Wood Settlement
You have survived the long nights of the wilderness. It is time to stop merely surviving and begin thriving. Using the wood you collected, it is time to build a proper house, and stop living in the mud like a mere mob. It is time to plant crops, and get a steady food supply.
Other refugees have passed by, and have decided to settle down with you. They will need houses as well, and most are too weak to work. With a steady diet, and shelter from the elements, they should improve quickly. But your wooden houses are far too easily burnt down, and too fragile besides. You should begin collecting Stone in preparation for reinforcing your existing buildings and expanding your small settlement for the other refugees that you have learned are already on their way.
Stage 2 Rules:
- You may only use wooden tools [Mod]
- if you are using Tinker's Construct, you may also use Paper tools
- You must wear a leather helmet if you go underground
- (or even into your old hovel--you aren't desperate anymore, after all).
- You may not use any harvested Stone for tools, building, blocks, or any other items for any reason unless it is an Advancement Requirement.
- [Mod-Applied Energistics]Keep a sharp eye out for Quartz (can be harvested by Wooden Pickaxe, and, it will be useful when you start to harvest ores) and Coal (Yay torches!).
- Most non-tech wooden items are allowed. There are too many wooden items to even consider mentioning here. As long as it doesn't require Redstone/metals/gems/stone, it SHOULD be okay.
- If you have a question if an item is allowed, please ask.
- Barrels are allowed.
- Do not travel below 20 blocks beneath the surface (Y of your house minus 20)
- Mattocks may replace the Shovel, Axe, and Hoe requirement if you prefer.
- The following Backpacks may be used from here on:
- Builder's Backpack
- Iceman's Backpack
- Apiarist's Backpack
- Better Storage Backpack
- Population is counted by the number of beds in a particular Dwelling. Generally, One Dwelling is considered to be one Population Unit. However, feel free to put as many beds into a Dwelling as you want.
- There is a maximum of 2 beds per Bedroom
- If more than 3 people live in a single Dwelling, 2 Bedrooms are required. 5 or more, 3 Bedrooms, etc.
Fast Track Advancement Rules:
Player Tools/Armor Requirements
- Players must wear Leather Helmet before going Underground
- Each Player must have 1 Wooden Pickae
- Must have 4 Edible Items per player
- Food doesn't have to be palatable, the heathens
- Uncooked and rotting meat/spider eyes count as (ugh) edible food
Scoring (by Individual) 5 Points:
- Leather Helmet +1
- Full Leather Armor +1
- Wooden Pickaxe +1
- Full set of Wooden Tools +2 (on top of Wooden Pickaxe +1)
- Full set requires the following tools:
- Wooden Axe
- Wooden Sword
- Wooden Shovel
- Wooden Hoe
- Wooden Sickle (If Applicable)
Residential:
Build a Player Dormitory
- Multiple Players must all live in the same house because as a rule, they're too scared to live alone
- Players may have their own room or live in a dormitory
- Rooms consist of a 2x2 room with a bed
- Dormitory rooms consist of a bunch of beds with at least 1 block of space separating them.
- Must be sealed by (Wooden) Door(s)
- Must be lit by torches because Fast Trackers are scared of the dark
- Must Build a Work Room
- Room must have a Crafting Bench
- Must have Item Bank for Item Storage
- Bank must have at least 1 Double Chest.
Must be so lazy they can't be asked to build even the slightest shelter for the poor refugees passing by.
Assholes.Scoring:
Individual Scoring:
- If More than 1 Challenger is playing the challenge, living by oneself -1
Collective Scoring:
- Flag Designed/Constructed for your Settlement +1
- All Players living Barracks-style +.5/Player
- May not mix with Players having their own Room
- All Players each have their own room +1/Player
- May not mix with Barracks-style living score
- Rooms decorated with any of the following +1
- All Rooms must be decorated to claim this point
- Wool/Carpet Flooring
- Filled Item Frame
- Filled Pot
- Painting <
- Dormitory sealed by Wooden Doors/mob-free interior +1
- Dark Dormitory (No light/Torches/etc) -1
- Item Bank (1 Double Chest) +0
- 1 Double Chest per Player +1
- Food Bank +1
- Separate from Item Bank, or chest(s) for food only
- Must have 6 edible items per Player to claim Food Bank point.
