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Mineforgian

Civillis

Build more, spawn less. Hostile mobs naturally avoid civilized areas.

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Обновлён
20 июля 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 7 февраля 2026 г.

The land remembers your presence.

Where players build, monsters yield.


curseforge    ghpages    discord-plural

ModDex rating


What is Civillis?

Have you ever wished your base just felt safe — without flooding every surface with torches or carpeting the ground with slabs?

Civillis makes that happen. It recognizes the signs of civilization you naturally create — a campfire burning, a bed placed, a workbench humming — and silently pushes hostile mobs away. The more your settlement grows, the stronger the protection. No commands, no rituals, no new mechanics to learn — just play, and the land responds.

Leave for too long, and nature slowly reclaims its ground. But a well-established city never truly falls.

How It Works

The mod evaluates a 240×240×48 block area (configurable) around each potential spawn point and computes a civilization score based on nearby structures. Blocks that reflect human presence — furnaces, beds, campfires, beacons, workstations, and others like them — are what the mod looks for.

  • Settle and grow → safer land. A thriving city can push monsters back ~90 blocks from its borders.
  • Leave for a while → gradual decay. Over time without visits, protection weakens — but a large settlement still keeps a ~40-block safe perimeter.
  • A small cabin → modest protection. A lone outpost won't create a fortress, but it helps.

That's millions of blocks evaluated per spawn attempt — and it happens every time, everywhere in the world. See the Wiki to learn how the shard-based civilization engine keeps this at constant time.

Features

Natural Spawn Suppression

The blocks you already use to build your world are what keep you safe. Campfires, beds, furnaces, crafting tables — the things that make a place feel lived in — are exactly what the mod looks for. Build the home you've always wanted, and safety follows.

Monsters Flee

Hostile mobs inside civilized zones try to leave. In normal situations they drift toward less civilized ground, and in highly civilized city centers they may even give up fighting and retreat. This behavior follows your suppression settings and gives settlements a more believable defensive feel.

Civilization Decay

The world doesn't stay tamed forever. Unvisited areas gradually lose their protection over time, creating a living, breathing sense of territory that rewards active presence. Offline time in singleplayer doesn't count — your civilization picks up right where you left off.

Skull Attraction

Want a mob farm in the heart of your city? Build the structure to carve out a pocket of open wilderness inside your civilization. Mobs spawn freely within it, ignoring the surrounding score. Place mob heads inside to attract specific types. Hint: crying obsidian, a soul campfire burning on top, and a bone to sacrifice.

Civilization Sonar

Scan your local civilization level with a sonar pulse. Carry a portable detector (compass + emeralds) for quick on-the-go checks, or place a bell on a lodestone for a more powerful stationary sweep. Color-coded boundaries and custom sound cues tell you exactly how safe (or exposed) your surroundings are.

Podium of Undying

In high-civilization areas, you can build a small altar and activate it with a totem to create a one-time emergency revival point. If death would occur, you're pulled back to the podium and revived with totem-style effects (regeneration, absorption, and fire resistance) without consuming a totem in hand.

Modpack-Ready

Civillis is built to be tuned by datapacks. Block weights, mob-head attraction lists, zone and dimension policies, and spawn-gate entity lists all load from data files, so packs can reshape how civilization behaves without code. Modpack authors can also assign custom blocks to tiered tags like #civil:high_civilized or #civil:low_civilized to give whole groups of blocks a civilization weight at once.

Show spoiler

Blocks can be added to these tags to make them compatible with Civillis: 

  • #civil:very_very_high_civilized
  • #civil:very_high_civilized
  • #civil:high_civilized
  • #civil:medium_high_civilized
  • #civil:medium_civilized
  • #civil:medium_low_civilized
  • #civil:low_civilized
  • #civil:very_low_civilized
  • #civil:very_very_low_civilized

Server Compatible

Built from the ground up for multiplayer. Async database persistence, player-aware cache prefetching, and a dedicated I/O thread pool keep performance rock-solid even on large servers with many players exploring vast worlds.

