Research system

Citizens Commands

Command Command Description
Default permission level: ALL Gives basic information about a specified citizen in a colony such as their ID and name.Example:
Default permission level: ALL Kills a specified citizen in a colony.Example:
Default permission level: ALL Lists all citizens in a colony with each citizen’s ID and name (9 results per page).Examples:
Default permission level: All Reloads a specified citizen in a colony.Example:
Default permission level: ALL Spawns a new citizen in a colony.Example:
Default permission level: ALL Teleports a specified citizen to a given location.Example:
Default permission level: ALL Tells a specified citizen to walk to a given location.Example:

University GUI

When accessing the University’s hut block by right-clicking on it, you will see a GUI with different options:

  • Hut Level: Tells you the type of hut and the build level of the building you have selected.
  • Worker Assigned: Tells you the worker assigned to this building and their worker level. The worker levels up in time by working. The higher their level, the faster and more efficient they will be.
  • Manage Workers: Lets you change which worker is assigned to work at this hut. There can only be one worker at each hut. Note: this only works if you have turned the worker hiring mode in the Town Hall block to manual, otherwise your citizens will be hired automatically.
  • Recall Worker: Recalls the worker at this building to their hut block. You might use it if they are stuck somewhere, you want to see what they have, or want to give them something directly.
  • Build Options: Lets you create a build, upgrade, reposition, or repair build order for this hut. To learn more about the building system, please visit the Builder page.
  • Delivery Priority: You can set the priority that a Courier will visit this hut and pick up items (when the worker at this hut issues a request), or you can tell Couriers to never visit this hut to pick up items. You can also tell a Courier to do a pickup now using the Request Pickup Now button. (For the pickup priority, 10 is the highest.)
  • List of Recipes and Teach Recipe: When clicking the list of recipes button, you see all the recipes you have taught this hut and can remove them. When clicking teach recipe, it opens a crafting grid which allows you to teach this hut recipes (not the worker).
  • Inventory: Here you can access the hut block’s storage, where the worker at this hut takes and deposits materials. They will also use any racks or chests that were placed in the hut when it was built or upgraded, so be sure to check those as well!
  • ?: Some huts have an in-game guide. Press the ? button to access it.
  • A chest icon: Click this button to see all the items in the hut’s storage (including the hut block’s inventory and any racks/chests that came with the hut). Clicking the ? button next to an item’s count will highlight the storage container it’s in.

Page 2 of the GUI will show you the options for each research tree.

Once you click on a research tree, you will see the options for each research branch. Each option will tell you the requirements and how long it takes to research that option. The time is real-world time spent in-game. However, Researchers will sometimes use offline time to work on researches. Researchers’ Knowledge skill affects the amount of research time they get from the offline time (it’s not a 1:1 ratio), and their Mana skill affects the max amount of research time they can get.

To see a description of each of the researches, please visit the Research System page.

Строительный инструмент:

Строительный инструмент является наиболее важным объектом мода. Без него нельзя разместить здания, рабочие хижины. Его возможности бесконечны!Итак, на всякий случай рецепт инструмента для постройки зданий:

Чтобы разместить здание, вы должны иметь блок этого здания в инвентаре. Затем вы можете щелкнуть правой кнопкой мыши на месте, где вы хотите разместить его. Появится графический интерфейс со многими опциями в вашем распоряжении:Обзор инструмента для конструированияВ середине экрана находятся элементы управления для «корректировки» расположения постройки, которую вы собираетесь разместить;

  • Синие стрелки позволяют перемещать 3D — структуру (вперед — назад — вправо — влево);
  • Оранжевые знаки минус и плюс предназначены для увеличения или уменьшения постройки;
  • Изогнутые стрелки оранжевого цвета предназначены для поворота структуры в направлении влево или вправо;
  • Треугольники зеркально отражают изображение (для изменения справа налево и слева направо);
  • Галочка нужна, чтобы начать постройку;
  • Красная кнопка X предназначена для отмены процесса.

Теперь, когда вы готовы начать строить, нажмите зеленую кнопку с галочкой и все. Он будет отправлен как заказ производителю.

Hut Blocks

Notes
The Town Hall is listed here, but you can only craft it after placing the Supply Ship/Camp.
The Barracks Tower is not listed here because it cannot be crafted. You must craft and place the Barracks instead.