Stored Items:
- 16 Cobblestone +1
- Wood +1
- May be any of the following:
- 1 stack of planks
- 16 logs
- Any variation thereof
- 6 Saplings +1
- at least 3 different varieties +1
- Edible Plant Seeds +1
- May be Wheat, Carrots, Potatoes, Barley, etc.
- Carrots/Potatoes being counted as seeds may not count as edible items for the Food Bank.
Agriculture:
Farming:
- Hostile and/or Passive Mobs must not be able to trample Plants
- Must have 2 Edible Plants planted per Player
- IC2 crop holders are permitted
- Doesn't have to be irrigated
Ranching:
- Must have at least 2 of one kind of harvestable mob in there.
Normal Advancement Rules:
Among the handful of refugees that have settled with you there is one that is healthy enough to help you with your work. He has volunteered to take over all the administrative duties in town, as well as helping you wherever possible. As a reward, you have named him an Elder of the town, and together you have built him a house that is slightly better than the houses for the other refugees.
Player Tools/Armor Requirements
- Each Player must have a full set of Wooden Tools to advance
- Wooden Axe
- Wooden Pickaxe
- Wooden Shovel
- Wooden Hoe
- Wooden Sickle
- Wooden Sword
- Any Tinker's Construct Tools that have equivalent attack/mining power may be used.
- Mattock may replace Axe, Shovel, Hoe requirement
- Each Player must have a full set of Leather Armor to advance
- As always, a Helmet must be worn before going underground
- ANY kind of Helmet, made out of any currently available/unlocked resource, is acceptable
- Must have full set of Wooden Tools at all times (not all tools must be carried at all times) per player
Food Requirements
- 8 Food Sources per Player
- 6 Food Sources per Elder
- 4 Food Sources per Refugee
- 5 Food Sources per Watchman
- 5 Food Sources per Farmer
- 5 Food Sources per Rancher
Livestock Food Requirements
- 2 Wheat per Cow
- 2 Wheat per Mooshroom
- 2 Wheat per Sheep
- 1 Wheat per Chicken
- 2 Carrots per Pig
Residential [Settle Res Norm]
- Each Player must build 1 Settlement Shanty for themselves
- Build 1 Settlement Shack for an Elder
- Build 2-4 Refugee Refuges for incoming refugees
- 20 Bonus Points Possible
Player Dwelling "Settlement Shanty"
- May be made of Wood and/or Dirt
- Must be sealed by Wooden Door(s)/Trapdoor(s)
- Must be too bright for Mobs to spawn
- If required Tools/Armor are not worn at end of Stage, they must be stored in the Player's Dwelling.
- A Tinker's Construct Frying Pan is the only Legitimate way to cook food in the Wood Settlement
- This will be upgraded many times over through the course of the Challenge, and will eventually become an Estate.
- Leave yourself at least 100 blocks to expand horizontally and vertically in as many directions as possible.
- Players may not live together.
Required Rooms:
- Work Room
- Must have at least a Crafting Bench
- Tinker's Construct tables are recommended
- Bedroom
- Must have a bed
- Storage Room
- Must have at least 2 Double Chests
- Kitchen (Only if Tinker's Construct is installed)
- Must have Frying Pan
- Build 1-2 Additional Rooms to taste (Suggestions can be found on the Dwellings page)
Bonus Points (Scored individually per Player). 5 Points Possible.
- Furnishings (Caps at 2 Points):
- Filled Item Frame +1
- Painting +1
- All Rooms are Carpeted +1
- Wool or Carpet item
- All Rooms have a minimum dimensions of 4x4x3+1
- Doors Open/Close with Pressure Plates and/or Buttons +1
- Emergency Escape Tunnel (in case of Hostile Mob or Inlaws attack) +1
- May lead anywhere, as long as the destination is safe.
Elder's Dwelling "Settlement Shack"
- May be made of Wood and/or Dirt
- Must be sealed by Wooden Door(s)/Trapdoor(s)
- Must be too bright for Mobs to spawn
- A Tinker's Construct Frying Pan is the only Legitimate way to cook food in the Wood Settlement
Required Rooms:
- Bedroom
- Must have bed
- Storage Room
- Must have at least a single Double Chest
- Must contain a weapon for the Elder
- Any weapon, as long as it is Wooden or Attack Strength equivalent, is acceptable.
