Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Creators
Details


🚀 欢迎使用 Pathfinding Edition For Minecolonies 🏡
这是一个专为 MineColonies 打造的模组,用来提升村民的寻路逻辑和工作效率。现在你可以通过城市路径规划,引导村民更聪明地行动,同时让他们在遇到奇怪情况时做出更合理的反应。
This mod supercharges citizen pathfinding and work efficiency in MineColonies. Plan your roads smartly, and your citizens will follow! They’ll also handle weird situations with a lot more brainpower.
最新进展(What's New)
酒馆招募(Tavern Assignment)

工作地点进食及食物黑名单 (Eat At Hut and Food Black List)

全新耕作系统(Brand New Farming System)
农田轮作(Crop Rotation)

餐厅优化(Cook AI Optimize)

铁路优化(Railway Pathfinding Optimize)

⚠ 注意事项 / Notice
Minecolonies 团队更新速度太快,而我的 mod 修改范围太广,且目前反馈缺乏,这使我很难适配所有 minecolonies 版本,下载时一定要注意 changelog 中一同发布的 mod 适配版本号,mod 几乎只适配给出的版本。
The Minecolonies team updates at a rapid pace, while my mod involves extensive changes and currently lacks sufficient feedback, making it difficult to adapt to every Minecolonies version. When downloading, be sure to check the mod compatibility version listed in the changelog — the mod is almost exclusively compatible with the specified version.
目前模组缺乏测试团队,且代码修改较为激进,所以 ALPHA / BETA 版本具有崩溃的可能性。稳定性一般ALPHA < BETA < RELEASE,请根据需求判断下载何种版本。
This mod lacks of testing team and has more aggressive code changes, so crashes may happen on ALPHA / BETA version. For safety we recommend ALPHA < BETA < RELEASE.
📌 免责声明 / Disclaimer
本项目 并非 MineColonies 官方附属模组,MineColonies 开发团队没有处理此模组出现的 bug 的义务。
因此,请不要因本模组的问题前往官方的任何渠道提交反馈。
This project is not an official MineColonies addon and is not affiliated with the MineColonies development team.
Please DO NOT report issues caused by this mod to ANY official MineColonies issue tracker.
若遇到 bug 或问题,请在本项目页面提供的 GitHub/Discord 进行反馈。
感谢您帮助保持官方 issue tracker 的整洁!
If you encounter bugs or problems, please report them on GitHub / Discord provided by this project page.
Thank you for helping keep the official issue tracker clean!
📚 模组修改介绍 / Mod Introduction
下面的部分是关于模组修改内容的介绍:
The following sections describe changes made to the mod:
🐛官方BUG修复
🧭 寻路 Bug 修复 / Pathfinder Bug Fixes
1)✅ 村民短距离传送回来了!/ Villager short-distance teleporting is back!
妈妈再也不用再担心市民被奇怪的方块卡住了!
No more getting stuck on weird path blocks.
2)🪜 梯子逻辑优化 / Improved ladder logic
改进了节点关系和梯子的攀爬方式,减少奇怪的摔落,提升爬梯子的稳定性。
Tweaking node handling and climb behavior—fewer random falls, smoother climbing.
3)🌿 市民现在可以摔落到梯子或藤蔓上 / Citizens can now fall safely onto ladders or vines
4)🚃 修复了市民在铁轨上乱下车和不下车的 bug。
Fixed the issue where citizens would disembark randomly or refuse to get off on rails.
🛠️ 工人 Bug 修复 / Worker Bug Fixes
1)🧱 修复混凝土工人无法适应混凝土粉末请求的 bug
Fixed an issue where the Concrete Mixer couldn’t handle concrete powder requests properly.
2)🔥 修复熔炉工人可能被产物卡住的 bug
Fixed a bug where the Smelter could get stuck due to input and output items.
3)🍳 修复厨师会等待自己给自己送饭的 bug
Fixed a hilarious bug where the Cook would wait for themselves to deliver their own meal.
4)⛏️ 修复下界矿工无法进食菜单上请求的物品的 bug
Fixed an issue where the Nether Miner couldn’t eat food items listed on their menu.
5)💤 修复部分合成/烧炼工人几乎整天旷工的 bug
Fixed a bug where certain crafting or smelting workers would idle or skip work almost all day.
🧍 市民 Bug 修复 / Citizen AI Bug Fixes
1)🍞 修复市民有时无法喂饱自己的 bug
Fixed an issue where citizens sometimes failed to feed themselves.
