CurseForge · Minecraft mod
Advanced Colonies
Next-Gen AI, Pathfinding, Worker Optimization, Context-Reactive Voicelines & 3D Visual Debugging for MineColonies
Quick answer
Which Advanced Colonies release should I use?
Advanced Colonies v1.1.0 (NeoForge 1.21.1) targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 6 required mods have matching files.
Where it goes
Is Advanced Colonies 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 Advanced Colonies v1.1.0 (NeoForge 1.21.1) need?
Advanced Colonies v1.1.0 (NeoForge 1.21.1). Change the file and its required mods may change too.
Install MineColonies, Domum Ornamentum, Structurize, TownTalk and 2 more first. We found matching files for this game-version and loader setup. 5 come through another mod in the chain.
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 Advanced Colonies without breaking your instance.
Built for Advanced Colonies v1.1.0 (NeoForge 1.21.1). Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Advanced Colonies v1.1.0 (NeoForge 1.21.1). It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install MineColonies, Domum Ornamentum, Structurize, TownTalk and 2 more first. We found matching files for this game-version and loader setup. 5 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 Advanced Colonies v1.1.0 (NeoForge 1.21.1). It opens that exact file at the source.
About this project
What does Advanced Colonies add?
🏰 Advanced Colonies
Next-Gen AI, Pathfinding, Worker Optimization, Context-Reactive Voicelines & 3D Visual Debugging for MineColonies
Advanced Colonies is a ground-up AI, logistics, and immersion expansion for MineColonies. Designed with clean, non-destructive Mixin hooks and strict server-friendly configuration limits, it eliminates classic pathfinding bottlenecks, stops guards from clumping into a single "deathball", supercharges worker productivity, and brings your colonists to life with context-reactive 3D speech bubbles and emotional voice acting.
🌟 Highlight Features
🧭 Smarter, Faster & Safer Pathfinding
- Zero-Oscillation A* Heuristics: Uses a Manhattan tie-breaker heuristic and zero-allocation node checks to prevent citizens from stuttering or looping on complex paths.
- Road & Footpath Speed Boost: Citizens actively favor colony roads and receive a configurable movement speed bonus while walking on path blocks.
- Safe Vertical Rails, Ladders, Vines & Scaffolding: Fixes mid-air dismounts and fall damage when workers climb vertical rails, vines, or scaffolding.
- Self-Healing Anti-Stuck Recovery: Automatically detects stuck citizens, cancels stale background path jobs, prevents walking into unloaded chunks, and safely recovers trapped workers without suffocating them in walls.
🗣️ Context-Reactive Citizen Voicelines & 3D Speech Bubbles
Tired of colonists complaining about the rain while standing indoors, or complaining about their house while working on the other side of town?
- 21 Live Situational Contexts: Citizens evaluate their actual surroundings before speaking—reacting accurately to active raids, guard combat vs. civilian panic, tactical retreats, illness, graveyard mourning, true outdoor rain/thunderstorms, hunger, restaurant dining, missing tools, home comfort, morning commutes, and passing guards or neighbors.
- 380+ Natural English Lines Across 28 Professions: Every MineColonies job (Builder, Farmer, Miner, Quarrier, Lumberjack, Courier, Cook, Baker, Healer, Researcher, Enchanter, Concrete Mixer, Blacksmith, Smelter, Carpenter, Stonemason, Herders, Beekeeper, Fisherman, Alchemist, Undertaker, Knight, Ranger, Druid, and more) features authentic, craft-specific lines.
- 376 Built-In Emotional Voice Clips: Ships with 376 mono 3D-positional
.oggvoice lines across all 8 citizen voice profiles (male1–male4,female1–female4) that act out genuine panic during raids, exhaustion at bedtime, shivering in storms, and pride after finishing a job. - Full TownTalk Compatibility: Seamlessly routes TownTalk sound events to the right situation and expands the audio pool across 10,150 citizen sound events.
- Floating 3D Speech Bubbles: Renders clean, color-coded 3D speech bubbles (
[Name • Job]) above speaking citizens.
🛡️ Tactical Guard Patrol Dispersion & Swarm Defense
- Peacetime Patrol Dispersion: Stops guards from walking through your colony in one big cluster. Guards dynamically spread out across unvisited buildings and sectors, maximizing security coverage and citizen happiness.
