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Civillis

Мод FabricForgeNeoForge

Мод для Майнкрафт: враждебные мобы естественно избегают цивилизованных территорий — строй больше, спавни меньше.

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The land remembers your presence.

Where players build, monsters yield.


curseforge    ghpages    discord-plural

ModDex rating


What is Civillis?

Have you ever wished your base just felt safe — without flooding every surface with torches or carpeting the ground with slabs?

Civillis makes that happen. It recognizes the signs of civilization you naturally create — a campfire burning, a bed placed, a workbench humming — and silently pushes hostile mobs away. The more your settlement grows, the stronger the protection. No commands, no rituals, no new mechanics to learn — just play, and the land responds.

Leave for too long, and nature slowly reclaims its ground. But a well-established city never truly falls.

How It Works

The mod evaluates a 240×240×48 block area (configurable) around each potential spawn point and computes a civilization score based on nearby structures. Blocks that reflect human presence — furnaces, beds, campfires, beacons, workstations, and others like them — are what the mod looks for.

  • Settle and grow → safer land. A thriving city can push monsters back ~90 blocks from its borders.
  • Leave for a while → gradual decay. Over time without visits, protection weakens — but a large settlement still keeps a ~40-block safe perimeter.
  • A small cabin → modest protection. A lone outpost won't create a fortress, but it helps.

That's millions of blocks evaluated per spawn attempt — and it happens every time, everywhere in the world. See the Wiki to learn how the shard-based civilization engine keeps this at constant time.

Features

Natural Spawn Suppression

The blocks you already use to build your world are what keep you safe. Campfires, beds, furnaces, crafting tables — the things that make a place feel lived in — are exactly what the mod looks for. Build the home you've always wanted, and safety follows.

Monsters Flee

Hostile mobs inside civilized zones try to leave. In normal situations they drift toward less civilized ground, and in highly civilized city centers they may even give up fighting and retreat. This behavior follows your suppression settings and gives settlements a more believable defensive feel.

Civilization Decay

The world doesn't stay tamed forever. Unvisited areas gradually lose their protection over time, creating a living, breathing sense of territory that rewards active presence. Offline time in singleplayer doesn't count — your civilization picks up right where you left off.

Skull Attraction

Want a mob farm in the heart of your city? Build the structure to carve out a pocket of open wilderness inside your civilization. Mobs spawn freely within it, ignoring the surrounding score. Place mob heads inside to attract specific types. Hint: crying obsidian, a soul campfire burning on top, and a bone to sacrifice.

Civilization Sonar

Scan your local civilization level with a sonar pulse. Carry a portable detector (compass + emeralds) for quick on-the-go checks, or place a bell on a lodestone for a more powerful stationary sweep. Color-coded boundaries and custom sound cues tell you exactly how safe (or exposed) your surroundings are.

Podium of Undying

In high-civilization areas, you can build a small altar and activate it with a totem to create a one-time emergency revival point. If death would occur, you're pulled back to the podium and revived with totem-style effects (regeneration, absorption, and fire resistance) without consuming a totem in hand.

Modpack-Ready

Civillis is built to be tuned by datapacks. Block weights, mob-head attraction lists, zone and dimension policies, and spawn-gate entity lists all load from data files, so packs can reshape how civilization behaves without code. Modpack authors can also assign custom blocks to tiered tags like #civil:high_civilized or #civil:low_civilized to give whole groups of blocks a civilization weight at once.

Show spoiler

Blocks can be added to these tags to make them compatible with Civillis: 

  • #civil:very_very_high_civilized
  • #civil:very_high_civilized
  • #civil:high_civilized
  • #civil:medium_high_civilized
  • #civil:medium_civilized
  • #civil:medium_low_civilized
  • #civil:low_civilized
  • #civil:very_low_civilized
  • #civil:very_very_low_civilized

Server Compatible

Built from the ground up for multiplayer. Async database persistence, player-aware cache prefetching, and a dedicated I/O thread pool keep performance rock-solid even on large servers with many players exploring vast worlds.

 

 

You strike the anvil — its ring echoes across the village.
They know this is civilization. So they leave.

You murmur over the enchanting table — runes flicker in the dark.
They know this is civilization. So they leave.

You sit by the campfire with old friends — laughter rises into the night.
They know this is civilization. So they leave.

Natural. Dignified. Elegant. This should have been part of the world all along.

Now it is.

 
 

Requirements

  • Minecraft 1.20.1 ~ 1.21.11

If on Fabric:

External Links

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