MineColonies guide for All the Mods 10 1.16

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MineColonies guide for All the Mods 10

Written for All the Mods 10 1.16 · updated Oct 15, 2026

Last verified for All the Mods 10 v1.16 on Oct 15, 2026 · text last changed Oct 15, 2026

A newer release (8.3) is out Guide for the current version

Sections
6
Recipes shown
1
Quests covered
1

Every recipe and number here was checked against All the Mods 10 1.16's own files.

What is MineColonies?

MineColonies is part of this pack. The pack ships build 1.20.1-1.1.1070-snapshot of the mod, and it has been included since version 0.57 of the pack or earlier.[1]

In the pack's quest book, the mod shows up in the "basic_tools" chapter. The quest a quest in "?" has no title and asks you to hand in an item from the mod. It is not the first quest in its line, because it unlocks only after quest 5151CDD8FCDE7A07.[2]

The quest source lists no quest that follows it, so the sources show nothing coming after it.[2]

How do you get started with MineColonies?

2 parts

MineColonies is mostly about placing huts and hiring citizens, so your first steps are about the order you build things in rather than a long crafting list. This section sticks to what the pack's sources confirm.[3]

Build order to aim for

  1. Place the Town Hall. It's described as a cool centerpiece with only a couple of benefits for now, so treat it as the start of your colony.[3]
  2. Build a Tavern. It gives your citizens some initial housing, and you can recruit citizens there too.[3]
  3. Get your Builder working. Keep them fed and fulfill their requests until they finish your first hut.[3]
  4. Build a Forester's Hut to collect wood for more huts. You place it with your build tool.[3]
  5. Build a Mine for ores and cobble for your huts. It's also placed with the build tool.[3]
  6. Add Houses. Each house level houses one citizen.[3]
  7. Build a Guard Tower and hire a Guard, so you're protected as your growing town starts to get noticed.[3]
Tip: Keep an eye on your Builder's requests. The Builder's description is all about fulfilling them until the first hut is done, so a stalled build usually means a request is waiting on you.[3]

Quest book

The pack's quest book has a basic_tools chapter that includes the quest a quest in "?". It unlocks after another quest in the same chapter.[2]

How does MineColonies work?

6 parts

In MineColonies you place buildings (huts), hire citizens to work in them, and let those citizens handle requests, crafting and processing for you. Here's how that loop works, based on what the mod's in-game descriptions currently say.[3]

Getting a colony started

  1. The mod's current description says to craft a Supply Camp or Ship and place it by right-clicking it on the ground.[3]
  2. The current in-game text says to place the Town Hall with the Build Tool, which lets you choose the style and position.[3]
  3. Per the current description, you craft and place a Builder's Hut with the Build Tool, hire a Builder (automatic by default), and tell them to build their hut.[3]
  4. The mod's text says to keep the Builder fed and fulfill their requests until the first hut is done, and that right-clicking the Builder's Hut shows you how things work.[3]

Upgrade the Builder's Hut when you can, because it lets you upgrade your other huts too.[3]

Citizens, housing and food

The mod's descriptions currently say each level of a House houses one citizen. A Tavern gives you some initial housing and lets you recruit citizens. Children may only be born when there's open space in one of the buildings, and they need to be fed and sleep well to grow up.[3]

Citizens need to eat to work. Put food in their inventories so they can eat when they need to. A dining hall also gives them a place to get food, and the Waiter cooks meats and hands food out. Don't feed them rotten flesh, since the mod has a shaming advancement for that.[3]

Requests, couriers and automation

Most automation comes from the request system. Workers ask for the tools and resources they need, and you can fulfill a request yourself using the buttons on the request screen. A Courier's Hut with a hired Courier fulfills worker requests automatically.[3]

Crafter huts build on that. Crafters only craft when another worker makes a request, and the info tab in their hut explains more. With a Courier on your side you can use crafters, and the Sawmill is the building the mod points you to for starting your crafting experience.[3]

  • Builder: can learn 2x2 recipes. If you teach them the torch recipe, they craft it when needed.[3]
  • Carpenter: you can teach them to craft a door.[3]
  • Blacksmith: the mod's current description says its hut allows automated crafting of tools.[3]
  • Stonemason: can craft 3x3 recipes that use stone as the main ingredient.[3]

The mod's current description says the Warehouse stores materials in a central location, and that a postbox and a stash give you easy access to it.[3]

