Civillis
Modby MaoxnZ
Build more, spawn less. Hostile mobs naturally avoid civilized areas.
Type
Mod
CurseForge Downloads
184,496
CurseForge ID
1460803
Modrinth Downloads
50,430
Modrinth ID
Dx2SPPEi
Last Updated
Jun 12, 2026
Description
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.
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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.
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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.
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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._
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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.
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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.
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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
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: * Fabric Loader **≥ 0.15.0** * [Fabric API](https://www.curseforge.com/minecraft/mc-mods/fabric-api) ## External Links * [Source Code](https://github.com/MaoxnZ/Civillis) * [Issue Tracker](https://github.com/MaoxnZ/Civillis/issues) * [Official Wiki](https://maoxnz.github.io/Civillis/) * [Discord Server](https://discord.gg/dA7QCPx7zd)
Compatibility
Mod Loaders
Game Versions
Screenshots
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