2)🍽️ 修复手动喂饱市民后市民不会离开餐厅的 bug
Fixed the bug where manually fed citizens wouldn’t leave the restaurant afterwards.
🧭 寻路系统增强 / Pathfinding Enhancements
- 🏗️ 基建优先导航 / Infrastructure-First Navigation
村民在离目标较远时会优先沿着路径方块行动,不再过度依赖 Y 轴变化。这意味着你可以在高低起伏的复杂地形上放心建设大型城市,不用担心他们乱跑。
Citizens now stick to path blocks when far from their destination, and care less about up/down movement. Great news if you’re building a layered or hilly city—less getting lost, more getting things done!
⚠ 小提示:如果你的城市是立体结构,记得保证每层之间有畅通连接,比如楼梯或梯子。不然村民可能会迷路或者走奇怪的路线。
好消息是——梯子现在也被视为路径了!
Tip: Building a vertical city? Make sure each level is well-connected with stairs or ladders—otherwise, citizens might get confused or take odd detours.
The good news? Ladders now count as valid path blocks too!
- 🚆 铁路系统优化 / Rail System Optimization
修复了市民在铁轨上乱下车和不下车的 bug。
Fixed the issue where citizens would disembark randomly or refuse to get off on rails.
村民现在会识别未充能的铁轨和错误连接的铁轨,还会把“探测铁轨”当作“车站”,鼓励他们在这里下车。
Citizens can now recognize unpowered or misconnected rails, and treat detector rails like station stops — encouraging proper minecart exits.
同时,将矿车速度与市民科技/速度效果/快递员敏捷度挂钩,进一步加速矿车运输速度。
Minecart speed is now linked to Citizen Technologies / Movement Speed Effects / Courier Agility, further boosting transportation speed.
🛤 是时候给你的城市建一条地铁了,让大家上下班更高效!
Build that subway! It’s now a legit and effective way to speed up villager commutes.
- 🔄 近距离绕路优化 / Short-Range Detour Optimization
市民现在会更聪明地绕路了!他们可以绕过一些以前挡路的建筑,找到正确的大门。配合路径方块,还能绕行更远的距离。
Citizens are smarter about getting around! They can now detour around buildings that used to block them completely, and with path blocks nearby, they'll even take longer detours to find the right entrance.
- 🏷️ 动态路径类型修改 / Dynamic Path Type Modifications
创造模式下,你可以用标签工具绑定市政厅,然后通过放置标签控制地面的路径类型。支持以下标签:
In Creative Mode, you can use the tag tool to link to your Town Hall and mark ground blocks with different path behaviors. Available tags:
-
“path” 将非路径方块转为路径方块 / Converts non-path blocks into path blocks
-
“not_path” 将路径方块转为非路径方块 / Converts path blocks into non-path blocks
-
“blocked” 阻止市民在此方块上寻路 / Prevents citizens from pathfinding on this block -
-
⚙️ 更灵活的设置 / More Flexible Configuration
现在你可以自定义更多内容,比如:
- 各种方块的寻路权重
- 最大寻路距离
- 反向寻路启发式参数
You now have control over more pathfinding options, including:
- Custom path-costs for different blocks
- Max pathfinding range
- Reverse path prediction tuning
🍽️ 改进餐厅系统 / Improved Dining System
- 🤖 进食AI系统优化 / Eating AI System Optimization
村民将会以如下优先顺序取食:
- 自己身上
- 若距离自己工作岗位更近(chef 不会判断远近),如果历史食物满足多样性要求,去工作岗位方块内
- 餐厅(chef 和 cook 将直接取食,不会等待)
- 若餐厅无食物,返回工作岗位查看,此时进食无视多样性要求
- 若工位也没有食物,返回餐厅等待
🍱在工人上班地点备好零食(设置食物最低存量)可以让工人集中精力在工作上。工地附近的“食堂”也会让建筑工得到良好的休息!
Citizens will now grab food in this order:
- From their own inventory
- From their workstation if it’s closer (chefs ignore distance), as long as food variety requirements are met
- From the restaurant directly — chefs and cooks won’t wait, they eat right away
- If the restaurant is empty, they return to their workstation, ignore food variety, and eat whatever’s there
- If that fails too, they head back to the restaurant and wait for fresh supplies
🍱Setting a minimum food stock at their workstation keeps them focused and avoids unnecessary trips to the restaurant.
