AutoColony Apocalypse

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AutoColony Apocalypse

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Defend your AutoColony against the spore infection

Mod Loaders
Minecraft

About

Description

AutoColony Apocalypse

Ver. 1.1 brings alot of balance changes, Colony Autopilot is improved alot more, TaCZ gun enchantments, gunner (minecolony guards with AK-47) etc....

A town that builds itself, in a world that wants it dead.

Found a MineColonies colony and walk away: Colony Autopilot (this pack's own mod) plans every building, hires and feeds every citizen, arms the guards, runs the research tree, repairs the damage and keeps the lamps lit — the whole town plays itself. Which is good, because the world is ending.

Fungal Infection: Spore and its Spore Inquisition expansion wake up slowly. You get about 20 in-game days of grace while the colony races to grow. Then the creep starts crawling, the mounds rise, raids come at night — and one night, the RedNight arrives. From there it's a war: the colony defends itself, and you fight beside it with everything the pack gives you.

What you do

  • Hunt the spreaders. The colony scrubs the creep (the infection's blighted blocks) off its own land, kills the spreaders standing on it and cures its infected. The mounds and tendrils seeding the infection outside the colony's borders are yours. Killing spreaders, not bosses, is what stops the tide.
  • Gear up. TaCZ guns with six gun enchantments, Ars Nouveau magic, Artifacts, K-Turrets, Sophisticated Backpacks.
  • Automate. Create, Mekanism, Applied Energistics 2, Mystical Agriculture.
  • Explore. YUNG's structures, When Dungeons Arise, L_Ender's Cataclysm, Born in Chaos. Waystones and Xaero's maps to get around.
  • Build your own base. Mark it with the Zone Marker (up to 24 zones of 48×48 blocks inside the colony's borders) and the town builds around it. Mark it before the town gets there.

How the pack is tuned

  • 50 days of grace, counted down in chat every 5 days. To change it, set spores.gracePeriodDays in config/colonyautopilot-server.toml before you create the world; 0 means no grace and no RedNight.
  • The finale is your choice. World corruption stops at 99%. The ending only begins when you make an offering (recipes in the Field Guide).
  • Slower infection. Infected mobs take twice as long to evolve and need more kills to do it; Spore's organoid cap is 75.
  • The town survives. Infected citizens are cured on sight, spore mobs cannot break blocks (the Proto Hivemind boss excepted), and damaged buildings restore themselves. K-Turrets target the horde and are immune to damage.
  • Gunner guards. One guard in four is ranged: gunners with colony-issued AK-47s, fired full-auto. Once the Marksman is researched, gunners and marksmen alternate.
  • Junk purge. Rotten flesh, bones, loose arrows, damaged weapons and armour, Spore drops and inferium essence are deleted from the colony's racks and citizens' pockets. Keep what you want of those in your own chests. Opt out: /colonyautopilot set workshops.purgeMobDrops false.
  • Citizens leave no graves and drop nothing, beneficial potions last 2×, fire spread and pillager patrols are off.
  • Every Colony Autopilot system has a config switch (/colonyautopilot settings lists them), and /colonyautopilot off hands the colony back to you for that world.

Getting started

  1. Install through the CurseForge app. Give the game 8 GB of RAM or more in the launcher's memory setting; 16 GB is comfortable. Shaders are ON at first launch (Complementary Reimagined; Rethinking Voxels is included, heavy). Press K to turn them off.
  2. Create a world (the pack is tested on Hard), or join a server running the pack.
  3. Your first join hands you the kit: build tool, Zone Marker, Field Guide and guide books. The first player to join a world with no colony also gets the Town Hall. Place it and the town takes over.
  4. Read the Field Guide: the infection, recipes, offerings and commands. /colonyautopilot guide gives you another copy.
  5. Peaceful is no refuge. It only postpones the RedNight (so does an empty server) and does not stop the infection's effects.
  6. Servers: raise max-tick-time in server.properties to 180000 (or -1). The finale builds a tower that can otherwise trip the watchdog.

Performance mods included: Sodium, Lithium, ModernFix, FerriteCore, EntityCulling.

Credits

This pack stands on other people's excellent work — 74 CurseForge projects installed by the launcher (all linked in modlist.html inside the pack), plus, bundled with thanks:

  • Complementary Reimagined shaders by EminGT and the Complementary team (installed from its own CurseForge project; credited here per its license).
  • Rethinking Voxels shaders by gri573 — redistributed inside this modpack per its license; any problems arising from its inclusion here are the pack author's responsibility, not gri573's.
  • Create Armorer TaCZ gunpack by Koei (CC BY 4.0).
  • Create Cobblestone deepslate generators datapack by MrStickyPiston (CC0).