Name Ingredients Recipe
Apiary Any Planks + Build Tool + Beehive apiary
Archery Any Planks + Build Tool + 3 Bows archery
Bakery Any Planks + Build Tool + Wheat baker
Barracks Any Planks + Build Tool + Iron Block barracks
Blacksmith’s Hut Any Planks + Build Tool + 3 Iron Ingots blacksmith
Builder’s Hut Any Planks + Build Tool + Any Wooden Door builder
Chicken Farmer’s Hut Any Planks + Build Tool + Egg chickenfarmer
Combat Academy Any Planks + Build Tool + 3 Iron Swords combatacademy
Composter’s Hut Any Planks + Build Tool + Barrel composter
Concrete Mixer’s Hut Any Planks + Build Tool + White Concrete Powder concretemixer
Cowhand’s Hut Any Planks + Build Tool + Raw Beef cowhand
Crusher’s Hut Any Planks + Build Tool + 2 Cobblestone + 1 Iron Ingot crusher
Courier’s Hut Any Planks + Build Tool + Leather Boots courier
Dyer’s Hut Any Planks + Build Tool + Any Dye dyer
Enchanter’s Tower Any Planks + Build Tool + Enchanting Table enchanter
Farm Any Planks + Build Tool + Wooden Hoe farm
Fisher’s Hut Any Planks + Build Tool + Fishing Rod fisher
Fletcher’s Hut Any Planks + Build Tool + String fletcher
Flower Shop Any Planks + Build Tool + Poppy flowershop
Glassblower’s Hut Any Planks + Build Tool + Glass Block glassblower
Graveyard Stone + Build Tool + Bone graveyard
Guard Tower Any Planks + Build Tool + Bow guardtower
Hospital Any Planks + Build Tool + Carrot hospital
House Any Planks + Build Tool + Torch house
Library Any Planks + Build Tool + Bookshelf library
Forester’s Hut Any Planks + Build Tool + Wooden Axe forester
Mechanic’s Hut Any Planks + Build Tool + Redstone Block mechanic
Mine Any Planks + Build Tool + Wooden Pickaxe mine
Mystical Site Any Planks + Build Tool + Diamond mysticalsite
Plantation Any Planks + Build Tool + Cactus plantation
Rabbit Hutch Any Planks + Build Tool + Raw Rabbit rabbithutch
Restaurant Any Planks + Build Tool + Apple restaurant
Sawmill Any Planks + Build Tool + Wooden Axe sawmill
School Any Planks + Build Tool + 2 Feathers school
Shepherd’s Hut Any Planks + Build Tool + Shears shepherd
Sifter’s Hut Any Planks + Build Tool + 3 String sifter
Smeltery Any Planks + Build Tool + Iron Ingot smeltery
Stonemason’s Hut Any Planks + Build Tool + 3 Stone Bricks stonemason
Stone Smeltery Any Planks + Build Tool + 1 Furnace + 2 Stone Bricks stonesmeltery
Swineherd’s Hut Any Planks + Build Tool + Raw Porkchop swineherd
Tavern Any Planks + Build Tool + Decorative Barrel tavern
Town Hall Any Planks + 2 Build Tools townhall
University Any Planks + Build Tool + Books university
Warehouse Any Planks + Build Tool + Chest warehouse

MineColonies Mod features

In MineColonies Mod the buildings themselves can be updated over time and workers will gradually increase in skills the more they work.

If the buildings in MineColonies Mod suffer any damage, you also have the option to repair them to their original state. The builder should start repairing as soon as it is available.

Of course, you will need housing for your citizens and, therefore, you must create the Citizen’s Cabin to keep them safe. Soon your city will flourish and citizens will work together to bring you items, harvest food and function in general as a self-sufficient people as long as you keep bringing tools and basic materials.

MineColonies Mod has a bit of a learning curve to start, so it would be better to know it very well before installing it. Among the most relevant features presented by MineColonies Mod, are the following

  • Different types of workers (lumberjack, miner, farmer, builder, deliveryman, baker)
  • Basic units where citizens occupy jobs and become workers
  • Different levels of tools affect the efficiency of work
  • When the tool wears out, the worker looks in the chest for the type of tool he uses (do not forget to supply lumberjack with axes and miner with pick and shovel)
  • You can change the worker’s current tool by leaving it next to them
  • Workers do not work during the night
  • Workers tell you why they are not working when you approach them
  • Build houses, reduce taxes and prepare food for your people to improve their mood
  • Keep workers at work by paying their wages
  • Use a golden scepter on people to ask him to follow you
  • Use clamp to measure the distance between houses
  • Use the bank to make and convert money
  • Use the town hall to see general information about your neighborhood, tips, balance and more
  • Configure mod options in a .property file