 

 

You strike the anvil — its ring echoes across the village.
They know this is civilization. So they leave.

You murmur over the enchanting table — runes flicker in the dark.
They know this is civilization. So they leave.

You sit by the campfire with old friends — laughter rises into the night.
They know this is civilization. So they leave.

Natural. Dignified. Elegant. This should have been part of the world all along.

Now it is.

 
 

Requirements

  • Minecraft 1.20.1 ~ 1.21.11

If on Fabric:

External Links

Ченджлог

2.0.1-releaseРелиз1.21.11 · 20 июля 2026 г.

[2.0.1-release]

Added

  • Town names on the Zone HUD: When you enter civilized land covered by an active Town Center, the Zone Transition HUD can now show that town's name instead of the generic Civilized label. In overlapping territory, Civillis prefers the most relevant town for the player.

Changed

  • Max-level Town Centers claim danger pockets: A fully upgraded, active Town Center now stabilizes caution zones inside its territory. Those claimed areas behave as part of the town for Civillis' spawn and zone rules, so a mature settlement can push back local danger instead of always yielding to it.
  • Town Center zone buff defaults: The default catalog now puts Regeneration on the gold choice and Resistance on the netherite choice. Modpacks overriding civil_town_center_levels should update any offer IDs copied from the old defaults.
  • Town Center presence upkeep: Entity presence upkeep now scans active Town Center territory instead of sweeping the whole world, keeping the mechanic tied to actual settlements and reducing background work on busy servers.
  • Farm Shrine head discovery: Existing mob heads are now discovered when a Farm Shrine is activated, rather than during chunk-load events. This avoids tying shrine setup to chunk-load side effects and makes existing-head registration more stable.

Fixed

  • Town Center lecterns: Registered Town Center lecterns with a missing book can now be repaired by placing a written book back into them, restoring the Town Center interface without strange empty-lectern behavior.
  • Explosion protection: TNT and other explosion paths no longer destroy protected active Town Center blocks.
  • Non-player block destruction: Protected Town Center blocks are also guarded against non-player destroyBlock calls, matching the normal player break protection more closely.
  • NeoForge login reloads: Joining a server no longer forces Civillis' data loaders to reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on affected NeoForge builds.

Note

2.0.1-releaseРелиз1.21.11 · 20 июля 2026 г.

[2.0.1-release]

Added

  • Town names on the Zone HUD: When you enter civilized land covered by an active Town Center, the Zone Transition HUD can now show that town's name instead of the generic Civilized label. In overlapping territory, Civillis prefers the most relevant town for the player.

Changed

  • Max-level Town Centers claim danger pockets: A fully upgraded, active Town Center now stabilizes caution zones inside its territory. Those claimed areas behave as part of the town for Civillis' spawn and zone rules, so a mature settlement can push back local danger instead of always yielding to it.
  • Town Center zone buff defaults: The default catalog now puts Regeneration on the gold choice and Resistance on the netherite choice. Modpacks overriding civil_town_center_levels should update any offer IDs copied from the old defaults.
  • Town Center presence upkeep: Entity presence upkeep now scans active Town Center territory instead of sweeping the whole world, keeping the mechanic tied to actual settlements and reducing background work on busy servers.
  • Farm Shrine head discovery: Existing mob heads are now discovered when a Farm Shrine is activated, rather than during chunk-load events. This avoids tying shrine setup to chunk-load side effects and makes existing-head registration more stable.

Fixed

  • Town Center lecterns: Registered Town Center lecterns with a missing book can now be repaired by placing a written book back into them, restoring the Town Center interface without strange empty-lectern behavior.
  • Explosion protection: TNT and other explosion paths no longer destroy protected active Town Center blocks.
  • Non-player block destruction: Protected Town Center blocks are also guarded against non-player destroyBlock calls, matching the normal player break protection more closely.
  • NeoForge login reloads: Joining a server no longer forces Civillis' data loaders to reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on affected NeoForge builds.

