
Pathfinding Edition for MineColonies
Struggling with MineColonies’ AI? Install this addon to greatly improve your city-building experience!
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- Обновлён
- 20 августа 2026 г.
- Лицензия
- GPL-3.0-only
Опубликован 12 сентября 2025 г.


🚀 Pathfinding Edition for MineColonies
Fix the frustration. Upgrade the intelligence. Take control of your colony.
Tired of citizens getting stuck on random blocks, ignoring your roads, taking absurd detours, or wasting half their day just trying to eat?
Pathfinding Edition for MineColonies is designed to solve exactly that.
This mod rebuilds and enhances core AI systems in MineColonies — making your citizens:
- Think smarter 🧠
- Move more efficiently 🏃
- Work with fewer interruptions ⚙️
No more watching your colony fall apart because of bad pathfinding or broken AI logic.
For Blueprint Maker
Pathfinding Edition also changes how colony blueprints can be designed by giving builders more flexibility and better scaling options.
🛏️ More Flexible Housing Design
- Residential buildings now support configurable bed capacity scaling.
- At any building level, you can choose to provide 1~3 × building level beds (configurable to max 20 per level).
- This allows blueprint designers to create more compact housing layouts or larger residential complexes depending on colony needs.
🔥 Smarter Smelter Blueprint Scaling
- If designing blueprints specifically for this mod, consider increasing the number of furnaces in a maximum-level Smelter to around 10~30 furnaces.
- Smelters now naturally scale their workforce with building level:
- Level 1 → 1 worker
- Level 3 → 2 workers
- Level 5 → 3 workers
📦 Warehouse & Courier Optimization
- Maximum-level Warehouses can reduce the number of built-in Courier Huts in their blueprint design.
- Courier Huts also scale their workforce automatically:
- Level 1 → 1 worker
- Level 3 → 2 workers
- Level 5 → 3 workers
🏰 Design blueprints around a growing colony — not just a single building level.
🧠 What This Mod Actually Fixes
🧭 Pathfinding That Finally Makes Sense
- Citizens prefer real roads and infrastructure instead of wandering aimlessly
- Smarter handling of ladders, rails, stairs, and uneven terrain
- Improved detour logic — they actually find entrances now
- Reduced random jumping, falling, and getting stuck
- Emergency handling: stuck citizens can recover, reroute, or teleport intelligently
💡 Build complex, multi-layer cities without watching your AI completely break.
🍽️ Eating AI That Doesn’t Waste Time
(Eat At Hut and Food Black List)

- Citizens eat where it makes the most sense (inventory → workplace → restaurant)
- Support for workplace eating to reduce unnecessary travel
- Food blacklist system to control diet behavior
- Smarter restaurant flow — you can prepare food in either workspace or restaurant
- Hunger urgency = citizens will rush to eat when needed
🍱 Less walking. More working.
🚆 Rail & Transport That Actually Works
- Citizens recognize broken or unpowered rails
- Detector rails act like stations for clean dismounting
- Minecart speed scales with skills(only for deliveryman), buffs, and tech
- Smoother rail movement with fewer bugs and stalls
🛤️ Yes — building a subway system is finally worth it.
🛠️ Worker AI Overhaul
(Brand New Farming System)
- Lumberjacks collect drops properly (even from leaves 🌿)
- Farmers support crop rotation & modded crops
(Crop Rotation)
- Couriers handle multiple deliveries efficiently
- Smelters work faster with parallel logic and better fuel usage
- Builders, miners, and others behave more consistently and reliably
- Animals no longer get out of their pens. Bees no longer get angry when harvest.
(Animal Penner)
🔧 Workers spend less time bugging out and more time doing their job.
🏥 Better Survival & Medical Behavior
- Citizens and guards seek hospitals when injured
- Doctors work smarter, including night shifts and emergencies
- Improved disease system with faster and more consistent recovery
- Emergency escape behavior when health is critical
❤️ Your colony survives longer — and smarter.
⚙️ Highly Configurable & Player-Controlled
One of the core goals of this mod is giving control back to the player.
Instead of forcing a fixed AI behavior, Pathfinding Edition allows you to shape how your colony thinks and acts:
- 💡 You can close new Farmer/Smelter/Deliveryman AI and Eat/Flee AI through config.
- 🧭 Fine-tune pathfinding costs (roads, water, stairs, rails, etc.)