Base Commands

Command Command Description
Default Permission Level: OP Makes a backup of all colony data.
Default Permission Level: All Lists the wiki and the Discord links in chat.
Default Permission Level: All Teleports a colony owner back to the Town Hall of their colony.
Default Permission Level: OP Schedules a raid for every colony. You can choose if it starts now or the next Minecraft night, as well as its type.
Default Permission Level: OP Resets the ability to place a supply camp or ship.
Default Permission Level: All Randomly teleports you. Will place you outside the range of someone else’s colony.
Default Permission Level: All Outputs how far away the player is from a colony (if they are near one) or that there are no colonies nearby.
Default Permission Level: OP Outputs your name, the name of your colony, and the coordinates for the center of your colony.

Building A Hut/Schematic

Before you build any building, you need to build the Builder’s Hut. If the Builder’s Hut isn’t built, the Builder cannot build any other building.
Buildings are constructed after the hut block/schematic is placed using the Building Tool and the green checkmark clicked. If it is a hut, you must right-click on the hut block, click Build Options, and then click Build Building. Only then will a build request be created (indicated in chat). An available Builder will accept the request (also noted in chat), and head off to clear the land and start building. They will stop building if they run out of materials and will then head back to their hut and request more.

Tips on Building

Do

  • Make all levels of a hut have the same footprint for x, y, and z
  • Place the hut block in the same location with the same rotation
  • Make sure all racks and furnaces are in the same location through all levels (to prevent the contents spilling out when they’re getting moved)
  • Use placeholders where you want to keep any existing block (including from level to level), like the Barracks Towers in the Barracks schematic
  • Use solid placeholders at or below ground level
  • Place a tag at ground level if your hut isn’t sitting directly on the ground.
  • Use only vanilla blocks or Structurize blocks (for official styles)
  • Use Books and Quills instead of blank books

Don’t

  • Use unobtainable items in builds (no command blocks, petrified wood, infested blocks, or mob heads (including player heads))
  • Change someone else’s style (officially) unless specifically asked to do so

Builder’s Hut GUI

When accessing the Builder’s Hut block by right-clicking on it, you will see a GUI with different options:

  • Hut Level: Tells you the type of hut and the build level of the building you have selected.
  • Worker Assigned: Tells you the worker assigned to this building and their worker level. The worker levels up in time by working. The higher their level, the faster and more efficient they will be.
  • Manage Workers: Lets you change which worker is assigned to work at this hut. There can only be one worker at each hut. Note: this only works if you have turned the worker hiring mode in the Town Hall block to manual, otherwise your citizens will be hired automatically.
  • Recall Worker: Recalls the worker at this building to their hut block. You might use it if they are stuck somewhere, you want to see what they have, or want to give them something directly.
  • Build Options: Lets you create a build, upgrade, reposition, or repair build order for this hut. To learn more about the building system, please visit the Builder page.
  • Delivery Priority: You can set the priority that a Courier will visit this hut and pick up items (when the worker at this hut issues a request), or you can tell Couriers to never visit this hut to pick up items. You can also tell a Courier to do a pickup now using the Request Pickup Now button. (For the pickup priority, 10 is the highest.)
  • List of Recipes and Teach Recipe: When clicking the list of recipes button, you see all the recipes you have taught this hut and can remove them. When clicking teach recipe, it opens a crafting grid which allows you to teach this hut recipes (not the worker).
  • Inventory: Here you can access the hut block’s storage, where the worker at this hut takes and deposits materials. They will also use any racks or chests that were placed in the hut when it was built or upgraded, so be sure to check those as well!
  • ?: Some huts have an in-game guide. Press the ? button to access it.
  • A chest icon: Click this button to see all the items in the hut’s storage (including the hut block’s inventory and any racks/chests that came with the hut). Clicking the ? button next to an item’s count will highlight the storage container it’s in.

By pressing the arrow button in the top right corner of the GUI, you will be taken to page 2 of the GUI where you will find the following:

Page 3 of the GUI:

Page 4 of the GUI:

A few things to consider

For the placement of the Builder’s Hut, you should consider having the hut in the middle of where you plan to have the rest of your buildings so that the Builder has less of a distance to walk between their hut and the build sites.

The Builder will not start another build assignment until they have finished the current one.

