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CodeBadger: Skillsmith x Minecolonies project artwork

CurseForge · Minecraft mod

CodeBadger: Skillsmith x Minecolonies

Add miencolonies compatability to skillsmith and adds a new skill along with new perks and xp sources.

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

Quick answer

Which CodeBadger: Skillsmith x Minecolonies release should I use?

Updated today
Latest stable file skillsmith_minecolonies-1.0.0-1.21.1.jar
Game version 1.21.1
Loader NeoForge

CodeBadger: Skillsmith x Minecolonies skillsmith_minecolonies-1.0.0-1.21.1.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 7 required mods have matching files.

Where it goes

Is CodeBadger: Skillsmith x Minecolonies 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 NeoForge
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 CodeBadger: Skillsmith x Minecolonies skillsmith_minecolonies-1.0.0-1.21.1.jar need?

skillsmith_minecolonies-1.0.0-1.21.1.jar. Change the file and its required mods may change too.

All 7 required mods have matching files

Install CodeBadger: Skillsmith, MineColonies, Domum Ornamentum, Structurize 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
CodeBadger: Skillsmith Needed by CodeBadger: Skillsmith x Minecolonies skillsmith_minecolonies-1.0.0-1.21.1.jar
required
Matching file found Matched file: skillsmith-1.0.0-1.21.1.jar
MineColonies Needed by CodeBadger: Skillsmith x Minecolonies skillsmith_minecolonies-1.0.0-1.21.1.jar
required
Matching file found Matched file: minecolonies-1.1.1403-1.21.1.jar
Domum Ornamentum Needed by MineColonies
pulled in
Matching file found Matched file: domum-ornamentum - 1.0.231 - release
Structurize Needed by MineColonies
pulled in
Matching file found Matched file: structurize-1.0.832-1.21.1.jar
TownTalk Needed by MineColonies
pulled in
Matching file found Matched file: TownTalk 1.21 1.2.0
Multi-Piston Needed by MineColonies
pulled in
Matching file found Matched file: multipiston-1.2.58-1.21.1.jar
BlockUI Needed by MineColonies
pulled in
Matching file found Matched file: blockui-1.0.209-1.21.1.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 CodeBadger: Skillsmith x Minecolonies without breaking your instance.

Built for CodeBadger: Skillsmith x Minecolonies skillsmith_minecolonies-1.0.0-1.21.1.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use skillsmith_minecolonies-1.0.0-1.21.1.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install CodeBadger: Skillsmith, MineColonies, Domum Ornamentum, Structurize 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 skillsmith_minecolonies-1.0.0-1.21.1.jar. It opens that exact file at the source.

About this project

What does CodeBadger: Skillsmith x Minecolonies add?

CodeBadger: Skillsmith x Minecolonies

Brings MineColonies into CodeBadger: Skillsmith: a Leadership skill for running your colony, and a colony that can only make what you could make yourself.

Without this addon, a MineColonies colony is a way around every Skillsmith lock. If you can't craft diamond armor, have your blacksmith make it. With it, your colonists are held to your skills, and leading a colony becomes a skill of its own.

Please report bugs and balance feedback.

Made for MineColonies 1.1.1403-1.21.1 only. The addon hooks into MineColonies' internals, so it won't load with any other MineColonies version, rather than risk crashing your world.


The Leadership skill

A new skill on the Skillsmith screen. It makes colonies you own stronger:

Bonus Per 2 levels At level 40
Colonist work XP +2.5% +50%
Colonist happiness +1% +20% (still capped at 10)
Colonist damage +2% +40%
  • Colonist XP helps every colonist learn their job faster. It stacks with MineColonies' own building, Intelligence and research bonuses.
  • Colonist happiness is applied after research, and never goes past MineColonies' cap of 10.
  • Colonist damage makes your guards hit harder, with swords and bows alike.
  • Your colony keeps its bonuses while you're offline, using the levels you last had.
  • Prestige (skill XP mode) adds a little more of each, permanently.