Note

2.0.1-releaseРелиз1.21.1 · 20 июля 2026 г.

[2.0.1-release]

Added

  • Town names on the Zone HUD: When you enter civilized land covered by an active Town Center, the Zone Transition HUD can now show that town's name instead of the generic Civilized label. In overlapping territory, Civillis prefers the most relevant town for the player.

Changed

  • Max-level Town Centers claim danger pockets: A fully upgraded, active Town Center now stabilizes caution zones inside its territory. Those claimed areas behave as part of the town for Civillis' spawn and zone rules, so a mature settlement can push back local danger instead of always yielding to it.
  • Town Center zone buff defaults: The default catalog now puts Regeneration on the gold choice and Resistance on the netherite choice. Modpacks overriding civil_town_center_levels should update any offer IDs copied from the old defaults.
  • Town Center presence upkeep: Entity presence upkeep now scans active Town Center territory instead of sweeping the whole world, keeping the mechanic tied to actual settlements and reducing background work on busy servers.
  • Farm Shrine head discovery: Existing mob heads are now discovered when a Farm Shrine is activated, rather than during chunk-load events. This avoids tying shrine setup to chunk-load side effects and makes existing-head registration more stable.

Fixed

  • Town Center lecterns: Registered Town Center lecterns with a missing book can now be repaired by placing a written book back into them, restoring the Town Center interface without strange empty-lectern behavior.
  • Explosion protection: TNT and other explosion paths no longer destroy protected active Town Center blocks.
  • Non-player block destruction: Protected Town Center blocks are also guarded against non-player destroyBlock calls, matching the normal player break protection more closely.
  • NeoForge login reloads: Joining a server no longer forces Civillis' data loaders to reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on affected NeoForge builds.

Note

2.0.1-releaseРелиз1.21.1 · 20 июля 2026 г.

[2.0.1-release]

Added

  • Town names on the Zone HUD: When you enter civilized land covered by an active Town Center, the Zone Transition HUD can now show that town's name instead of the generic Civilized label. In overlapping territory, Civillis prefers the most relevant town for the player.

Changed

  • Max-level Town Centers claim danger pockets: A fully upgraded, active Town Center now stabilizes caution zones inside its territory. Those claimed areas behave as part of the town for Civillis' spawn and zone rules, so a mature settlement can push back local danger instead of always yielding to it.
  • Town Center zone buff defaults: The default catalog now puts Regeneration on the gold choice and Resistance on the netherite choice. Modpacks overriding civil_town_center_levels should update any offer IDs copied from the old defaults.
  • Town Center presence upkeep: Entity presence upkeep now scans active Town Center territory instead of sweeping the whole world, keeping the mechanic tied to actual settlements and reducing background work on busy servers.
  • Farm Shrine head discovery: Existing mob heads are now discovered when a Farm Shrine is activated, rather than during chunk-load events. This avoids tying shrine setup to chunk-load side effects and makes existing-head registration more stable.

Fixed

  • Town Center lecterns: Registered Town Center lecterns with a missing book can now be repaired by placing a written book back into them, restoring the Town Center interface without strange empty-lectern behavior.
  • Explosion protection: TNT and other explosion paths no longer destroy protected active Town Center blocks.
  • Non-player block destruction: Protected Town Center blocks are also guarded against non-player destroyBlock calls, matching the normal player break protection more closely.
  • NeoForge login reloads: Joining a server no longer forces Civillis' data loaders to reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on affected NeoForge builds.

Note

2.0.1-releaseРелиз1.20.1 · 20 июля 2026 г.

[2.0.1-release]

Added

  • Town names on the Zone HUD: When you enter civilized land covered by an active Town Center, the Zone Transition HUD can now show that town's name instead of the generic Civilized label. In overlapping territory, Civillis prefers the most relevant town for the player.