You can go into the Town Hall’s GUI and click on the work orders tab to cancel builds as well as arrange the priorities of the other build orders you have there. If you cancel a work order and it was being built already, if you assign the build order again, the Builder will continue where they left off.

If the Builder removes a block while building and/or upgrading, they will keep it in their inventory and dump any items in their inventory at the end of a build into the Builder’s Hut inventory.

Мысли на будущее[]

В будущем можно будет возвести дополнительные сооружения.

Линия коммуникации

По существу, это прокладка рельс по пути, который вы проложили, чтобы добраться до колонии. Железная дорога позволит транспортировать вещи (посредством вагонеток с сундуками), мобов и себя самого. Прокладывайте маршрут только если колония будет постоянной. Осветите дорогу, чтобы монстры не появлялись рядом с вами (особую опасность представляют собой криперы, способные бескомпромиссно прервать линию коммуникации). На заметку: монстры не могут спауниться на рельсах.

Туннель

Довольно скучный вид линии коммуникации, однако безопасный (если освещения достаточно). Вообще, туннель довольно легко сделать, достаточно копать его размером шириной в блок и в два в высоту, это если копать под землёй. Ежели вы хотите построить туннель на поверхности, то вам придётся тратить по 5 блоков на каждый метр дороги (4 по бокам и один сверху).

Совершенствование

Если Ваша колония играет большую роль достаточно долгое время, Вы её часто посещаете либо уже живёте там, то почему бы не усовершенствовать её? Колония может стать вашей второй базой, и, возможно, основной. Создайте все удобства для хорошей жизни!

Minecolonies Mod 1.16.5/1.15.2 Download

For Minecraft 1.16.5

Release Date: 22nd January 2021
Version 0.13.581
File Size: 33.38 MB
Supported version: Minecraft 1.16.5
Author:  OrionOnline
Download (Direct):  Minecolonies 1.16.5 Mod.Jar

For Minecraft 1.15.2

Release Date: 19th April, 2020
Version 0.11.852
File Size: 35.64 MB
Supported version: Minecraft 1.15.2
Author:  OrionOnline
Download (Direct):  Mine-colonies-Mod.Jar

For Minecraft 1.14.4

Release Date: 12th September, 2019
Version 0.10.357
File Size: 35.91 MB
Supported version: Minecraft 1.14.4
Author:  Kostronor
Download (Direct):  Mine-colonies-Mod.Jar

For Minecraft 1.12.2

Release Date: 21st April, 2018
Version 0.8.8133
File Size: 27.23 MB
Supported version: Minecraft 1.12.2
Author:  Kostronor
Download (Direct):  Mine-colonies-Mod.Jar

For Minecraft 1.11.2

Release Date: 27th May, 2017
Version 0.8.1929
File Size: 6.89 MB
Supported version: Minecraft 1.11.2
Author:  Kostronor
Download (Direct):  Mine-colonies-Mod.Jar

For Minecraft 1.10.2

Release Date: 30th October, 2016
Version 0.4.8
File Size: 4.92 MB
Supported version: Minecraft 1.10.2
Author:  Kostronor
Download (Direct):  Mine-colonies-Mod.Jar        

For Minecraft 1.8.9

Release Date: 2nd October, 2016
Version 0.4.3
File Size: 4.80 MB
Supported version: Minecraft 1.8.9
Author:  Kostronor
Download (Direct):  Mine-colonies-Mod.Jar        

How to install Minecolonies Mod 1.16.4/1.15.2:

  1. Every mod requires Minecraft Forge API installed beforehand. Forge creates a new profile in Minecraft launcher and enables 3rd party modification without breaking core files of the game. So, download Forge API latest build for your game version. It comes with an installer, just run it and start the game to complete the installation.
  2. Now download the mod file using the link present on the page. It must be supporting your current game version.
  3. Start Minecraft, click “Edit profile” and then click “Open Game Dir”
  4. Open the “mods” folder (it gets automatically created when you run the game using Forge).
  5. Drag and Drop the mod file into the mods folder.
  6. Start Minecraft, select Forge profile from Drop-down menu and run the game.
  7. Forge will take time to configure and then start your game with the mods.

The Most Noteworthy thing is that we are fully determined to provide an extremely safe environment and put our full energy in it. We also know the problems of the community because they are eagerly searching for the latest releases. But we have to make one thing clear right here that the content will only be available right after release. There is no way that a user can get the mod before the release unless it’s fake. So we want to inform you that please be patient for the official release in order to get the amazing experience of the Minecraft. We hope you will have a brilliant time playing Minecraft.

