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Minecolonies: ColonyWeb project artwork

CurseForge · Minecraft mod

Minecolonies: ColonyWeb

Live Web dashboard for managing your Minecolonies colony.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Minecolonies: ColonyWeb release should I use?

Updated 2 days ago
Latest stable file colonyweb-1.20.1-forge-1.0.1.jar
Game version 1.20.1
Loader Forge

Minecolonies: ColonyWeb colonyweb-1.20.1-forge-1.0.1.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 7 required mods have matching files.

Where it goes

Is Minecolonies: ColonyWeb required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Minecolonies: ColonyWeb colonyweb-1.20.1-forge-1.0.1.jar need?

colonyweb-1.20.1-forge-1.0.1.jar. Change the file and its required mods may change too.

All 7 required mods have matching files

Install Kotlin for Forge, MineColonies, Multi-Piston, BlockUI and 3 more first. We found matching files for this game-version and loader setup. 5 come through another mod in the chain.

2 listed on this file 5 pulled in by those mods
Kotlin for Forge Needed by Minecolonies: ColonyWeb colonyweb-1.20.1-forge-1.0.1.jar
required
Matching file found Matched file: Kotlin for Forge 4.12.0
MineColonies Needed by Minecolonies: ColonyWeb colonyweb-1.20.1-forge-1.0.1.jar
required
Matching file found Matched file: minecolonies-1.20.1-1.1.1274.jar
Multi-Piston Needed by MineColonies
pulled in
Matching file found Matched file: multipiston-1.20-1.2.43-RELEASE.jar
BlockUI Needed by MineColonies
pulled in
Matching file found Matched file: blockui-1.20.1-1.0.193.jar
TownTalk Needed by MineColonies
pulled in
Matching file found Matched file: TownTalk 1.20 1.1.0
Domum Ornamentum Needed by MineColonies
pulled in
Matching file found Matched file: domum_ornamentum-1.20.1-1.0.296-universal.jar
Structurize Needed by MineColonies
pulled in
Matching file found Matched file: structurize-1.20.1-1.0.816.jar

5 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Minecolonies: ColonyWeb without breaking your instance.

Built for Minecolonies: ColonyWeb colonyweb-1.20.1-forge-1.0.1.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use colonyweb-1.20.1-forge-1.0.1.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Kotlin for Forge, MineColonies, Multi-Piston, BlockUI and 3 more first. We found matching files for this game-version and loader setup. 5 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside colonyweb-1.20.1-forge-1.0.1.jar. It opens that exact file at the source.

About this project

What does Minecolonies: ColonyWeb add?

ColonyWeb

A server-side-only Minecraft mod for 1.20.1 (Forge) and 1.21.1 (NeoForge) that adds a live web dashboard for MineColonies colonies. Open it in any browser to see builder progress, resource needs, citizens, research, defence stats, and warehouse stock — all with live updates via server-sent events.

Players sign in with a pairing code from /colonyweb sync and only see colonies they belong to. The mod does not need to be installed on the client

For support please do not contact the offical minecolonies support. Use the issue option to report issues.


Features

Eight tabs, every one of them live — colony data streams in over SSE, so nothing here needs a manual refresh.

Overview

The colony at a glance. Stat tiles for citizens, happiness, buildings, defence, warehouse and research sit above the builder roster, and every work order sorts by activity — whatever is moving sits at the top. Active research and builder assignments are right there so you always know what's happening.

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Map

A pannable, zoomable top-down render of the colony at one pixel per block. Building pins mark every structure and live citizen dots move as they do. Toggle buildings, citizens and labels independently, auto-fit to the colony bounds, or snap straight to the town hall.

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Buildings

Every building in the colony as a scannable card grid. Search by name, filter to in-progress builds or decorations, and sort by status, name, progress or level. Click any card to see exactly what resources it still needs — right down to the item count.

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Needed

A consolidated view of every resource currently needed across all in-progress builds, aggregated and deduplicated. Instead of clicking through individual buildings, see at a glance what the colony is short on — and exactly how many.