- 📏 Adjust maximum pathfinding range and expansion behavior
- 🧠 Modify heuristics and detour aggressiveness
- 🍽️ Configure food systems, including:
- General Food blacklist
- Minimum stock per hut
- Eating priorities and fallback logic
- 🌲 Toggle worker behaviors like:
- Lumberjack replanting requirements
- Leaf-breaking vs item teleporting
- 🔥 Control furnace AI behavior, worker cooperation, and efficiency scaling
- 🚑 Adjust health thresholds, healing behavior, and emergency reactions
You decide how smart your colony should be.
⚙️ Deep Customization
- Configure pathfinding costs and behavior
- Control AI decisions and thresholds
- Define block path types (path / not_path / blocked)
- Toggle experimental and advanced features
🛠️ Fine-tune everything to match your colony design.
🎯 Who Is This For?
This mod is for you if:
- Your citizens constantly get stuck or take bad paths
- Your colony feels inefficient or chaotic
- You build large, vertical, or rail-based cities
- You want more control over AI behavior
- You’re tired of fighting the system instead of playing the game
(Tavern Assignment)

⚠️ Important Notice
- This is an independent addon, not affiliated with MineColonies
- ALPHA / BETA versions may be unstable due to deep AI changes
- Expect rapid iteration and continuous improvements
- Feel free to report issues or suggestions in our GitHub.
🌟 In Short
Smarter citizens. Faster workflows. Fewer headaches.
If vanilla MineColonies AI feels limiting,
this mod turns it into something that actually keeps up with your ambition.
🙏 Thanks for using Pathfinding Edition for MineColonies
Let’s make colony AI actually feel intelligent.
Ченджлог
1.0.5-ALPHA-12-fix-1Альфа1.21.1 · 20 августа 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.21.1-1.1.1285-snapshot,1.21.1-1.1.1349-snapshot]
Recommend version: 1.21.1-1.1.1285-release
1.0.5-ALPHA-12-fix-1
- 重写Compatibility addon的网络存储兼容,增加了对多仓库互通的支持。
1.0.5-ALPHA-12-fix-1
- Reworked Compatibility Addon network storage compatibility and added support for multi-warehouse sharing
1.0.5-ALPHA-12Альфа1.21.1 · 8 августа 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.21.1-1.1.1285-snapshot,1.21.1-1.1.1349-snapshot]
Recommend version: 1.21.1-1.1.1285-release
1.0.5-ALPHA-12
- 初步实现多仓库互通,现在实现的内容如下:
- 快递员清闲时会检测其他没有清闲快递员的仓库的任务并接取,接取和运送其他仓库的任务时也认为这个快递员是清闲的。
- 快递员转入“清闲”时会先停顿5秒,期间每0.5秒尝试接取一次自己仓库的任务,5秒后再尝试接取其他仓库的任务,每完成一轮运输会重复一次此过程。
- 快递员在自己的仓库货满时会尝试去其他仓库倾倒,并记住成功倾倒的仓库,后面10次都会在其他仓库尝试倾倒,直到其他仓库均已满或到达重复上限。
- 快递员在到达倾倒重复上限时,会再回到自己的仓库尝试倾倒一次,如果失败将会继续重新寻找可以倾倒的仓库。
- 仓库在没有快递员时也会接收从自己仓库发出的任务,这修复了原版殖民地的一类卡配方bug,这些任务会被其他仓库清闲的快递员领走并运输。
- 细微调整了进食系统的数值
- 调整了部分进食系统的的tooltip和市民交互
- 调整了进食设置,现在你可以在设置中找到对应普通食物/非殖民地食物的进食惩罚/进食奖励,以及丰富度/饮食质量需求的调整设置
- 调整了部分快递员的AI,现在你可以在设置中找到调整仓库中快递员数目的设置,设置默认开启,会将仓库快递员数目调至2-6-12-20-30,另外还有乘数进行进一步的细微调整
- 软化了部分快递员到达目的地的判定,如果长时间被卡住会直接尝试远程拿取
- 调整了快递员AI的各项延迟,让AI流程更流畅
- 新快递员模块尝试适配了Compatibility addon的网络存储模块
- 重构了下界矿工的AI,现在下界矿工需求的盔甲等级会更高,并且不再使用较弱的皮甲和金甲
1.0.5-ALPHA-12
Implemented the first version of multi-warehouse sharing. Current features include:
- When couriers are idle, they will check for tasks from other warehouses that do not have available couriers and accept them. Couriers handling tasks from other warehouses are also considered idle for task assignment purposes.
- When entering the idle state, couriers will pause for 5 seconds. During this period, they will attempt to take tasks from their own warehouse every 0.5 seconds. After 5 seconds, they will begin checking tasks from other warehouses. This process repeats after each delivery cycle.
