Pathfinding Edition for MineColonies
Modby ARxyt
Struggling with MineColonies’ AI? Install this addon to greatly improve your city-building experience!
Type
Mod
CurseForge Downloads
291,044
CurseForge ID
1278014
Modrinth Downloads
28,456
Modrinth ID
UFGyxCZm
Last Updated
Jul 26, 2026
Description
### 🔥 **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.
Compatibility
Mod Loaders
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Screenshots
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