Changed

  • Max-level Town Centers claim danger pockets: A fully upgraded, active Town Center now stabilizes caution zones inside its territory. Those claimed areas behave as part of the town for Civillis' spawn and zone rules, so a mature settlement can push back local danger instead of always yielding to it.
  • Town Center zone buff defaults: The default catalog now puts Regeneration on the gold choice and Resistance on the netherite choice. Modpacks overriding civil_town_center_levels should update any offer IDs copied from the old defaults.
  • Town Center presence upkeep: Entity presence upkeep now scans active Town Center territory instead of sweeping the whole world, keeping the mechanic tied to actual settlements and reducing background work on busy servers.
  • Farm Shrine head discovery: Existing mob heads are now discovered when a Farm Shrine is activated, rather than during chunk-load events. This avoids tying shrine setup to chunk-load side effects and makes existing-head registration more stable.

Fixed

  • Town Center lecterns: Registered Town Center lecterns with a missing book can now be repaired by placing a written book back into them, restoring the Town Center interface without strange empty-lectern behavior.
  • Explosion protection: TNT and other explosion paths no longer destroy protected active Town Center blocks.
  • Non-player block destruction: Protected Town Center blocks are also guarded against non-player destroyBlock calls, matching the normal player break protection more closely.
  • NeoForge login reloads: Joining a server no longer forces Civillis' data loaders to reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on affected NeoForge builds.

Note

2.0.1-releaseРелиз1.20.1 · 20 июля 2026 г.

[2.0.1-release]

Added

  • Town names on the Zone HUD: When you enter civilized land covered by an active Town Center, the Zone Transition HUD can now show that town's name instead of the generic Civilized label. In overlapping territory, Civillis prefers the most relevant town for the player.

Changed

  • Max-level Town Centers claim danger pockets: A fully upgraded, active Town Center now stabilizes caution zones inside its territory. Those claimed areas behave as part of the town for Civillis' spawn and zone rules, so a mature settlement can push back local danger instead of always yielding to it.
  • Town Center zone buff defaults: The default catalog now puts Regeneration on the gold choice and Resistance on the netherite choice. Modpacks overriding civil_town_center_levels should update any offer IDs copied from the old defaults.
  • Town Center presence upkeep: Entity presence upkeep now scans active Town Center territory instead of sweeping the whole world, keeping the mechanic tied to actual settlements and reducing background work on busy servers.
  • Farm Shrine head discovery: Existing mob heads are now discovered when a Farm Shrine is activated, rather than during chunk-load events. This avoids tying shrine setup to chunk-load side effects and makes existing-head registration more stable.

Fixed

  • Town Center lecterns: Registered Town Center lecterns with a missing book can now be repaired by placing a written book back into them, restoring the Town Center interface without strange empty-lectern behavior.
  • Explosion protection: TNT and other explosion paths no longer destroy protected active Town Center blocks.
  • Non-player block destruction: Protected Town Center blocks are also guarded against non-player destroyBlock calls, matching the normal player break protection more closely.
  • NeoForge login reloads: Joining a server no longer forces Civillis' data loaders to reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on affected NeoForge builds.

Note

2.0.0-releaseРелиз1.21.11 · 31 мая 2026 г.

[2.0.0-release]

Added

  • Town Centers: A new settlement core for Civillis. Place a written book on a lectern above an emerald block, then offer an emerald to found a Town Center. Once founded, the lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
  • Town Center influence: Active Town Centers add a stable civilization baseline around their territory. They don't replace real building, but they make settlements much easier to grow. Upgrading a Town Center expands that territory and raises its baseline.
  • Management interface: Town Centers have a custom multi-page GUI with a main status page, a member management page, and an upgrade page. Towns can be renamed, opened for registration, locked again, and managed without leaving the lectern.
  • Members and registration: Town Centers track a creator and members. Creators can open or lock registration and remove members; players can join or leave when registration is open. Membership controls who benefits from Town Center upgrades.
  • Town upgrades and zone buffs: Upgrade Town Centers with emerald blocks, with optional ingot choices unlocking local benefits. The default catalog offers Mining Haste, Resistance, and Regeneration choices for members inside the Town Center territory while they are standing in civilized land.
  • Structure protection and shutdown: Active Town Center lecterns and their supporting emerald blocks are protected from being broken. Shutting one down starts a short countdown; once fully inactive, it stops contributing civilization influence and can be dismantled.
  • Spoils for attackers: If a non-member destroys a vulnerable upgraded Town Center, they temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be valuable, shared infrastructure — and worth defending.
  • Town Center data packs (for modpack authors): Upgrade costs, territory size, baseline values, and zone buff offers are driven by civil_town_center_levels data files.
  • More dimension and adventure-structure coverage: Civillis recognizes more dimensions where civilization should stay disabled, plus more adventure structures where danger-zone behavior should take priority.