Got a restaurant near your construction site? Builders will take better breaks and come back refreshed!
- 👨🍳 进食策略升级 / Eating Behavior Tweaks
厨师/主厨不会在餐厅等待进食。
Cooks and chefs won’t wait around to eat at restaurants.
夜晚来临前 105 秒起,所有在餐厅的村民都会直接取食,无需等待。 之后抵达餐厅的村民也会立即进食,这个状态会持续到第二天早上。
Starting 105 seconds before nightfall, all citizens at the restaurant will eat immediately. Any citizens arriving after that will also eat right away — this behavior lasts until morning.
- 🍞 取消食物惩罚 / No More Punishment
现在,非殖民地食物不再有饥饿值回复惩罚,转而对殖民地特殊食物进行额外加成。
Now, non-colony foods no longer suffer a nutrition restoration penalty. Instead, colony-approved foods receive an additional bonus.
加成数值取决于食物的饱和值。
The bonus value scales with the food’s saturation.
- 🥗 营养系统更改/Nutrition System Update
现在,市民的饮食质量真正取决于食物的“营养值”,而不再只是看是不是“殖民地特许”的高质量食物。 给他们提供营养值更高的食物,可以更快满足食物多样性和质量需求。
Citizens’ food quality now truly depends on the food’s “Nutrition”, we calculate it by "NutriDensity", rather than just whether it’s a colony-approved “high-quality” item. Feeding them with higher "NutriDensity" food will help meet variety and quality requirements faster.
不过,殖民地特许的食物依然有加成效果——它们会获得 +0.25 营养值 的额外加成。
That said, colony-approved foods still get a bonus — they receive an extra +0.25 NutriDensity value.
营养值计算公式:营养值 = 食物饱和/(食物饱食×2)
NutriDensity formula: NutriDensity = Saturation/(Nutrition×2)
🏥 改进医疗系统 / Improved Healing System
- 🤒 疾病系统调整 / Disease System Adjustments
将疾病自愈事件调整到后台计数,同时下调疾病自愈时间。
Disease recovery now runs quietly in the background, and takes less time overall.
- 👨⚕️ 医生适配医疗系统 / Doctors Adjusted for Medical System
医生现在会收治血量低的市民和士兵,同时修改医生的治疗能力从固定血量恢复至恢复血量+附加生命恢复。
Doctors will now treat low-health citizens and guards. Healing has been upgraded from fixed HP recovery to HP + bonus regen.
- ⏰ 医生上班方案调整 / Doctor Shift Adjustments
夜晚医院会选择一个医生值班,没有病人时会在医院打盹。袭击来临时所有医生正常上班。
One doctor stays on duty at night, resting when idle. During raids, all doctors report to work.
- 🛡️ 市民/卫兵适配医疗系统 / Citizens/Guards Adjusted for Medical System
市民/卫兵受伤到一定程度以后会尝试前往医院治疗。卫兵开启逃跑科技后如果可以的话会优先逃往医院。 Citizens and guards now seek medical care when hurt. If “Flee” tech is active, guards will head to hospitals first—if available.
🌲 伐木系统改进 / Lumberjack System Improvements
- 🪵 改进收集系统 / Improved Gathering
伐木工会更频繁地进行掉落物收集,每次开工前也会专门去林场里转一圈查看掉落物的情况。
Lumberjacks will now collect drops more frequently, and before starting work, they will patrol the forest once to check for items.
伐木工会记得上次砍伐的树木,在收集物资时会去看一眼。
They will also remember the last tree they chopped and check it during collection.
伐木工在遇到挂在树叶上无法拾取的物品时,会尝试破坏树叶让它掉下来。
If items are stuck on leaves, lumberjacks will attempt to break the leaves so the items can fall.
- 🌱 拒绝口歪眼斜 / No More Crooked Planting
林务员会在树苗足够时再一次性补种,即使一棵树需要很多树苗。
Foresters now replant full trees once enough saplings are collected.
红树树苗再也不会种偏位置了。
Mangrove saplings now plant in the correct spot.
- ⚙️可选择设置 /Optional Configs
你可以在config中打开**“伐木工于建筑未落成时开工”**的选项,这可以让你的 0 级林务员小屋开始工作,不过不能做任何合成任务。
You can enable “Lumberjack starts working before hut is built” in the config. This allows a Level 0 Forester’s Hut to start functioning, though crafting tasks remain unavailable.
