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Mine Colonies Unofficial Fabric Wiki & Guide

Java EditionMod

Adds a colony-building system with worker NPCs, buildings, and crafting recipes for settlement management.

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Contents (10)
  1. Guides
  2. Processes
  3. Items
  4. Blocks
  5. Mobs
  6. Enchantments
  7. Configuration
  8. Frequently asked questions
  9. Related mods

Guides

Step-by-step, in-game.

Recipes

Every recipe the mod adds, grouped by how it is made.

Crafting · 127minecraft:smelting · 2minecraft:campfire_cooking · 2minecraft:smoking · 2minecolonies:zero_waste · 1

Items

148 items · showing 24. Browse all →

View all 148 items →

Blocks

88 blocks · showing 24. Browse all →

View all 88 blocks →

Mobs

Creatures this mod adds.

AmazonAmazonAmazon LeaderAmazon LeaderAmazon SpearmanAmazon SpearmanArcher BarbarianArcher BarbarianArcher MummyArcher MummyArcher NorsemanArcher NorsemanArcher PirateArcher PirateBarbarianBarbarianCavalry HorseChief BarbarianChief BarbarianChief NorsemanChief NorsemanDrowned PirateDrowned PirateDrowned Pirate ArcherDrowned Pirate ArcherDrowned Pirate ChiefDrowned Pirate ChiefMummyMummyPharaohPharaohPiratePiratePirate CaptainPirate CaptainShieldmaidenShieldmaiden

Enchantments

Enchantments this mod adds.

Raider's BaneIncreases damage against MineColonies raiders.

Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
boolean[Default: %b]
fishingroddurabilityadjustt1Adjustment for T1 Fishing HutsOffset for the maximum durability unenchanted rod a T1 Fishing Hut can use, compared to other wooden tools (59). Vanilla rods always work, but equivalents would need +6. Default value allows up to Thermal Foundation Silver Anything below -59 will only allow va
fishingroddurabilityadjustt2Adjustment for T2 Fishing HutsOffset for the maximum durability unenchanted rod a T2 Fishing Hut can use, compared to iron tools (250). Thermal Foundation Iron requires +6. T3 huts can use unenchanted rods of any durability level, so long as they can take damage at all. Anything below -250
animalpenrecalldistanceAnimal recall distanceAn animal found this many blocks outside its herder hut is put back inside it rather than left to walk. This is the backstop for animals that cannot walk home at all - across water, down a ravine, taken away in a boat. Set to 0 to never move an animal by hand,
animalpenslackAnimal roaming roomExtra blocks of roaming room beyond the herder hut's own footprint. Zero keeps the animals to exactly the ground the hut's blueprint covers; larger values let them graze around it.
auditcraftingtagsAudit Crafting TagsWhen loading recipes, generate audit CSV files to help debug datapacks or extra mods.
averageemptycolonydistanceAverage Empty Colony Distance - Needs Complete RestartAverage distance in chunks between 2 empty colonies
averagenumberofnightsbetweenraidsAverage Number of Nights Between RaidsThe average number of nights between raids.
maxkeptbackupsBackup CountSet the max amount of backups kept
badvisitorchanceBad Recruitment ChanceChance to get an evil Tavern visitor that will run off with the resources you give them. This is a %.
blueprintbuildmodeBlueprint Build ModeTurn this on if you're using this world for blueprint building and scanning.
buildgogglerangeBuild Goggles RangeHow close (in blocks) you need to be to see work orders while wearing the Build Goggles.
suggestbuildtoolplacementBuild Tool PlacementSuggest build tool usage when trying to place a building without the build tool.
canplayeruseallytownhallteleportCan Players TP to AlliesCan players teleport to allied colonies?
canplayeruseaddofficercommandCan Players Use the Add Officer CommandShould players be allowed to use the /mc colony addOfficer command?
canplayerusecitizeninfocommandCan Players Use the Citizen Info CommandShould players be allowed to use the /mc citizens info command?
canplayerusecolonytpcommandCan Players Use the Colony TP CommandShould players be allowed to use the /mc colony teleport command?
canplayerusedeletecolonycommandCan Players Use the Delete Colony CommandShould players be allowed to use the /mc colony delete command?
canplayerusehometpcommandCan Players Use the Home TP CommandShould players be allowed to use the /mc home command? Note: Only owners of the colony can use this command.
canplayerusekillcitizenscommandCan Players Use the Kill Citizens CommandShould players be allowed to use the /mc citizens kill command?
canplayeruselistcitizenscommandCan Players Use the List Citizens CommandShould players be allowed to use the /mc citizens list command?
canplayerusemodifycitizenscommandCan Players Use the Modify Citizens CommandShould players be allowed to use the /mc citizens modify command?
canplayeruseresetcommandCan Players Use the Request System Reset CommandShould players be allowed to use the /mc colony requestsystem-reset command?
canplayerusertpcommandCan Players Use the RTP CommandShould players be allowed to use the /mc rtp command?

See all 130 settings →

Frequently asked questions

How do I start a colony?
Place a Town Hall block anywhere in the world to create your colony center. Once placed, you'll see your colony name and can begin hiring citizens and constructing buildings.
Why aren't my citizens working?
Citizens need a bed near their workplace, appropriate tools, and a hut assigned to their job. Make sure the hut is fully constructed, the citizen is hired for that role, and they have a path to reach both the hut and their work area.
How do I claim land for my colony?
Use the Land Claim Scepter to right-click and claim a chunk plus the eight surrounding chunks at once, or use the Border Scepter to draw exact block-by-block borders following terrain features like rivers or cliffs.
Can citizens travel across water?
Yes, citizens will board boats and sail across water to reach distant buildings instead of walking around obstacles. The boats automatically disappear after the journey is complete.
What's the point of outposts?
Outposts let you place mining camps or farms far from your town hall, and citizens sleep in nearby beds instead of walking back to the colony center every night, making them much more efficient.
How do I stop my citizens from wandering into danger?
Build guard towers and hire guards to defend your colony, then construct walls and barriers around your settlement to control where citizens can go and protect them from raids.
My farmers aren't planting crops, what's wrong?
Use the special stick tool to draw exact rectangular farm field boundaries, then make sure the farmer has a hoe and the field is flat enough. Farmers will also clear rocks and dirt automatically to prepare the land.
How do I move citizens closer to their jobs?
Use the command `/mc colony rehouse` to automatically reassign citizens to beds that are closer to their assigned workplace.
Will my outposts stay loaded when I leave?
Configure the `maxforcedchunks` setting to keep your distant outposts loaded even when you're not nearby, so citizens can continue working.
Can I undo a land claim mistake?
Yes, use the Land Release Scepter to give back claimed chunks if you need to adjust your colony's borders.