- Kitchen (Only if Tinker's Construct is installed)
- If Tinker's Construct is installed, must have Frying Pan
- Office
- Must have Desk
- Build 1 Additional Room to taste (Suggestions can be found on the Dwellings page)
Bonus Points. 5 Points Possible.
- Furnishings (Caps at 2 Points)
- Filled Item Frame +1
- Repeatable
- Painting +1
- Repeatable
- All Rooms are Carpeted
- May be Wool Floors or Carpet Item
- All Rooms have a minimum dimension of 3x3 +1
- Doors Open/Close with Pressure Plates and/or Buttons +1
- Office has Bookshelves for reference materials +1
Settler's Dwelling "Refugee Refuge"
- May be made of Wood and/or Dirt
- Must be sealed by Wooden Door(s)/Trapdoor(s)
- Must be too bright for Mobs to spawn
- A Tinker's Construct Frying Pan is the only Legitimate way to cook food in the Wood Settlement
Required Rooms:
- Bedroom
- Must have a bed
- Storage Room
- must include at least a single chest
- Build 1 Additional Room to taste (Suggestions can be found on the Dwellings page)
Bonus Points. 10 Points Possible
- In the the "Additional Rooms to taste" section, no two rooms are repeated (applies to Refugee Refuge, Settlement Shanty, Settlement Shack) +2
- Refugee Refuges are Furnished (Caps at 2 points per Refugee Refuge)
- Crafting Bench +1
- Double Chest +1
- May be in addition to the Storage Room chest or simply a Double Chest instead of a single.
- Filled Item Frame +1
- Painting +1
- Carpets +1
- May be Wool Floors or Carpet Item.
Commercial [Settle Com Norm]
Administrative Center "Settlement Center"
- May be made of Wood and/or of any kind of Dirt
- Must be sealed by some kind of Door
- Interior must be too bright for mobs to spawn
- The Settlement Center will be needing many, many upgrades through the course of the challenge. Make sure there is plenty of room to expand.
Room Requirements:
- Must have 1 Office per Player participating.
- Office must have a Desk
- May be a modded Item or just a look-alike.
- Must have an Office for the Elder
- Office must have a Desk
- Build a Food Bank
- All excess food for the Settlement is stored here.
- Build an Item Bank
- All excess items are stored here
- Build an Armory for your Town Watchman (See Fortifications, below)
- Build a Hospital with beds for at least half of your population.
- All of the Banks and the Armory will need plenty of room to expand.
Additional Community Buildings
- Build a Well
- After their long, hard journeys, these refugees need plenty of clean water
- Build 1 additional Community Building to taste
Agriculture [Settle Agro Norm]
The Agricultural section consists of seven major divisions:
- Farming, the growing of plants for food;
- Ranching, the growing of livestock for food
- Plantations, the growing of plants that aren't food
- Kennels, the growing of pets; Stables, the growing of mounts
- Apiculture, the growing and breeding of bees
- Arboriculture, the growing and breeding of trees (including harvesting Logs and Wood).
For now, we are only concerned with the first two, as your Settlement will need plenty of food sources if it hopes to grow.
Farms and "Farm House"s
A Farm House is not counted in the Residential section, mainly because they are mainly built according to the population. As a general rule of Thumb, each Farmer is capable of tending anywhere from 25-75 Blocks of crops before another Farm House is required.Each block of crops is considered one food source. If more than one person lives in a single Farmhouse, this number increases. For example, 2 Farmers in a single Farmhouse can tend anywhere from 50-150 Blocks of crops. Again, there is a limit of 2 People per Bedroom. Once there are enough Farmers, Farmers are encouraged to specialize their crops.
"Farm House"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Farm Houses should not be built near the Residential area.
- Farm Houses should be built as close to their crops as possible.
- It is recommended to keep Farmhouses on the edges of your towns so there is more space for building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
Room Requirements:
- Must have Granary (Food Storage)
- Must have at least 2 Double Chests specifically for Food
- Must have at least 1 Double Chest specifically for Seeds
- Must have 25-75 Blocks of edible (or possibly edible) crops per Farmer
- Crops must be irrigated
- Crops must be safe from mob trampling
- IC2 Crop Holders may be used.