How Leadership levels: in vanilla XP mode it's bought like any other skill. In skill XP mode it trains by running a colony:

Action Leadership XP
Founding a colony 10
A colonist joins (first settlers, born in the colony, or hired at the tavern) 4
The builder finishes a building or upgrade 3 per level (a level 3 upgrade gives 9)

Finished buildings also give a little Building XP. Resurrected colonists and ones spawned by command don't count, so there's nothing to farm.


Your colony, your skills

  • Colonists only craft what you could craft. If an item has a Skillsmith crafting lock, a hut's colonists won't make it until the colony's owner has the skill. This covers recipes you taught and the ones huts know on their own. The recipe stays in the hut, and colonists start making it once you level up. Until then, requests for that item go to whoever else can fill them, so huts don't waste materials or get stuck.
  • You can only teach what you could craft. Teaching a hut a recipe for a locked item needs the skill, and you get the usual "Requires Smithing 10" message if you don't have it. That applies to officers too.
  • Colonies never starve. Food is left out: colonists can always cook and bake anything, and anyone can teach a hut a food recipe. You still need Culinary to craft locked food yourself. Golden carrots and golden apples are the exception: they stay locked for colonies too.
  • Works while you're offline. The colony checks the owner's last saved levels, and prestige ranks count in skill XP mode, the same way Skillsmith checks furnaces and other machines.

Both rules can be switched off in config/skillsmith_minecolonies-common.toml if you want colonies to be a way around skill locks in your pack.


Hut locks

Crafting most huts needs Leadership: 41 huts, from Leadership 2 to 30. The locks follow MineColonies' own research order, so each hut unlocks about when a colony would reach it anyway:

  • huts open from the start need 2 to 9
  • huts unlocked by University research tier 1 need 10 to 17
  • tier 2 research huts need 18 to 25
  • the last research huts need 26 to 30
Leadership Huts
2 Guard tower
3 Warehouse
4 Chicken farmer
5 University
6 Cowhand, shepherd
7 Swineherd, rabbit hutch
8 Tavern
9 Bakery, apiary
10 Composter, sawmill
11 Stonemason, smeltery
12 Blacksmith
13 Library, school
14 Graveyard
15 Hospital, chef's kitchen
16 Barracks, barracks tower
17 Enchanter, mystical site
18 Plantation, brick yard
19 Flower shop, crusher
20 Sifter, fletcher
21 Dyer, glassblower
22 Mechanic
23 Gatehouse
24 Archery, combat academy
25 Stable
26 Concrete mixer
28 Nether mine
30 Alchemist tower

Free, so a colony can always start and feed itself: town hall, builder's hut, residence, farm and field, plantation field, fisher, forester, mine, dining hall and courier.

In skill XP mode, these numbers are checked against prestige ranks like every other Skillsmith lock.


For pack makers

Everything is a plain JSON file, copied into config/skillsmith/ the first time you load the game with the addon:

  • skills/minecolonies.json: the Leadership skill
  • perks/minecolonies.json: its perks
  • xp_sources/minecolonies.json: where Leadership XP comes from
  • gates/crafting/minecolonies.json: the hut locks

Change any number, move the hut locks to other skills, or delete what you don't want. The addon's readme in config/skillsmith/readmes/ lists every setting, and stays up to date with the addon.

The addon also adds three perk types for your own skills (colonist XP, happiness and damage) and three XP source types (colony founded, colonist joined, building completed). Give Leadership's perks to Building instead, or train Smithing from the blacksmith's hut being upgraded.


Requirements

  • NeoForge 21.1.1 or newer
  • CodeBadger: Skillsmith 1.0.0-1.21.1 or newer
  • MineColonies 1.1.1403-1.21.1, with its required libraries (Structurize, BlockUI, Domum Ornamentum, Multi-Piston)
  • Required on both client and server

License

MIT. Modpacks are welcome.

Project description from CurseForge.

Pick your setup

CodeBadger: Skillsmith x Minecolonies by Minecraft version and loader

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

1 available setups

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

Recent files

CodeBadger: Skillsmith x Minecolonies versions and loaders

2 of 2 releases match

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