- When their own warehouse is full, couriers will attempt to unload items at other warehouses and remember successfully used warehouses. They will continue trying those warehouses for the next 10 unload attempts until all available warehouses are full or the retry limit is reached.
- After reaching the unload retry limit, couriers will return to their own warehouse and attempt to unload once more. If it fails, they will continue searching for another available warehouse.
- Warehouses will now accept outgoing tasks even without assigned couriers. This fixes a type of recipe-stuck issue in vanilla MineColonies. These tasks can be picked up and delivered by idle couriers from other warehouses.
Slightly adjusted eating system values
Adjusted eating system tooltips and citizen interactions
Updated eating configuration options: you can now adjust food penalties/bonuses for normal foods and non-colony foods, as well as modify variety and food quality requirements
Adjusted Courier AI: added a config option for warehouse courier capacity. Enabled by default, it changes courier limits to 2-6-12-20-30 depending on warehouse level, with an additional multiplier for fine adjustments
Relaxed some courier destination checks: if a courier remains stuck for too long, they will directly attempt remote item retrieval
Adjusted various Courier AI delays to make workflows smoother
The new Courier module now attempts compatibility with the Compatibility Addon's network storage system
Reworked Nether Miner AI: Nether Miners now require higher armor levels and will no longer use weaker leather or golden armor
1.0.5-ALPHA-12Альфа1.20.1 · 8 августа 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.20.1-1.1.1197-snapshot,1.20.1-1.1.1259)
Recommend version: 1.20.1-1.1.1197-release
1.0.5-ALPHA-12
- 初步实现多仓库互通,现在实现的内容如下:
- 快递员清闲时会检测其他没有清闲快递员的仓库的任务并接取,接取和运送其他仓库的任务时也认为这个快递员是清闲的。
- 快递员转入“清闲”时会先停顿5秒,期间每0.5秒尝试接取一次自己仓库的任务,5秒后再尝试接取其他仓库的任务,每完成一轮运输会重复一次此过程。
- 快递员在自己的仓库货满时会尝试去其他仓库倾倒,并记住成功倾倒的仓库,后面10次都会在其他仓库尝试倾倒,直到其他仓库均已满或到达重复上限。
- 快递员在到达倾倒重复上限时,会再回到自己的仓库尝试倾倒一次,如果失败将会继续重新寻找可以倾倒的仓库。
- 仓库在没有快递员时也会接收从自己仓库发出的任务,这修复了原版殖民地的一类卡配方bug,这些任务会被其他仓库清闲的快递员领走并运输。
- 细微调整了进食系统的数值
- 调整了部分进食系统的的tooltip和市民交互
- 调整了进食设置,现在你可以在设置中找到对应普通食物/非殖民地食物的进食惩罚/进食奖励,以及丰富度/饮食质量需求的调整设置
- 调整了部分快递员的AI,现在你可以在设置中找到调整仓库中快递员数目的设置,设置默认开启,会将仓库快递员数目调至2-6-12-20-30,另外还有乘数进行进一步的细微调整
- 软化了部分快递员到达目的地的判定,如果长时间被卡住会直接尝试远程拿取
- 调整了快递员AI的各项延迟,让AI流程更流畅
- 新快递员模块尝试适配了Compatibility addon的网络存储模块
- 重构了下界矿工的AI,现在下界矿工需求的盔甲等级会更高,并且不再使用较弱的皮甲和金甲
1.0.5-ALPHA-12
Implemented the first version of multi-warehouse sharing. Current features include:
- When couriers are idle, they will check for tasks from other warehouses that do not have available couriers and accept them. Couriers handling tasks from other warehouses are also considered idle for task assignment purposes.
- When entering the idle state, couriers will pause for 5 seconds. During this period, they will attempt to take tasks from their own warehouse every 0.5 seconds. After 5 seconds, they will begin checking tasks from other warehouses. This process repeats after each delivery cycle.
- When their own warehouse is full, couriers will attempt to unload items at other warehouses and remember successfully used warehouses. They will continue trying those warehouses for the next 10 unload attempts until all available warehouses are full or the retry limit is reached.
- After reaching the unload retry limit, couriers will return to their own warehouse and attempt to unload once more. If it fails, they will continue searching for another available warehouse.
- Warehouses will now accept outgoing tasks even without assigned couriers. This fixes a type of recipe-stuck issue in vanilla MineColonies. These tasks can be picked up and delivered by idle couriers from other warehouses.