- Natura Bushes count as half a Block of edible crops
Ranches and "Ranchhouses"
A Ranchhouse is not counted in the Residential section, mainly because they are built as needed, according to the food needs of the population. As a general rule of Thumb, each Rancher is capable of tending to 15-30 Livestock, 1.5x that if the Livestock are Chickens. Livestock are animals that produce edible or useful products. In Vanilla these are Cows, Mooshrooms, Pigs, Chickens, and Sheep, though depending on your mods, there may be many more. Each animal that produces an edible product is considered one food source. If more than one person lives in a single Ranch House, this number increases. For example, 2 Ranchers in a single Ranch House can tend anywhere from 30-60 Livestock. Again, there is a limit of 2 People per Bedroom. Once there are enough Ranchers, Ranchers are encouraged to specialized their Livestock. In the case of Sheep Ranchers, Ranchers are eventually encouraged to specialize their color of Sheep.
"Ranchhouse"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Ranchhouses should not be built near the Residential area.
- Ranchhouses should be built as close to their Livestock as possible.
- It is recommended to keep Ranchhouses on the edges of your towns so there is more space for
- building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
Room Requirements:
- Feed Room
- Must have at least 1 Chest containing Breeding Material per species of Livestock
- If the Rancher has Chickens, an additional Double Chest must be made for Eggs
- Livestock Pasture
- 1 Rancher may care for 15-30 Livestock
- Must have at least 4 of a specific mob type
- passive mobs may not mix in each other's Pastures
- Must be safe from Hostile Mobs
- May not be able to escape
- Should not be able to "Glitch Out" of their Pasture
Transportation [Settle Trans Norm]
- All Buildings must be connected by a Pathway out of a material distinctively different than surrounded blocks
- Pathways are a 1-block wide
- You will eventually need a 2x2 Road
Fortifications [Settle Fort Norm]
- Build a Watchtower for Defense
- Build 1 additional Refugee Refuge per Watchman.
Watchmen
Watchmen are your first line of defense against invaders. Lightly armed and armored, they are intended more to warn the heavy hitters that danger is coming than to actually ward off intruders. You will need 1 Watchman per Watchtower built. Their houses are built in addition to any population added by the Residential section. Watchmen are generally given a Stone Sword, a Bow, and 32 Arrows. If you have any, they are also assigned a cat. As always, keep in mind Stage restrictions, and change their fitting accordingly.
Watchmen:
- Considered Reservists
- Armored with Leather Armor
- Armed with Stone Sword (or Stage Equivalent) and a Bow with 32 Arrows
- Assigned a Cat when available
- Do not sleep in Barracks, have their own house.
Hardcore:
Refugees are streaming in, most them are sick. There are more Settlers arriving that are both willing and able to work. Among them are two that are particularly skilled. They have been named Elders of your young Settlement, and will be handling the day to day administrative duties required for smooth Settlement life, but they still answer to you.
Calculating Population
Population that is required for this stage is fluid, depending largely upon the number of houses built in the Residential stage. However, Population is also added in the Fortification and Agricultural sections. To find your Population, first determine the amount of Residences you built (or will build), then add the amount of Watchmen that you have. This will determine your Food Requirements (See Agriculture section, below). Once you have built enough Farmhouses or Ranchhouses to feed your entire population (including the new Farm/Ranchhouses), you will have your population for this stage.
Food Requirements
- 8 Food Sources per Player
- 6 Food Sources per Elder
- 4 Food Sources per Refugee
- 5 Food Sources per Watchman
- 5 Food Sources per Farmer
- 5 Food Sources per Rancher
Livestock Food Requirements
- 2 Wheat per Cow
- 2 Wheat per Mooshroom
- 2 Wheat per Sheep
- 1 Wheat per Chicken
- 2 Carrots per Pig
Tools/Armor Requirements
Player Tool Requirements
- Wooden Tools
- Axe
- Pickaxe
- Shovel
- Hoe
- Sickle
- Sword
- Mattock may replace Axe, Shovel, and Hoe requirement
- Bow
- Fishing Pole
- Leather Armor
- All Players must have a full set of Leather Armor to advance
- Players must wear a Leather Helmet before going underground
Elder Tool Requirements (Per Elder)
- Wooden Sword
- Leather Helmet
- Leather Breastplate
Settlement must have enough food in storage to support its population.