Processing buildings

  • Crusher: per the mod's current description, it gets things like gravel from cobblestone.[3]
  • Sifter: per its current description, it takes advantage of extra resources hiding in blocks.[3]
  • Smeltery: its description says it smelts ore for you. The mod's text says a level 3 Smeltery applies fortune 2 when processing ore blocks, and a level 5 one applies fortune 4.[3]
  • Stone Smeltery: its current description says it automates the forging of stone and more for other crafters.[3]
  • Composter: its current description says it takes leftover saplings, leaves and like items and exposes them to the elements to make fertilizer.[3]
  • Flower Shop: its current description says it uses compost or other types of bonemeal to grow flowers.[3]
  • Enchanter's Tower: its current description says it consumes ancient tomes and other workers' experience to produce enchanted books.[3]

Resource gathering

The Farmer needs a Field, marked by a scarecrow, to know where to farm. You can assign multiple fields to one Farmer, and there's an advancement for hitting the maximum. Herder huts only work once you bring the animals to them. The Fisher's Hut should be close to water. A Miner gets ores and cobble, and can dig all the way to bedrock.[3]

Defense

According to the mod's current descriptions, you build a Guard Tower and hire a Guard to protect the colony. A Barracks lets you hire many more Guards in a much smaller space. Barracks Towers are built inside it, are locked to the same level as the Barracks, and raise the max number of Guards with each level. An Archery trains Archers to back up your Knights, and a Combat Academy lets a citizen train without risking their life.[3]

Unverified The sources don't cover pack-specific changes to MineColonies. No config files for it are available, so any values the pack changed are unconfirmed. The descriptions above come from the mod's own text. Power, fluid and item-pipe handling aren't covered either.

How do you progress through MineColonies?

3 parts

The sources I have for MineColonies in this pack cover only a small part of its progression, so this section is short. I'd rather give you what is confirmed than guess at a tier list.[2][4]

The quest that touches MineColonies

The one MineColonies quest I can confirm is a quest in "?", in the basic_tools chapter of the pack's quest book. It has no title, and its task is a MineColonies item. It unlocks after another quest in the same chapter, so you can't grab it first.[2]

Market trade

The pack also has a Farming for Blockheads market recipe that produces a MineColonies item. The recipe dump lists it as a market recipe with no item inputs. Here is the in-pack entry:[4]

Composted DirtMod recipe

Market (farmingforblockheads)

    Recipe id: farmingforblockheads:market/minecolonies/composted_dirt

    Farming for Blockheads market recipe from the pack.

    What I can't confirm

    Unverified The pack's building tiers, the order to unlock them in, and the recipes for each tier couldn't be confirmed from the available sources, so check these in game before relying on them.

    How does MineColonies work with other mods?

    The only connection I can confirm between this mod and the rest of the pack is a quest. The quest a quest in "?" sits in the "basic_tools" chapter of the quest book and has a single task that asks for an item from MineColonies. It unlocks after another quest in the same chapter.[2]

    That task only involves a MineColonies item, so it does not show a link to another mod's items. Treat it as the quest book pointing you at the mod, not as a true cross-mod integration. The item named in the task could not be matched to a registered item in this pack, so I won't link it or describe it.[2]

    Unverified No in-pack recipes combining MineColonies items with items from other mods were found, and no other quests that do. If the pack has deeper integrations, they are unverified here.

    Which All the Mods 10 quests use MineColonies?

    Only one quest in this pack's quest data involves MineColonies, and it sits in the "basic_tools" chapter. That quest is a quest in "?", and it has no title in the pack files.[2]

    Its single listed task is to obtain an item with the id minecolonies:chiefsword. I can't link it to an item page, because that id isn't confirmed as an item in this version of the pack, so treat the exact item as unverified.[2]

    The quest comes after another quest, with the id 5151CDD8FCDE7A07. The quest data only lists that prerequisite by id, so you need to finish it before this one unlocks.[2]

    Unverified The rewards for this quest, and how the pack expects you to obtain the item it asks for, aren't covered by the available quest data. Check the in-game quest book for the details.

    Sources

    1. All the Mods 10 1.16 mod list · pack file
    2. All the Mods 10 1.16 quests: "basic_tools" · pack file
    3. minecolonies tooltips and descriptions (English lang file) · official mod data
    4. All the Mods 10 1.16 recipe dump: recipes making MineColonies items · pack recipe dump
    Where this guide comes from

    Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

    Guide last verified Oct 15, 2026.

    Guides for other versions: 4.6 to 8.3 · 2.13 to 4.5 · 2.12 · 1.20 to 2.11 · 1.17 to 1.19 · 0.61 to 1.15 · 0.57 to 0.60

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