Slightly adjusted eating system values
Adjusted eating system tooltips and citizen interactions
Updated eating configuration options: you can now adjust food penalties/bonuses for normal foods and non-colony foods, as well as modify variety and food quality requirements
Adjusted Courier AI: added a config option for warehouse courier capacity. Enabled by default, it changes courier limits to 2-6-12-20-30 depending on warehouse level, with an additional multiplier for fine adjustments
Relaxed some courier destination checks: if a courier remains stuck for too long, they will directly attempt remote item retrieval
Adjusted various Courier AI delays to make workflows smoother
The new Courier module now attempts compatibility with the Compatibility Addon's network storage system
Reworked Nether Miner AI: Nether Miners now require higher armor levels and will no longer use weaker leather or golden armor
1.0.5-ALPHA-11.4Альфа1.21.1 · 18 июля 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.21.1-1.1.1285-snapshot,)
Recommend version: 1.21.1-1.1.1285-release
1.0.5-ALPHA-11.4
- 重置砖工各状态延迟,让砖工的工作流程更合理
- 修复砖工不请求燃料的bug
- 修复在路径结尾部分是梯子导致崩溃的问题
- 修复与Minecolonies Tweaks设定冲突导致殖民地作物因无法生存错误掉落的问题
- 调整Stuck Handler,精简了部分路径的卡住计算,同时修复刷怪笼中刷出的袭击者会错误的破坏周围方块的bug
- 调整住宅的蓝图床位读取,现在默认最高床位为3×建筑等级,最高可在设置中调至20×建筑等级
- 市民将能够跳起后攀上梯子
- 优化路径结束后的额外探索,删除了与预期不符的殖民地官方额外探索代码,现在策略如下:
- 当路径探索到达到终点预期的节点时即刻停止探索,进入额外探索阶段。
- 额外探索的节点数是当前最优节点的启发值*15。
- 额外探索时节点将仅以启发值大小排序,当探索到启发值小于等于1或扩展节点数达到上限时停止。
- 现在上(up)下(down)也将纳入随机顺序探索系统,现在六个方向的探索结果如果同预测值,将均以随机顺序排序。
- 种植工将启用新AI:提高种植工切换种植园农田的速度,并精简了部分AI流程。(只是初代版本,还有部分优化构想未实现)
- 新AI中种植工和农民将会在开始工作前再次检查是否有合成任务需要完成。
- 新AI中种植工和农民在工作方块处拿取物品后将直接进入上一工作状态,而非重走流程或进入休闲状态。
- 新AI中种植工在清理背包后会立即开始工作,而非进入休闲状态。
- 种植工新AI可以在设置中关闭,关闭后将恢复原版AI。
1.0.5-ALPHA-11.4
- Rebalanced Bricklayer state delays to make the overall workflow more reasonable
- Fixed an issue where Bricklayers would fail to request fuel
- Fixed a crash caused by paths ending on ladders
- Fixed an issue where MineColonies Tweaks settings could conflict and cause colony crops to incorrectly drop due to invalid survival checks
- Adjusted the Stuck Handler: simplified some stuck detection calculations and fixed an issue where raid mobs spawned from spawners could incorrectly break nearby blocks
- Adjusted housing blueprint bed count handling: the default maximum is now
3 × building level, and can be increased up to20 × building levelin config - Citizens can now jump and grab onto ladders
- Optimized post-path exploration and removed MineColonies' official extra exploration logic that did not match the expected behavior. The new strategy is:
- Exploration stops immediately when the path reaches a node that meets the destination requirement, then enters the extra exploration phase
- The number of extra exploration nodes is calculated as:
current best node heuristic value × 15 - During extra exploration, nodes are sorted only by heuristic value. Exploration stops when the heuristic value is ≤ 1 or the node expansion limit is reached
- Up/down movement is now included in the randomized exploration order system. When all six directions have the same predicted value, their order will be randomized
- Farmers will now use the new AI system: improved field switching speed for plantation farms and simplified some AI processes (this is an early version, with more optimizations planned)
- In the new AI system, Farmers and Planters will perform another check for pending crafting tasks before starting work
- In the new AI system, after retrieving items from their workplace, Farmers and Planters will directly return to their previous work state instead of restarting the workflow or entering leisure mode
- In the new AI system, Planters will immediately resume working after clearing their inventory instead of entering leisure mode
- The new Planter AI can be disabled in config; disabling it will restore the vanilla AI