Changed

  • Civilization scoring foundation: Civillis now supports persistent base score sources in addition to ordinary block-driven civilization score. Town Centers use this system, and integration authors get a small API surface for adding, updating, removing, and querying base score influence without patching the core scanner.
  • Podium of Undying authorization: Undying rescue is now tied to Town Center territory. A valid anchor must be inside a gameplay-active Town Center that recognizes the player as creator or member, making rescue points part of settlement ownership instead of a purely nearby structure.

Note

  • Town Centers are the foundation for a more social and contested settlement layer in Civillis.
  • Starting with 2.0.0, Civillis will focus active updates on 1.20.1, 1.21.1, and 1.21.11. Other Minecraft versions are paused for now.
  • Feedback, bug reports, ideas — join our Discord: Civillis Official
2.0.0-releaseРелиз1.21.11 · 31 мая 2026 г.

[2.0.0-release]

Added

  • Town Centers: A new settlement core for Civillis. Place a written book on a lectern above an emerald block, then offer an emerald to found a Town Center. Once founded, the lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
  • Town Center influence: Active Town Centers add a stable civilization baseline around their territory. They don't replace real building, but they make settlements much easier to grow. Upgrading a Town Center expands that territory and raises its baseline.
  • Management interface: Town Centers have a custom multi-page GUI with a main status page, a member management page, and an upgrade page. Towns can be renamed, opened for registration, locked again, and managed without leaving the lectern.
  • Members and registration: Town Centers track a creator and members. Creators can open or lock registration and remove members; players can join or leave when registration is open. Membership controls who benefits from Town Center upgrades.
  • Town upgrades and zone buffs: Upgrade Town Centers with emerald blocks, with optional ingot choices unlocking local benefits. The default catalog offers Mining Haste, Resistance, and Regeneration choices for members inside the Town Center territory while they are standing in civilized land.
  • Structure protection and shutdown: Active Town Center lecterns and their supporting emerald blocks are protected from being broken. Shutting one down starts a short countdown; once fully inactive, it stops contributing civilization influence and can be dismantled.
  • Spoils for attackers: If a non-member destroys a vulnerable upgraded Town Center, they temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be valuable, shared infrastructure — and worth defending.
  • Town Center data packs (for modpack authors): Upgrade costs, territory size, baseline values, and zone buff offers are driven by civil_town_center_levels data files.
  • More dimension and adventure-structure coverage: Civillis recognizes more dimensions where civilization should stay disabled, plus more adventure structures where danger-zone behavior should take priority.

Changed

  • Civilization scoring foundation: Civillis now supports persistent base score sources in addition to ordinary block-driven civilization score. Town Centers use this system, and integration authors get a small API surface for adding, updating, removing, and querying base score influence without patching the core scanner.
  • Podium of Undying authorization: Undying rescue is now tied to Town Center territory. A valid anchor must be inside a gameplay-active Town Center that recognizes the player as creator or member, making rescue points part of settlement ownership instead of a purely nearby structure.

Note

  • Town Centers are the foundation for a more social and contested settlement layer in Civillis.
  • Starting with 2.0.0, Civillis will focus active updates on 1.20.1, 1.21.1, and 1.21.11. Other Minecraft versions are paused for now.
  • Feedback, bug reports, ideas — join our Discord: Civillis Official

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