Scanning a New Structure

Once you have a structure or area you want to scan to have your Builder build, you need to determine the exact area that needs to be scanned.

Take your Scan Tool and left-click the lowest left block of the area and then place a block (it can be a placeholder block in the top right corner and right-click on it.

Then click in the air to see the entire structure.

Once you have the full area set, you can press Escape and the white outline of the scan area will stay in place. Go around it to double-check that everything you want is in the scan area. When you are ready, you can right-click in the air again to get the GUI to display where you can enter your scan name. Then press the green checkmark to save the scan.

Scans are saved in

Once the scans are saved, they need to be moved to the if they are a .

Kill Commands

Command Command Description
Default permission level: OP Kills all raiders (barbarians, pirates, vikings, or egyptian raiders) inside all colonies.Example:
Default permission level: OP Kills all animals (peaceful mobs) inside all colonies.Example:
Default permission level: OP Kills all monsters (hostile mobs) inside all colonies.Example:
Default permission level: OP Kills all chickens inside all colonies.Example:
Default permission level: OP Kills all cows inside all colonies.Example:
Default permission level: OP Kills all pigs inside all colonies.Example:
Default permission level: OP Kills all sheep inside all colonies.Example:

Quick Walkthrough

Before you get started on your new colony, you should find your perfect location. You need a large enough area for a full city-at least 8×8 chunks, and decently flat.

You should also gather as many resources as you can-wood, as well as cobble, coal, iron, flowers, string, leather, wool, saplings, and food.

Step 1: Supply Camp/Supply Ship

Once you have chosen a location for your colony, you must place a Supply Ship or Supply Camp. You can only place one of these per world. The Supply Camp/Ship gives you the Town Hall block you need to officially start your colony. They also have some other supplies you may need during the building of your colony. Once you have the Town Hall block and the build tool, the remaining camp/ship is just decoration. You can leave it or tear it down.

Step 2: Town Hall

The Town Hall block is what actually creates the colony. It also functions as the center of it. This is where you start using the build tool to place buildings. Using the build tool ensures you can see exactly where the building will be, which direction it will face, and if it is at the right Y level (some buildings need to be raised to the correct Y level).

Once the Town Hall block is placed, you will start receiving your initial 4 citizens.

Step 3: Builder

Before anything can be built, you need a Builder. The Builder must build their own Builder’s Hut before building any other huts, and they cannot build or upgrade a hut to a higher level than their own hut level.

Step 4: Tavern

Your colonists will need a place to sleep and a house, so it is recommended to build a Tavern next. The Tavern also allows visitors to come to your colony, and you can recruit them to stay as citizens.

Step 5: Food

The next major thing you need for your colony is food. The fastest way to get food is to build a Fisher’s Hut. You could build a Farm or one of the animal herders, but a Fisher is faster. Building a Restaurant may also be advisable if you don’t want to feed your colonists (or cook their food) by hand.

Step 6: Forester

If your style is wood, it’s recommended to build a Forester’s Hut next. That way your new Forester can start gathering wood for your next builds and for tools and other items.

Step 8: Warehouse and courier

At this point, you might be tired of bringing all of the resources to the Builder and taking them from the Fisher, Forester, Miner, etc. You also might want to store items in one place. Well, the Warehouse and Courier’s Hut are the solution you are looking for! Couriers transport items between the Warehouse and all of the workplaces.

Step 9: Rest of the Colony

This is where you need to decide what you need next, based on how you play and what your colony needs. But you have several things to look at. Once you get seven citizens you can get attacked by raiders and you may want to build a Guard Tower, or you may get a sick citizen and want to build a Hospital, or you may decide you want a Sawmill to make the needed items for a worker. Or you may just want to have a specific worker, or you found a great place for a certain hut. You decide how your colony will grow!

Build Options Details

Before Hut is Built

    • Style (top left): Here you can verify the style of schematics you have currently. You can change the style to see the list of items required for other styles, but it’s not recommended that you change a different style from here since it will most likely be in a different position (since each schematic is different).
    • Builder: Here is where you can choose what Builder you want on the project. If it is out of your Builders’ range, this is where you can manually assign one.
    • List: This is the list of resources that the Builder will need for the schematic style selected.
    • Repair: Not needed, as the building hasn’t been built yet.
    • Build Building: This is where you tell the Builder to build the building with the style selected.

