynamic Trees
- Smiths
- ? Craft modded objects
- Chefs
- ? will cook modded Food
- Rancher
- will use modded crops for feeding if possible
- Merchants
- ? will buy modded stuff (Is this even good)
Addons
- Archers for ranged defense
- ? Druids could do cooler things
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