CurseForge · Minecraft modpack
AutoColony Apocalypse
Defend your AutoColony against the spore infection
Quick answer
Which AutoColony Apocalypse release should I use?
AutoColonyApocalypse 1.1.1 is a complete pack release for 1.21.1 with NeoForge 21.1.251. Install it as its own launcher instance. If the creator publishes a separate server file, make sure it names this exact pack release. For this loader, use Java 21. 76 mods in this pack file.
Pack setup
How should I set up AutoColony Apocalypse for players and a server?
Use AutoColonyApocalypse 1.1.1 as the pack version. Install the pack as its own launcher instance. The creator’s listing does not name a separate server file, so check the release notes before setting up a dedicated server. Do not upload the ordinary client folder blindly.
A pack is a matched client and server setup, not one mod with an install-side label. Keep its release, loader, manifest and overrides together.
These numbers come from the pack file you chose. “Not labelled” means we don’t know which side it belongs on—not that it is safe everywhere. The file count is not a RAM estimate.
What are the server requirements for AutoColony Apocalypse?
AutoColonyApocalypse 1.1.1. Change the pack release and its contents or setup may change too.
The selected pack release is AutoColonyApocalypse 1.1.1. That file is for Minecraft 1.21.1 with NeoForge 21.1.251. This NeoForge setup needs Java 21. It contains 76 mod projects. The creator’s listing does not name a separate server file. Check their notes before using one, and do not upload an ordinary client folder or rebuild the pack mod by mod. A file count cannot tell us the right RAM, CPU or storage; size the server for the players and world you actually run.
About this project
What kind of pack is AutoColony Apocalypse?
AutoColony Apocalypse
*MAKE SURE YOU BUILD AWAY FROM SPAWN AS THAT IS WHERE THE INFECTION STARTS ON DAY 50(after the grace period, which you can customise yourself) the furthur away you from spawn the longer it takes to reach you*
Ver. 1.1.1 brings Colony Autopilot 1.3: ColonyBucks and Progression Mode (locked on in this pack), a balance pass, the fixes of a whole-mod review, and pillager patrols on by default.
A town that builds itself, in a world that wants it dead.
Place a Town Hall and let it run: Colony Autopilot (this pack's own mod) follows a 69-step growth plan in the style you pick, lays its own lamp-lit roads, staffs and outfits every hut, arms the guards, runs the research tree and rebuilds what the war breaks. The town plays itself; you keep its treasury full. Which is good, because the world is ending. The feature list is on the Colony Autopilot page, and the Field Guide in your starter kit explains it all in detail.
Fungal Infection: Spore and its Spore Inquisition expansion wait: for 50 in-game days no spore creature spawns. On day 50 the RedNight falls over world spawn and the war begins. The colony defends itself; you fight beside it, and it only grows as fast as you fund it.
What you do
- Keep the treasury full. The colony pays in ColonyBucks for deliveries, building materials, guard gear, gear upgrades, research and cures; food stays free. A hostile mob killed by you, a citizen or something you own drops a buck 1 time in 30, raiders killed in a raid pay one each, and dungeon chests hold 6 to 15. Pay in by sneak-right-clicking the Town Hall with them, or through its racks, a hopper or a pipe.
- Sell, never buy.
/colonyautopilot exchange, or the Trade button on the Town Hall's Exchange tab, buys diamonds, gold, ancient debris and netherite for bucks (2 diamonds, a diamond block, 16 gold ingots, an ancient debris or a netherite ingot pay 1, 5, 1, 1 and 4). Bucks buy nothing back: only the colony spends. The tab shows the balance, what waits, what the colony saves for and the day's ledger, and its Re-lay roads button redoes every road. - Hunt the spreaders. The colony scrubs the creep off its own land and refills the ground; the mounds and tendrils outside its borders are yours.
- 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. Building Wands for walls and floors. Mark your base with the Zone Marker and the town builds around it; mark it before the town gets there.
How the pack is tuned
Every Colony Autopilot system has its own switch, most per colony on the Town Hall's Autopilot settings page (/colonyautopilot settings lists them); /colonyautopilot off hands the town back to plain MineColonies.
- Progression Mode is locked on (
economy.progressionModeLocked). The treasury starts empty. - 50 days of grace, counted down in chat. Change
spores.gracePeriodDaysinconfig/colonyautopilot-server.tomlbefore creating the world; 0 means no grace and no RedNight. - The finale is your choice. World corruption stops at 99%; the ending begins only when you make an offering (recipes in the Field Guide).
- Slower infection. Infected mobs need 3 kills and twice Spore's default time to evolve, with caps on how many evolved infected and organoids exist at once.
- The town survives. The infection slows citizens and visitors instead of killing them, the spore's other effects and the Wither are cured for a credit, spore mobs cannot break blocks (the Proto Hivemind excepted), damaged buildings restore themselves, and iron golems and K-Turrets are immune to the infection.
- Gunner guards. Three melee guards to one ranged, plus a druid per four fighters; the ranged guards carry colony-issued AK-47s. TaCZ's gun HUD is off; your ammo count is in the gun's tooltip.
- Junk purge on. Rotten flesh, bones, loose arrows, damaged gear, Spore drops and inferium essence are deleted from colony racks and citizens' pockets, never from your chests. Opt out:
/colonyautopilot set workshops.purgeMobDrops false. - No graves, beneficial potions last 2×, fire spread off, pillager patrols on (
tweaks.disableVanillaPatrolsturns them off).
Getting started
- Install through the CurseForge app with 8 GB of RAM or more. Shaders are on at first launch; press K to turn them off.
- Create a world (the pack is tested on Hard) with the bonus chest on: it holds ColonyBucks.
- Your first join hands you the kit: build tool, Zone Marker, Field Guide and guide books. The first player in a world with no colony also gets the Town Hall, once per world. Place it and the town takes over.
- Pay in your first ColonyBucks; the treasury starts empty.
- Read the Field Guide (
/colonyautopilot guidegives another copy). - Peaceful only postpones the RedNight; it does not stop the infection.
- Servers: set
max-tick-timeinserver.propertiesto180000or-1.
Performance mods included: Sodium, Lithium, ModernFix, FerriteCore, EntityCulling.
Credits
This pack stands on other people's excellent work — 77 CurseForge projects installed by the launcher (76 mods and a shaderpack, 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).
Colony Autopilot is licensed GPL-3.0, A hobby project with no update schedule.
Project description from CurseForge.
Mods in AutoColonyApocalypse 1.1.1
Open any mod on Modpacks.ch to check its files and dependencies.
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AutoColony Apocalypse by Minecraft version and loader
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Recent files
AutoColony Apocalypse versions and loaders
Looking for an older file? The official CurseForge project page is in Resources.