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Citizens

The full roster with a job filter and text search. Each citizen opens into a detail panel with their skill breakdown, health and happiness meters, and their inventory and equipment slots. See who is working, who is idle, and what they're carrying.

image

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Research

Every university branch drawn as progress bars with state pills — queued, in-progress or complete — and item-cost icons for whatever each unlock wants. Instantly see what's researching now and what's waiting behind it.

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Combat

Guard post staffing at a glance — ok, delivery needed or missing — with individual guard health and a raid banner counting the nights since the last attack. Know whether your defences are ready before the next raid hits.

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Warehouse

Aggregated colony stock across every rack and hut block, searchable and sortable by count or alphabetically. Exactly what you'd open the warehouse hut to check, without walking there.

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Dependencies

All three are required — install them alongside ColonyWeb.

Mod Notes
KotlinForForge Provides the Kotlin runtime the mod is compiled against. Use the Forge variant for 1.20.1 and the NeoForge variant for 1.21.1.
MineColonies The source of every colony the dashboard renders.
Domum Ornamentum Dynamically textured decorative blocks used by MineColonies builds. The dashboard shows their icons.

Installation

  1. Drop the ColonyWeb jar and its dependencies into your server's mods/ folder.
  2. Start the server — the config file config/colonyweb-common.toml is generated automatically.
  3. Open http://your-server-ip:8723 in any browser.
  4. Run /colonyweb sync in-game and enter the pairing code on the web page.

Configuration

File: config/colonyweb-common.toml

Option Default Description
httpPort 8723 HTTP server port
bindAddress 0.0.0.0 Bind address (set to 127.0.0.1 with a reverse proxy for production)
publicHost (blank) Host name used in the link /colonyweb prints. Blank means the server's detected address
refreshIntervalSeconds 3 How often colony data is re-scanned and pushed over SSE
autoDownloadVanillaAssets true Download the matching vanilla client jar on first start so vanilla item/block icons can be shown
mapEnabled true Show the colony map tab
mapRadius 256 How far from the colony centre the map reaches, in blocks
authEnabled true Require pairing-code authentication. Turning this off makes the dashboard public to anyone who can reach the port
sessionDays 30 How long a browser stays signed in after entering a pairing code
loginCodeMinutes 10 How long a pairing code from /colonyweb sync stays valid

In-Game Commands

Command Permission Description
/colonyweb Any Print the dashboard link
/colonyweb sync Any Generate a one-shot pairing code for yourself
/colonyweb port Any Show the port the dashboard is listening on
/colonyweb sync <player> OP Issue a pairing code for someone else
/colonyweb access grant <player> <colony> OP Grant a player access to one colony by ID
/colonyweb access revoke <player> <colony> OP Take that grant away
/colonyweb access list <player> OP Show which colonies a player can see
/colonyweb logout <player> OP Invalidate all of a player's web sessions
/colonyweb status OP Show service, auth and session stats

Signing In

  1. Run /colonyweb sync in-game. A short code appears in chat (e.g. 3B7X-K2L9).
  2. Open your browser to the server's dashboard URL.
  3. Type the code into the pairing screen. Codes are case-insensitive.

The code is single-use and expires after 10 minutes by default (loginCodeMinutes). Once accepted, the browser stays signed in for sessionDays — 30 days by default.

Troubleshooting

Symptom Likely cause
Page won't load / connection refused Server port not reachable — check firewall and port forwarding
"No colonies to show" Player hasn't joined a MineColonies colony yet, or the pairing code was for a different player
Pairing code not accepted Code expired (loginCodeMinutes, 10 min by default) or already used — run /colonyweb sync again
Dashboard loads but all tabs are empty MineColonies not installed or not loaded on the server
Images / textures missing First load downloads vanilla assets — may take a minute on slow connections

See the server log (latest.log) for lines prefixed with [ColonyWeb].

License

GNU General Public License v3.0

Project description from CurseForge.

Pick your setup

Minecolonies: ColonyWeb by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Minecolonies: ColonyWeb versions and loaders

4 of 4 releases match

Looking for an older file? The official CurseForge project page is in Resources.