- Automatic Raid & Mob-Swarm Convergence: As soon as a raid starts or a large group of hostile mobs (
3+enemies) is detected, guards automatically switch from dispersed patrol to coordinated swarm formation to eliminate the threat together. - Fleeing Guard Protection: Rebalances raider threat targeting so critically wounded, retreating guards aren't endlessly chased down while healthy guards are engaging the enemy.
🔍 In-Game 3D Visual AI & Pathfinding Debugger (/acdebug)
See exactly what your citizens are thinking and where they are walking—right in the game world:
- Floating HUD Billboards: Shows
[#ID] Name (Job), real-time Citizen & Worker AI states (AI: WORK -> BUILD_SOLID), vitals (HP | Sat | Hap), and stuck diagnostics (STUCK [Lv.2 | 8.5s]). - 3D World-Space Path Visualization: Renders color-coded 3D boxes and route lines for upcoming waypoints (Green), active node (Yellow), reached nodes (Blue), ladders/vines (Cyan), rails (Orange), and stuck target vectors (Red).
- Easy Chat Commands:
/acdebug look— Toggle debug overlay for the citizen you are looking at/acdebug colony— Toggle debug overlays for your entire colony/acdebug citizen <id>— Toggle debug overlay for a specific citizen/acdebug filter <actions|stats|pathfinding> <true|false>— Customize visible debug layers/acdebug off— Turn off all debug overlays
⚒️ Worker & Building Upgrades (100% Configurable & Server-Capped)
- Builder: Batch block placement & scavenging, instant block breaking, fluidlogged block cleanup, optional top-down/bottom-up build order reversal, and relaxed hut-level upgrade limits.
- Miner & Quarrier: Instant Cobblestone sealing for underground water, lava, and air pockets to prevent flooded shafts.
- Farmer & Planter: Fixed outward spiral field scanning, crop survival fixes, right-click harvest scaling, and Multi-Season Crop Rotation per Farm Field.
- Lumberjack: Fixed downward stump detection for floating Mangrove Propagules and faster timber harvesting.
- Deliveryman & Warehouse: Street-grouped batch deliveries/pickups and multi-warehouse courier assignment.
- Smelter, Cook & Kitchen: Skill- and building-level-scaled furnace smelting speed and fuel efficiency, plus instant citizen dining.
- Enchanter: Batch Ancient Tome/Book requests, building-level mana caps, and autonomous daily XP collection.
- Concrete Mixer: High-speed batch powder placement and cured concrete harvesting.
- Cowboy & Beekeeper: Multi-milking/stewing per visit, no
Large Bottlecooldown, Beekeeper hive-harvest priority, and automatic bee penning. - GUI & Colony QoL: Multi-keyword item search (with Just Enough Characters support), Tavern coin recruitment, remote Hospital curing, farmland trample protection, configurable grave decay/mourning timers, and full-colony Beacon range extension.
⚙️ Server-Friendly Configuration
Every feature, multiplier, batch size, and cooldown can be toggled or capped in config/advancedcolonies-common.toml ([pathfinding], [citizens], [citizens.debug], [citizens.voicelines], [building_capacity], [logistics], [furnace_and_craft], [builder_and_excavation], [agriculture_and_herding]). Server admins can also define custom voiceline templates with dynamic placeholders ({citizen}, {job}, {building}, {building_level}, {colony}, {player}, {guard}, {friend}, {weather}, {time}).
📦 Requirements & Installation
- Minecraft:
1.21.1 - Mod Loader:
NeoForge 21.1.200+ - Required Dependency: MineColonies (
1.1.1285-1.21.1or newer) & its standard dependencies (Structurize, BlockUI, Multi-Piston, Domum Ornamentum) - Side: Required on both Client & Server
Project description from CurseForge.
Pick your setup
Advanced Colonies 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
Advanced Colonies versions and loaders
Advanced Colonies v1.1.0 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.1.0.jar
20 Oct 2026
Advanced Colonies v1.0.9 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.0.9.jar
19 Oct 2026
Advanced Colonies v1.0.8 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.0.8.jar
19 Oct 2026
Advanced Colonies v1.0.7 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.0.7.jar
19 Oct 2026
Advanced Colonies v1.0.6 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.0.6.jar
18 Oct 2026
Advanced Colonies v1.0.4 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.0.4.jar
18 Oct 2026
Advanced Colonies v1.0.3 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.0.3.jar
18 Oct 2026
Advanced Colonies v1.0.2 (NeoForge 1.21.1)
advancedcolonies-1.21.1-1.0.2.jar
18 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.