Fix the frustration. Upgrade the intelligence. Take control of your colony.
Tired of citizens getting stuck on random blocks, ignoring your roads, taking absurd detours, or wasting half their day just trying to eat?
Pathfinding Edition for MineColonies is designed to solve exactly that.
This mod rebuilds and enhances core AI systems in MineColonies — making your citizens:
Think smarter 🧠
Move more efficiently 🏃
Work with fewer interruptions ⚙️
No more watching your colony fall apart because of bad pathfinding or broken AI logic.
Note
The official team says my changes are reckless, so I guess I have to say something in my own defense here
Because official updates for MineColonies tend to be… let's say unpredictable in terms of stability. So sorry for this mod generally won't target the very latest version of MineColonies.
However, I'll do my best to keep things compatible, and you'll always find a recommended version clearly noted in each changelog.
My goal is to give player a colony that's stable, flexible, efficient, and self-sufficient—not an exercise in following the mod developer's exact script.
That said, my current progress hasn't quite reached that ideal yet, but I'll keep chipping away at it.
Thanks as always for your supportand issue report!
🧠 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
Citizens now equipped with better flee and fear-spread action.
❤️ 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.