After Hut is Built

    • Schematic Style: Here you can verify the style of schematics you have currently. You can change the style, but it’s not recommended that you change it since it will most likely be in a different position.
    • Builder: Here is where you can choose what Builder you want on the project. If the hut is out of your Builders’ range, this is where you can manually assign one.
    • List: This is the list of resources that the Builder will need for the schematic style selected.
    • Repair: This is to repair a building according to its schematic. This will remove any changes that a player has made to the current building.
    • Upgrade: When you are ready to upgrade to the next level. Upgrading will come with benefits, like more furnaces for a Smelter to use (for example).
    • Deconstruct: To deconstruct the building. After the Builder is done breaking the building, click the Pick Up button, which will appear where the Deconstruct button was. You will get the building’s hut block, which will keep its current level. This is so you can place it somewhere else using the build tool.

Notes

  • The Builder will not start another build assignment until they have finished the current one.
  • The Builder can ONLY upgrade other huts to the level of their Builder’s Hut. Upgrade the Builder’s Hut to further upgrade other buildings.
  • You can rearrange the priority and cancel the build requests in the Town Hall GUI under the Work Orders symbol (!).
  • The Builder will collect any blocks they remove and deposit them in their hut inventory and any racks/chests in their hut. Items are never lost or destroyed.

If you see the Builder has not finished building/upgrading any build order and they aren’t asking for any materials, go to the Builder’s Hut and recall the Builder and wait a bit to see what they need. You can also go to page 2 of the Builder’s Hut GUI and check the list of materials required. Any material in the list that is missing will be in red.

If a build request is created but no Builder starts building, the building may be out of their range (which is 100 blocks from their hut). Cancel the build order, then go to Build Options of the hut you want to be built and manually assign a Builder (top right).

If the build order is within their range and they still aren’t building it, check if you’ve set them to Manual on the third page of their hut GUI. If you have, you’ll need to choose build orders for them yourself (also in the third page of their hut GUI).

The higher a Builder’s Adaptability skill, the faster they’ll place blocks. Similarly, the higher their Athletics skill, the faster they’ll break blocks.

Starting a New Colony

Scouting the Area

Make sure you scout your area carefully before you decide where you want to place your Town Hall. Your colony will start with a 4 chunk radius (4 chunks in each direction) from the Town Hall block. Make sure this is where you want your colony to be.

Placing your Town Hall

After you have carefully decided where you want to place your Town Hall (remember, the position where you placed the Town Hall block will be the center of your colony’s protected area. Once placed, the area will be set and cannot be changed), use your build tool to place the Town Hall block.

Right-click the ground in the area you want to place the Town Hall. The building GUI will display showing the 3D preview of the building. You will be able to use the arrow buttons to move the building to the location you desire.

Note: Make sure you use the + and — options in the GUI to make sure you have the ground level of the hut where you want the ground level to be. Not all hut blocks sit on the ground.

Once you commit to the placement of the Town Hall (green checkmark), the Town Hall block will be placed.

Creating your Colony

Once you have placed the Town Hall block you will need to right-click on it and select Create New Colony.

A new colony will be created, the area of your colony will be established, and the entire area will be protected.

Protection Area

When you start a colony, the area that is initially set also has protections added to it. The protection system includes blocking any player from placing/breaking or interacting with blocks of any kind, placing lava or water, and placing/lighting TNT. Once established it will also show in the informational screen.

The protected area of your colony (once the Town Hall has been placed) will depend on the configuration, but will be 4 chunks radius by default, measured from where you placed your Town Hall block the first time. Therefore, plan carefully where you want to place your Town Hall. Your protected colony area includes mountains, hills, lakes, oceans, caves, world generated structures, etc. from bedrock to the sky limit.

Due to the protected area of each colony, you have to carefully scout your surroundings to make sure you are clear of any other colonies nearby preventing you from placing your Town Hall or limiting your colony area in that direction.

Note: Once you place your Town Hall block, this will be the CENTER of your Town’s protected radius. If you decide that you want your actual Town Hall building to be built in a different location (within your currently set protected radius), you can break the block and place it again with your build tool. Removing and replacing the Town Hall block will NOT remove the Protected area of your Town. The only way to remove the protected area of your colony so that you can place a Town Hall somewhere else is by a person with OP or admin permission deleting your colony through commands.

If there is another colony too close to your current position, you won’t be able to place a Town Hall.

If you try to place another Town Hall outside of your protected area, you will get a message:

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