MineColonies guide for All the Mods 10 1.20 to 2.11
MineColonies guide for All the Mods 10
Last verified for All the Mods 10 v2.11 on Oct 17, 2026 · text last changed Oct 17, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 6
- Recipes shown
- 23
- Items named
- 30
- Quests covered
- 4
1 section is written for this pack; 5 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 2.11's own files.
What is MineColonies?
1 part
MineColonies is part of the pack's mod list. This pack ships version 1.1.841-1.21.1-snapshot, and the mod has been in the pack since version 0.57 or earlier.[1]
The pack's quest book points you at a few MineColonies items early on, so you can see where it expects you to start.[2][3]
Where the quests touch it
- In the basic_tools chapter, quest a quest in "?" asks you to obtain the Chief Sword. It unlocks after another quest in the same chapter.[2]
- In the building_tips chapter, quest a quest in "?" accepts either the Supply Ship or the Supply Camp. It unlocks after another quest in that chapter.[3]
Unverified The sources I have don't describe what MineColonies does in detail, how it changes the pack's recipes or configs, or where it fits in the pack's progression. I also can't confirm any ATM Star path involvement, so treat those points as unverified until they are checked.
How do you get started with MineColonies?
6 parts
Same as in the All the Mods 10 4.5 guide
Welcome to MineColonies in this pack! Your colony grows hut by hut, so the order you make things in matters. Here's the path I'd follow.[4][5]
First: your Build Tool
Nearly every hut recipe in the pack uses the Build Tool Build Tool as an ingredient, and the mod's advancements tell you to use your build tool to place huts such as the Forester's Hut and the Mine.[4][5]
Next: the Builder's Hut
Start with the Builder's Hut. The mod's advancement for it says to keep your Builder fed and fulfill their requests until they finish building your first hut.[4][5]
Crafting Shaped
| any plank | any plank | |
| any plank | any wooden door | any plank |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutbuilder
Homes and raw materials
Your citizens need a place to live. A Residence houses one citizen per level.[4][5]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutcitizen
Then get materials flowing for all those huts. The Forester's Hut collects wood, and the Mine brings in ores and cobblestone.[4][5]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutlumberjack
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutminer
Food and logistics
For food, build a Farm. You also need to place the Field (the scarecrow) to mark where your Farmer will farm.[4][5]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutfarmer
Once the basics run, a Courier's Hut lets a hired Courier fulfill worker requests automatically. The advancements also say that with a Courier you can start using crafters, beginning with the Sawmill.[4][5]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutdeliveryman
Defence
As your town grows, others may begin to notice it. Build a Guard Tower and hire a Guard to protect it.[4][5]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutguardtower
Quest shortcuts
The quest book has a quest in the basic_tools chapter that asks for the Chief Sword (a quest in "?"). In the building_tips chapter, a quest accepts either a Supply Ship or a Supply Camp (a quest in "?").[6][7]
Both of those deployers use recipes added by the pack, so they differ from what you may know from the base mod.[4]
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| any chest boat | any chest boat | any chest boat |
Recipe id: minecraft:kjs/minecolonies_supplycampdeployer
Crafting Shaped
| Empty slot | Empty slot | |
| any chest boat | any chest boat | any chest boat |
Recipe id: minecraft:kjs/minecolonies_supplychestdeployer
How does MineColonies work?
6 parts
Same as in the All the Mods 10 2.12 guide
MineColonies runs on workers, huts and requests, not on machines and cables. Everything below comes from the mod's own descriptions and the pack's configs and recipes. The sources I have say nothing about power, fluids or pipe-style automation, so none of that is covered here.[8]
Unverified Whether MineColonies in this pack interacts with any power, fluid or item-pipe systems from other mods is not confirmed by the available sources.