1.0.5-ALPHA-11.4Альфа1.20.1 · 18 июля 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.20.1-1.1.1197-snapshot,)
Recommend version: 1.20.1-1.1.1197-release
1.0.5-ALPHA-11.4
- 修复与Minecolonies Tweaks设定冲突导致殖民地作物因无法生存错误掉落的问题
- 调整Stuck Handler,精简了部分路径的卡住计算,同时修复刷怪笼中刷出的袭击者会错误的破坏周围方块的bug
- 种植工将启用新AI:提高种植工切换种植园农田的速度,并精简了部分AI流程。(只是初代版本,还有部分优化构想未实现)
- 新AI中种植工和农民将会在开始工作前再次检查是否有合成任务需要完成。
- 新AI中种植工和农民在工作方块处拿取物品后将直接进入上一工作状态,而非重走流程或进入休闲状态。
- 新AI中种植工在清理背包后会立即开始工作,而非进入休闲状态。
- 种植工新AI可以在设置中关闭,关闭后将恢复原版AI。
1.0.5-ALPHA-11.4
- Fixed an issue where MineColonies Tweaks settings could conflict and cause colony crops to incorrectly drop due to invalid survival checks
- Adjusted the Stuck Handler: simplified some stuck detection calculations and fixed an issue where raid mobs spawned from spawners could incorrectly break nearby blocks
- Farmers will now use the new AI system: improved field switching speed for plantation farms and simplified some AI processes (this is an early version, with more optimizations planned)
- In the new AI system, Farmers and Planters will perform another check for pending crafting tasks before starting work
- In the new AI system, after retrieving items from their workplace, Farmers and Planters will directly return to their previous work state instead of restarting the workflow or entering leisure mode
- In the new AI system, Planters will immediately resume working after clearing their inventory instead of entering leisure mode
- The new Planter AI can be disabled in config; disabling it will restore the vanilla AI
1.0.5-ALPHA-11.3Альфа1.20.1 · 13 июля 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.20.1-1.1.1197-snapshot,)
Recommend version: 1.20.1-1.1.1197-release
1.0.5-ALPHA-11.3
- 重置砖工各状态延迟,让砖工的工作流程更合理
- 修复砖工不请求燃料的bug
- 修复在路径结尾部分是梯子导致崩溃的问题
- 调整住宅的蓝图床位读取,现在默认最高床位为3×建筑等级,最高可在设置中调至20×建筑等级
- 市民将能够跳起后攀上梯子
- 优化路径结束后的额外探索,删除了与预期不符的殖民地官方额外探索代码,现在策略如下:
- 当路径探索到达到终点预期的节点时即刻停止探索,进入额外探索阶段。
- 额外探索的节点数是当前最优节点的启发值*15。
- 额外探索时节点将仅以启发值大小排序,当探索到启发值小于等于1或扩展节点数达到上限时停止。
- 现在上(up)下(down)也将纳入随机顺序探索系统,现在六个方向的探索结果如果同预测值,将均以随机顺序排序。
1.0.5-ALPHA-11.3
- Rebalanced Bricklayer state delays to make the overall workflow more reasonable
- Fixed an issue where Bricklayers would fail to request fuel
- Fixed a crash caused by paths ending on ladders
- Adjusted housing blueprint bed count handling: the default maximum is now
3 × building level, and can be increased up to20 × building levelin config - Citizens can now jump and grab onto ladders
- Optimized post-path exploration and removed MineColonies' official extra exploration logic that did not match the expected behavior. The new strategy is:
- Exploration stops immediately when the path reaches a node that meets the destination requirement, then enters the extra exploration phase
- The number of extra exploration nodes is calculated as:
current best node heuristic value × 15 - During extra exploration, nodes are sorted only by heuristic value. Exploration stops when the heuristic value is ≤ 1 or the node expansion limit is reached
- Up/down movement is now included in the randomized exploration order system. When all six directions have the same predicted value, their order will be randomized
1.0.5-ALPHA-11.2Альфа1.21.1 · 5 июля 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.21.1-1.1.1285-snapshot,)
Recommend version: 1.21.1-1.1.1285-release
1.0.5-ALPHA-11.2
- 紧急修复强制进食AI,原AI可能导致玩家被踢出存档
1.0.5-ALPHA-11.2
- fix force eating AI,original one may kick off players form server
1.0.5-ALPHA-11.2Альфа1.20.1 · 5 июля 2026 г.
版本适用区间 (Dependency Version Range)
minecolonies_version=[1.20.1-1.1.1197-snapshot,)
Recommend version: 1.20.1-1.1.1197-release
1.0.5-ALPHA-11.2
- 紧急修复强制进食AI,原AI可能导致玩家被踢出存档
1.0.5-ALPHA-11.2
- fix force eating AI,original one may kick off players form server
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