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NeroColonies

Part of the Neroland sci-fi Minecraft mod ecosystem, built on Neroland Core.

Status: 0.1.0 feature-complete and compile-verified across all six cells; runtime verification is the remaining stage. Version 0.0.1-alpha.1.

NeroColonies turns a place into a colony. You plant a colony beacon, it claims the ground around it, and everything after that belongs to the colony rather than to any one block: one shared store of goods, one population of interchangeable colonists, one morale figure, one research tree, one export buffer.

Features

  • Colony beacon and claims — a per-player and a server-wide colony cap, minimum spacing, an overlap check, and an owner plus an access list. The public query surface is boolean-only: an owner UUID never leaves the server.
  • Colonists — interchangeable labour units with four fields and no schedule. They path between home and workstation, and they are never deleted as a punishment.
  • Housing and population — three habitat tiers, a chunk-budgeted housing sweep that sums capacity and comfort, and growth gated on food and life support. Two founder colonists arrive with the beacon so the loop can start.
  • Autonomous construction — the colony builds itself from datapack blueprints: it picks a structure, finds a flat spot inside its own claim, and lays a couple of blocks per cycle. Bring the materials and it builds at full speed; leave it alone and it fabricates from scrap at a quarter rate. It never overwrites an existing block, never builds outside the claim, and never demolishes anything.
  • Life support — an oxygen generator burning Core gas and grid power, with an OK → DEGRADED → FAILED state machine. Failure decays morale; it never kills a colonist. Airless dimensions come from a planet mod through one adapter, and every dimension is breathable without one.
  • Food and morale — food recognised by tag family, never by hard-coded item id, and a morale figure computed from weighted housing, food, life-support, crowding and hazard terms. Every weight is a config key.
  • Automated jobs — four job stations driven by datapack job definitions, running on the colony tick inside one millisecond budget. Unpowered is slow, not stopped.
  • Colony storage and exports — one shared stock and a bounded export buffer, both exposed as standard item capabilities, so pipes, hoppers, AE2 and Create work with no mod-specific API. Exports sell for credits through Core's currency API when an economy mod is installed.
  • Research — a colony-local node graph loaded from datapacks, spent from colony storage.
  • Planetary outposts — small remote claims parented to a colony, feeding its storage.
  • Offline catch-up — colonies tick only while loaded; on return, elapsed time is applied at a reduced rate and capped, so there is no reason to chunk-load a planet for free yield.
  • Commands — a player tree, an operator tree, a datapack reload-check, and the two data-protection commands.
  • Companion app support — five read sections and two actions through Core's link API, scoped to the requesting player's own colonies.
  • Everything is datapack-driven — jobs, research, housing tiers, export tables and structure blueprints are all JSON.

Neroland Core is the only hard dependency. Nerospace, NeroAgriculture, NeroLogistics, NeroEconomy and Energized Power are optional and detected at runtime; remove them all and the mod still runs.

Documentation

  • Wiki — player and operator documentation
  • PRIVACY.md — what is stored, retention, export and erasure, telemetry opt-out
  • USING-CORE.md — every Neroland Core API this mod consumes
  • CHANGELOG.md — what has shipped so far

Build targets

  • Minecraft: 26.1.2 and 26.2
  • Loaders: NeoForge, MinecraftForge/Forge, Fabric (the "6 cells")
  • Java: 25
  • Mod id: nerocolonies · package za.co.neroland.nerocolonies

Layout

The build is the repo root, with a flattened cross-loader structure driven by Stonecutter:

  • common/ — shared, loader-agnostic source spliced into every loader node
  • fabric/ — Fabric Loom
  • forge/ — ForgeGradle
  • neoforge/ — ModDevGradle
  • stonecutter.gradle — the real root build script; build.gradle is intentionally inert

Building

./gradlew :fabric:26.2:build          # one cell
./gradlew :neoforge:26.1.2:build :neoforge:26.2:build \
          :forge:26.1.2:build :forge:26.2:build \
          :fabric:26.1.2:build :fabric:26.2:build   # all six

See AGENTS.md / CLAUDE.md for agent and contributor context.

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