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Kukolony

☕ Support the mod: https://buymeacoffee.com/kukukodes

I'm currently out of a job and looking for work, and I build Kukolony in between. A donation genuinely helps — it keeps me motivated to keep improving the mod while I search for a job. Every coffee means a lot. Thank you. 🙏

Build a colony of villagers who run themselves. Place a Kolony Hearth, hire villagers, register your chests and stations, and hand out jobs — they haul, chop, mine, forage, farm, cook, craft, and repair while you get on with the game. A settlement that works whether or not you are watching.

New in 0.0.3

  • The gear locker. Villagers now keep equipment in a locker of its own — armour slots (head, chest, legs, cape, belt) and racks for tools and torches — separate from the bag, which is for hauling only. New villagers arrive with nothing and dress themselves from your registered chests: stock the chests and watch them kit up, always wearing the best of what they own. At night they carry a torch. On death, everything drops where they fell.
  • Hovers that answer. Look at a villager and see who they are, whose colony they belong to, what they are doing right now, how they are holding up, and exactly which hotkeys a press would honour. Look at a registered chest and see how it is configured, plus the key that opens its settings.
  • A cleaner UI. Screens show only what their subject can use, every row fits its page, and the little ? marks explain things where you actually are. Several buttons that could silently vanish (Watch, Items, Locker, Send home...) are fixed and always present.
  • Villagers feel alive. Idle villagers stroll around the grounds instead of standing like furniture — including when a job reports "nothing to do right now". Chopping is paced like a person (configurable), not a buzz-saw. And villagers have a real health pool now, so keep the greydwarves off them.
  • Multiplayer fixes. Villagers no longer glow white on joining players' screens, and the bug that grew duplicate villager bodies is found, fixed, and existing doubles are cleaned up on load.

Everything in the mod

  • A living colony. Villagers with names, hunger, gear and beds. Hire them for coins; dismiss them when you like.
  • Every job. Haul, chop, mine, forage, farm, tend stations (smelters, kilns, cooking stations, fermenters, beehives), craft, and repair — each on its own looping queue, with reusable presets.
  • Smart storage. Tell a chest what it holds by type — "this one is Food", "this one never holds Wood" — and villagers sort accordingly. A hotkey marks your registered chests so you can see them at a glance.
  • Villagers that actually get where they're going. They open doors, hop low obstacles, and climb down when stranded, instead of getting stuck.

The one-colony rule

This version gives you one Kukolony, of a fixed size, in one place — a complete base, but a single claim. There are no work flags, the radius is fixed, and if you tear your hearth down there's a cooldown before you can raise another (so you can't hop it around the map to grab land). Later versions lift these limits.

Coming in later versions

Taking villagers adventuring with you (a party), combat and settlement defence, boats, and whole villages you find out in the world, living on their own.

Patreon supporters get the beta build — a version ahead of this one, with more features turned on. It lands on Patreon first, so it is newer and less tested: expect more, and expect the occasional rough edge, in exchange for playing what is coming next before anyone else. https://patreon.com/KuchukboromDebbarma286

If the mod is worth a coffee to you, it also directly supports me while I look for work: https://buymeacoffee.com/kukukodes

Requires

BepInEx and Jötunn (listed as dependencies — your mod manager will fetch them).

Configure

Most numbers are in the config (com.kuku.kukolony.cfg): the coin cost of a new villager, the colony radius, the replacement cooldown, and the switches that later versions turn on.

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