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For Modpack Authors
ColonyLink is free to include in any modpack, public or private. No permission needed, no notification needed. If you do use it, a link back is appreciated but not required.
Put a colonylink-server.toml in your pack's defaultconfigs folder. New worlds will generate from it instead of the mod defaults.
Everything gameplay related is in that one file. There is no common config to worry about, and the client side file only holds colours and GUI scale.
[delivery] send_target is the big one. BUILDER (the default) inserts materials straight into the hut and skips couriers entirely, which is fast and convenient. WAREHOUSE routes through the Warehouse so a courier still does the delivery, which keeps the colony logistics loop meaningful.
If your pack is built around MineColonies as a progression system rather than a convenience, WAREHOUSE is probably the better fit. See [Delivery Modes].
[energy] costs control how much the mod costs to use. Raising send_cost_rf and craft_cost_rf makes it a power sink rather than a free convenience. Setting them to 0 makes it purely quality of life.
[general] max_builders_per_wand gates how much a player can manage from one Clipboard. Lowering it to 2 or 3 makes scaling up feel like progression.
[general] ticker_interval_ticks is your lever if you are worried about server load with a lot of players. Raising it means fewer refreshes of an open GUI.
[loot] controls whether ColonyLink Packages appear in village chests and raider drops. Both sources can be disabled. See [Finding Packages].
[tools] tool_substitution_in_list decides whether tool upgrades apply to the whole resource list or only the priority request. The default keeps it to the priority line, which is less surprising for players.
The config is SERVER type, so it is authoritative and synced to clients on join. Players cannot override your settings locally.
Runtime changes with /colonylink config set apply to the server immediately and persist to disk. Already connected clients pick up new values on reconnect.
Package loot is implemented with global loot modifiers, each scoped to an explicit list of loot table IDs. Nothing is replaced or edited, so it will not conflict with other mods touching the same chests. If you want different targets, a datapack can override the modifier files.
Required: MineColonies, Applied Energistics 2 and Domum Ornamentum.
Optional and supported when present: AdvancedAE, Curios, Jade.
If you find a conflict with another mod, please open an issue. Compatibility reports from pack authors are genuinely useful, since I cannot test against every combination myself.
The mod ships in English, French, Spanish, Russian and Chinese. If your pack targets a language that is missing or badly translated, corrections via pull request are welcome.