Starting a colony
The mod's first advancement tells you to craft a Supply Camp or Ship and place it by right-clicking it on the ground. You then place the Town Hall with the Build Tool, which lets you choose the style and position.[8][9]
Next comes the Builder's Hut. You place it with the Build Tool, a Builder is hired automatically by default, and you tell them to build their own hut. Keep the Builder fed and fulfill their requests until that first hut is done. The request screen has buttons for handing over the tools or resources they ask for.[8]
Crafting Shaped
| any plank | any plank | |
| any plank | any wooden door | any plank |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutbuilder
Upgrading the Builder's Hut is what lets you upgrade your other huts, so do that early. Right-clicking the Builder's Hut also opens the mod's built-in how-things-work info.[8]
The request system and automation
Workers ask for what they need, and those asks are called requests. A Courier fulfills worker requests automatically, so the Courier's Hut is the backbone of any automated colony. The Sawmill is the first crafter you unlock once you have a Courier. The Warehouse stores materials in one central location, and a postbox and a stash make it easy to reach.[8]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutdeliveryman
Leather boots version
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutdeliverymaniron
Iron boots version
- The Builder can learn 2x2 recipes. Teach them a torch recipe and they'll craft torches when needed.[8]
- The Blacksmith's Hut allows automated crafting of tools.[8]
- A Stonemason can craft 3x3 recipes that use stone as the main ingredient.[8]
- The Stone Smeltery automates forging stone and more for other crafters.[8]
If the request system ever misbehaves, turn on requestsystem.enabledebuglogging. It makes the system write debug information to the debug log, and the pack leaves it off by default.[10]
Citizens, housing and food
Each level of a Residence houses one citizen, and a Tavern gives you initial housing and lets you recruit citizens. Children are only born when there is open space in one of the buildings, and they need to be fed and sleep well to grow up.[8]
Citizens need to eat to work, so put food in their inventories. The Restaurant's Cook cooks meats and hands out food to you and your citizens, and the Bakery's Baker crafts bread and cakes. Don't feed them rotten flesh, because the mod will call you out for it.[8]
Among the recipes I can see, the pack changes Apple Pie and Baked Salmon from the mod's versions. Use these in-pack recipes, not the mod defaults.[9]
Production and processing huts
- Farm: you place a Field (the scarecrow) to mark where your Farmer works. The Farmer can be given a maximum number of fields, and the mod even has an advancement for hitting it.[8]
- Herders (chickens, cows, sheep, swine): the animals have to be brought to their huts yourself. The Fisher's Hut should be built close to water.[8]
- Crusher: turns things like cobblestone into gravel.[8]
- Sifter: pulls extra resources out of blocks.[8]
- Composter: takes leftover saplings, leaves and similar items and makes fertilizer. The Flower Shop then uses compost or other bonemeal types to grow flowers.[8]
- Enchanter's Tower: consumes ancient tomes and other workers' experience to produce enchanted books.[8]
- Alchemist: brews potions and cultivates netherwart and mistletoe.[8]
The Smeltery smelts ore for you and works best with a skilled worker. At level 3 it has a 100% chance of doubling ore output. At level 5 it also has a chance of tripling every ore output, and that chance equals the worker's Strength level.[8]
The pack changes the recipes for the Crusher, Blacksmith's Hut, Barracks and Compost Barrel from the mod's versions. The Compost Barrel is also the key part of the Composter's Hut recipe.[9]
Crafting Shaped
| any plank | any plank | |
| any iron ingot | ||
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutcrusher
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any iron ingot | any plank |
Recipe id: minecolonies:barrel_block
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutcomposter
Defence
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. Its Barracks Towers are locked to the Barracks' level and raise the max Guards with every level. An Archery trains Archers, and a Combat Academy lets a citizen train without risking their life.[8]
Crafting Shaped
Recipe id: minecolonies:banner_rally_guards
Pack settings that affect how it plays
- gameplay.buildgogglerange is 50 blocks, which is the mod default. It sets how close you must be to see work orders while wearing the Build Goggles, and it can range from 1 to 250.[11]
- gameplay.neighborbuildingrange is 4 blocks, also the mod default. It sets how close buildings must be to count as neighbors, where -1 means intersecting and 0 means touching.[11]
- gameplay.neighborbuildingrendering is on, so already-placed buildings show as if level 5 with a blue outline when you place a schematic nearby.[11]
- gameplay.colonyteamborders is on, so colony borders shown with the build tool use the colony's team color.[11]
- gameplay.generatesupplyloot is on, so supply ships and camps can generate in loot chests.[10]
How do you progress through MineColonies?
4 parts
Same as in the All the Mods 10 4.5 guide
The pack's quest book only touches MineColonies in two places, and the pack changes quite a few recipes. This section covers both, so you know what to expect before you start your colony.[4][6][7]
Quest milestones
- In the basic_tools chapter, quest a quest in "?" asks you to obtain the Chief Sword. It unlocks after quest a quest in "?". The quest has no title in the quest file.[6]
- In the building_tips chapter, quest a quest in "?" accepts either the Supply Ship or the Supply Camp. It unlocks after quest a quest in "?". This one also has no title.[7]
Supply Ship and Supply Camp
The pack adds its own crafting recipes for both the Supply Ship and the Supply Camp, so use the recipes below.[4]
Crafting Shaped
| Empty slot | Empty slot | |
| any chest boat | any chest boat | any chest boat |
Recipe id: minecraft:kjs/minecolonies_supplychestdeployer
Supply Ship recipe, added by the pack.
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| any chest boat | any chest boat | any chest boat |
Recipe id: minecraft:kjs/minecolonies_supplycampdeployer
Supply Camp recipe, added by the pack.
Core building recipes
The Town Hall and the Builder's Hut both use the mod's own recipes, with no pack changes.[4]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhuttownhall
Crafting Shaped
| any plank | any plank | |
| any plank | any wooden door | any plank |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutbuilder
Recipes the pack changed
Several buildings and tools have recipes the pack changed from the mod's defaults: the Barracks, Blacksmith's Hut, Crusher, Mechanic's Hut, Mystical Site, Smeltery and Plantation Field. The Rack, Compost Barrel and Builder's Goggles were changed too. Use the recipes below rather than the mod's defaults.[4]
Crafting Shaped
| any plank | any plank | |
| any plank | any redstone storage block | any plank |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutmechanic
Mechanic's Hut recipe, changed by the pack.
