CurseForge · Minecraft mod
Colonist Errands
Voice-command addon for Talking Colonists + MineColonies: errands, jobs, promises citizens remember, per-player relationships, rank permissions, raid auto-defense.
Quick answer
Which Colonist Errands release should I use?
Colonist Errands colonist_errands-2.0.0-beta.36.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 10 required mods have matching files.
Where it goes
Is Colonist Errands required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Colonist Errands colonist_errands-2.0.0-beta.36.jar need?
colonist_errands-2.0.0-beta.36.jar. Change the file and its required mods may change too.
Install Talking Colonists (Minecolonies Addon), MineColonies, Simple Voice Chat, Gemini Live Library and 6 more first. We found matching files for this game-version and loader setup. 9 come through another mod in the chain.
9 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 Colonist Errands without breaking your instance.
Built for Colonist Errands colonist_errands-2.0.0-beta.36.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use colonist_errands-2.0.0-beta.36.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Talking Colonists (Minecolonies Addon), MineColonies, Simple Voice Chat, Gemini Live Library and 6 more first. We found matching files for this game-version and loader setup. 9 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside colonist_errands-2.0.0-beta.36.jar. It opens that exact file at the source.
About this project
What does Colonist Errands add?
Your voice runs the colony. Talking Colonists gives MineColonies citizens AI voices - Colonist Errands makes those conversations do things, and makes what a colonist tells you true.
BETA - 42 voice tools, play-tested daily on a heavily played world (single-player + LAN co-op). Raids, resurrection and births exist but are rarely seen, so they have had the least testing. Please report bugs with your latest.log.
Talk, and it happens
- Errands: "Go eat at the restaurant" (they really eat), "go to the hospital" (sick citizens become patients and rest), "come here", "wait here", "everyone home", "follow me".
- Logistics: ask couriers for warehouse stock, have them fetch items to you or deliver between buildings - multi-warehouse rounds, honest answers when stock runs short.
- Crafting and orders: ask any colonist to have something made. Several items in one sentence, delivered to a building or carried to you personally - and you are told when it is really ready, or when it failed. A shared courier board passes orders on to the first courier who is free.
- Messengers: a citizen walks to any building and sends its worker back to you for a chat.
- Find people: "where is Amelia?" -> a guide walks you to her. "Tell me when you mine diamonds" -> they do.
- Jobs: "become a farmer" - and employed citizens can switch jobs ("work at the bakery instead"), with profession words resolving to the right building (carpenter -> sawmill).
- Military: bodyguards (one tower or all), defensive lines at any border, voice-set patrols, red alert. Raids are announced per colony, pinpointed before raiders spawn, and the defense line forms - and stands down - automatically. Ask who is missing armour, a weapon or a shield, then arm the lot of them in one order.
- Building: reorder the build queue by voice, and ask what every builder is really doing right now.
Colonists who tell you the truth
The theme of this release. Before a colonist opens their mouth, their prompt is grounded in the colony's real state: the compass direction and distance of every building, which guard towers cover which side, their own real health, their own real equipment, what the builders are actually doing and why, whose beds are broken, what research is running. Invented aches, invented gaps in the defence and complaints about gear they are already wearing are gone.
A guard leaderboard with weekly seasons
Kills, raider kills, assists and damage taken, scored into a weekly season that closes on its own with a podium announcement - and the top three are paid in real skill XP. Careers, wins, podiums and personal bests carry across seasons.
Promises they remember
Promise a citizen a house, food, a guard tower… They write it down, remind you when it's due, patiently stop nagging while they trust you - and the colony notices on its own when you deliver (the promised building gets built, the homeless citizen gets a home). Kept promises give a real happiness boost; broken ones hurt.
Citizens who know who you are
Multiplayer-aware: citizens know who is speaking (name, nickname, colony rank), keep per-player memories and rapport (kindness, rudeness, kept/broken promises), gossip about players' manners, and follow configurable rank permissions - guests may chat, but by default only Officers command jobs, alarms and defence.
Colony life
Citizens chat standing together or strolling (per-profession policy), families talk as families, marketplace staff talk shop when no customer is around, births are celebrated, the fallen are remembered by name - and helping builders with the Assistant Hammer earns real gratitude. When a building goes up or gains a level, the people who live, work or built there react to it.
Watchdogs that quietly fix things
A builder who has genuinely stopped laying blocks is reported with the real reason (asleep, eating, on an errand, missing a tool, waiting for materials) instead of a false alarm. Broken bed registrations are re-filed onto the right block and phantom entries dropped, hospital beds blocked from above are named, and a worker whose restart has been pending too long is nudged through it.
Under the hood
A pile of audio fixes for Talking Colonists: no doubled goodbyes, interruptible pre-generated clips with true barge-in semantics, citizen-to-citizen audio that follows the speakers and keeps following to the end of the last sentence, a self-learning blocklist for TTS voices the Gemini API rejects (no more permanently mute citizens), and a fix for citizen memories lost to markdown-wrapped JSON.
Requirements
Minecraft 1.21.1 - NeoForge 21.1.x - Talking Colonists 1.7.x (with a working Gemini API key) - MineColonies 1.1.1300+ - Simple Voice Chat + a microphone. MC Trade Post is optional; the marketplace and economy features simply stay quiet without it. In multiplayer only the host needs the API key.
Credits
Made by Lovkar & Claude - designed through hundreds of in-game test reports, coded by Anthropic's Claude. Thanks to sshcrack (Talking Colonists) and the MineColonies team. GPL-3.0.
Source and issue tracker: https://github.com/Lovkar-Squid/colonist-errands
Project description from CurseForge.
Pick your setup
Colonist Errands by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Colonist Errands versions and loaders
colonist_errands-2.0.0-beta.36.jar
1 Sept 2026
colonist_errands-2.0.0-alpha.10.jar
30 Aug 2026
colonist_errands-2.0.0-alpha.1.jar
30 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.