你可以在config中打开**“伐木工无需树苗补种”**的选项,这可以让你的伐木工补种时不需要背包中有足量树苗。
You can enable “Lumberjack doesn’t require saplings for replanting” in the config. With this, lumberjacks no longer need to carry enough saplings in their inventory when replanting.
⚙️ 基础系统改进 / Improved Basic Systems
- 👥 小屋人数修改 / Workforce Capacity Adjustments
医院/冶石工/餐厅/厨房的工人上限每升2级增加1个。(也即3级上限提升到2,5级提升到3)
Hospitals/Stone Smelteries/Restaurants/Cookeries now gain +1 worker every 2 levels (e.g. Level 3 → 2 workers, Level 5 → 3).
- 🔥 熔炉AI大升级 / Furnace AI Improvements
- 使用熔炉的工人现在会显著提升熔炼速度和燃烧效率,效果和他们的技能等级挂钩,提升幅度非常可观!
Workers using furnaces now significantly boost smelting speed and fuel efficiency, scaling with their skill level — and the boost is big! - 所有工人都能独立接受冶炼任务,且厨房/冶石工的工人会非常智能地分工合作。
All workers can accept smelting jobs, with Kitchens and Stonemasons coordinating properly. - 熔炼时物品分割更合理,燃料也更省。
Smelting task splitting is smarter and more coal-efficient. - 删除了所有非必要的熔炉点燃状态读取,这会使得工人在熔炉燃烧时也可以放置原料和燃料。
Removed all unnecessary furnace ignition state checks, allowing workers to place raw materials and fuel even while the furnace is burning. - 现在工人在补充原料时会取出熔炉中的产物,避免出现卡炉的bug。
Workers will now remove the output from the furnace when replenishing raw materials, preventing the furnace from getting stuck.
-
🤖 其他 AI 流程改进 / Some Other AI Process Improvements
- 若村民因任务阻塞而无法工作,他们会前往市政厅等待你手动分配资源。
Blocked villagers now wait at the Town Hall for your intervention. - 养殖小屋成年动物留存下限增加,同时屠宰间隔下降,config 中还有更激进的模式可供选择(默认关闭)。
Ranch Huts now keep more adult animals and try to slaughter more often. Config includes optional aggressive mode (off by default). - 农田已支持 Farmer's Delight 的水稻的种植和收获(需要你手动建造水田)。
Fields now support rice from Farmer’s Delight—just build paddies yourself. - 快递员一次能接更多任务。
Deliverymen can now take on more tasks in a single run. - 工人可以更早的使用附魔工具。
Workers can use enchanted tools earlier.
⚠️ 注意 / Notice
🐛 存在的 Bug / Bugs That Exist
- 有一些涉及 y 轴移动的路径可能被错误阻断。
Certain paths involving vertical (Y-axis) movement may still be incorrectly blocked. - 和 Minecolonies Tweaks 同时使用时,可能导致南瓜/西瓜无法耕种。
Pumpkins and melons may not be farmable when used with Minecolonies Tweaks. - 测试中极少数情况会出现严重 tick 卡顿,我们需要你的存档来复现和修复问题。
Very rare cases of severe tick lag — please send us affected worlds for debugging.
-
🧪 Alpha 阶段功能 / Alpha-Stage Features
目前的寻路改进可能暂未覆盖所有极端情况🔍。如发现奇怪的路径行为🤔,请在我们的 GitHub 问题页面报告📋。
Current pathfinding improvements may not cover all edge cases yet. If you observe strange routing behavior, please report it on our GitHub issues page.
💬 欢迎社区反馈 / Community Feedback Welcomed
由于 Mod 为单人开发👨💻,难免有思虑不周的地方,欢迎提交错误报告🐞、功能请求💡或讨论优化策略🗣️。
As this is a solo-developed mod, we welcome bug reports, feature requests, and optimization discussions from the community.
我或许在 B 站会更加活跃一些🎮。
You may also find me more active on Bilibili:
https://space.bilibili.com/667931825
🔄 本项目仍在持续开发中,后续的更新在测试出相对稳定的版本后也会持续发布🚀。
This project remains under active development, with updates being released as stable versions are tested.
🙏 感谢您使用 ColonyPathingEdition!在大家的帮助下🤝,我们将打造尽可能流畅、智能的殖民地体验🌟。
Thank you for using ColonyPathingEdition! With your support, we'll create the smoothest and smartest colony experience possible.