Crafting Shaped
| any plank | any plank | |
| any plank | any diamond gem | any plank |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutmysticalsite
Mystical Site recipe, changed by the pack.
Crafting Shaped
| any plank | any plank | |
| any plank | any iron storage block | any plank |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhutbarracks
Barracks recipe, changed by the pack.
How does MineColonies work with other mods?
4 parts
Same as in the All the Mods 10 4.5 guide
The cross-mod links for MineColonies in this pack come from its recipes. The Build Tool from Structurize is in every MineColonies recipe in the recipe dump, and there is a recipe from Advanced Peripherals that uses MineColonies items.[4]
Structurize's Build Tool
The Build Tool shows up in every MineColonies recipe in the recipe dump. That covers hut blocks like the Town Hall and Builder's Hut, and utility items like the Clipboard, Colony Map and Quest Log. The Town Hall is the simplest example.[4]
Crafting Shaped
| any plank | any plank | |
| any plank | any plank | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockhuttownhall
The Town Hall recipe as it is in this pack.
The Golden Builder's Assistant Hammer uses the Build Tool too.[4]
Advanced Peripherals: the Colony Integrator
The clearest link to another mod is the Colony Integrator. Its recipe uses the Advanced Peripherals Peripheral Casing together with MineColonies and Structurize items, so you need your colony gear sorted before you can make it.[4]
The Rack and the Builder's Goggles, which this recipe draws on, have recipes changed by the pack. Check the in-pack versions rather than relying on the standalone mod.[4]
Crafting Shaped
| any plank | any plank | any plank |
| any iron nugget | any iron nugget | |
| any plank | any plank | any plank |
Recipe id: minecolonies:blockminecoloniesrack
This recipe is changed by the pack.
Crafting Shaped
| any gold nugget | any iron ingot | any gold nugget |
| Empty slot |
Recipe id: minecolonies:build_goggles
This recipe is changed by the pack.
Pack-changed recipes that use shared materials
Several more MineColonies recipes are marked as changed by the pack: Compost Barrel, Barracks, Blacksmith's Hut, Crusher, Mechanic's Hut, Mystical Site, Plantation Field and Smeltery. They ask for generic material types such as iron ingots, iron storage blocks, redstone storage blocks or diamond gems, so any item that counts as that material can be used, whichever mod it comes from.[4]
Quests
The MineColonies quests in the pack's quest book only ask for MineColonies items. a quest in "?" in the basic_tools chapter asks for the Chief Sword. a quest in "?" in the building_tips chapter asks for either the Supply Ship or the Supply Camp.[6][7]
Which All the Mods 10 quests use MineColonies?
3 parts
Same as in the All the Mods 10 4.5 guide
MineColonies shows up in two quest chapters in this pack: basic_tools and building_tips. Each one has a single MineColonies quest, and both ask you to hand in an item. The sources don't show any quest text or rewards, so both quests appear untitled here.[6][7]
basic_tools
In the basic_tools chapter, quest a quest in "?" asks you to submit the Chief Sword. It unlocks after another quest in the same chapter, 5151CDD8FCDE7A07, is complete. That prerequisite isn't described in the sources I have, so I can't tell you what it asks for.[6]
building_tips
In the building_tips chapter, quest a quest in "?" accepts either the Supply Ship (Supply Ship) or the Supply Camp (Supply Camp). You only need one of them to complete the task. It comes after quest 22D2CFDDB06C720C, which I can't describe from the sources.[7]
Order
- basic_tools: finish the prerequisite quest 5151CDD8FCDE7A07 first, then a quest in "?" (Chief Sword).[6]
- building_tips: finish the prerequisite quest 22D2CFDDB06C720C first, then a quest in "?" (Supply Ship or Supply Camp).[7]
Unverified The sources don't say how the two chapters relate to each other, what the prerequisite quests ask for, or what rewards these quests give. Check the in-game quest book for those details.
Sources
- All the Mods 10 2.11 mod list · pack file
- All the Mods 10 2.11 quests: "basic_tools" · pack file
- All the Mods 10 2.11 quests: "building_tips" · pack file
- All the Mods 10 4.5 recipe dump: recipes making MineColonies items · pack recipe dump
- minecolonies tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 4.5 quests: "basic_tools" · pack file
- All the Mods 10 4.5 quests: "building_tips" · pack file
- minecolonies tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 2.12 recipe dump: recipes making MineColonies items · pack recipe dump
- All the Mods 10 2.12 config: config/minecolonies-common.toml · pack file
- All the Mods 10 2.12 config: config/minecolonies-client.toml · pack file
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 17, 2026.
Guides for other versions: 4.6 to 8.3 · 2.13 to 4.5 · 2.12 · 1.17 to 1.19 · 1.16 · 0.61 to 1.15 · 0.57 to 0.60