- 10-15 Edible Food Items per Player
- 7-10 Edible Food Items per Refugee House
Settlement must have at least 5 stacks of Cobblestone
Must build around a central square, minimum of 6x6
- [Challenge] Add a Well in center of the square
- Minimum depth is 10 blocks
- [Challenge] Beautify the central square with hedges, trees, and/or flowers
Residential [Settle Res Core]
- Build 1 "Settlement Shanty" per Player
- Build 2-3 Elder's "Settler's Shacks"
- Build 1 additional Settler's Shack per 5 additional Players participating in the challenge.
- Build 4-8 "Refugee Refuges" for incoming Settlers.
- Build 1 additional Refugee Refuge per additional Player(s) participating in the challenge.
Requirements:
- May be built out of any resource you are currently able to use (e.g. no Metals, no stone, etc)
- Must be sealed by doors/trapdoors
- A Tinker's Construct Frying Pan is the only Legitimate way to cook food in the Wood Settlement
- Mobs must not be able to spawn inside Residential dwellings.
Player Estate(s) "Settlement Shanty":
You have the resources to build a decent house for yourself, so take some pride in yourself. Build yourself a Dwelling out of any resource available to you. Keep in mind that you will be expanding your house many times, and will need to leave yourself plenty of room to expand. Players (if more than one are attempting the challenge) may not live with each other, and must build their own Dwelling/Estate.
Required Rooms:
- Work Room
- Must have at least a Crafting Bench
- Full set of Tinker's Construct Tables/Chest is recommended.
- Must have 1 Double Chest
- Trophy Room
- Treasured items are displayed here.
- If required Tools/Weapons/Armor are not worn/equipped at End of Stage, they must be stored here.
- Any surviving tools and/or Weaponry from previous Stage(s) that are outclassed in the current Stage are laid to rest here, to display your accomplishments
- Any surviving Armor piece(s) from complete Stage(s) that are outclassed in the current Stage are laid to rest here, to display your accomplishments
- It is recommended to sort the Trophy Room(s) by Stage.
- Bedroom
- Must have a Bed
- Kitchen (If Tinker's Construct is installed)
- Must have Tinker's Construct Frying Pan
- Storage Room
- Must have 2-4 Double Chests
- Audience Chamber
- As the Mayor of this young Settlement, there are times that the Elders or Settlers are in need of your counsel. In these situations, you will have to receive the villagers in this room
- Must have sitting or standing room for at least half of your Settlement
- Must have seating for yourself and all of the Elders.
- Build 2-4 Additional Rooms to taste
- If you need inspiration, suggestions may be found on the Dwellings page)
- Additional Rooms may be indoor rooms, or outdoor
- ex: Farm patches, Orchard(s), Livestock pens, etc)
Elder's "Settlement Shack"
Elders are pillars of the community that are highly skilled in either a particular area (Commerce, Agriculture, etc) or in Administrative duties. They are also healthy enough to help the more ill or injured Refugees that are coming into your Settlement. Particularly skilled Elders may be named Leader of a Guild (Farming, Mining, etc).
Required Rooms
- Bedroom
- Must have a Bed
- Kitchen
- Must have Tinkery's Construct Frying Pan
- Storage Room
- Must have 1-2 Double Chests
- Home Office
- Must have 1-4 Bookshelves (Vanilla or Bibliocraft)
- Must have Desk
- If Guild Leader, decorations must be placed that reflect his Guild.
- Mining Guild Leader must have a pickaxe, Farming Guild Leader must have seeds and/or crops, etc.
- Choose 1-2 Additional Rooms to taste.
- If you need inspiration, suggestions may be found on the Dwellings page)
- Additional Rooms may be indoor rooms, or outdoor
- ex: Farm patches, Orchard(s), Livestock pens, etc)
Settler's "Refugee Refuges"
The Refugees that are arriving need shelter, just as you did in the last stage. You are better equipped now than before, and can help them back to health. As they gain strength, they will be able to help you more and more.
Required Rooms
- Bedroom
- Must have a Bed
- Kitchen
- Must have a Tinker's Construct Frying Pan
- For every 2 Refugee Refuges, 1 must have an Additional Room to taste.
Commercial [Settle Com Core]
Administrative Center "Settlement Center"
The center of Government in your small Settlement, the Settlement Center will be a focus of the town for quite some time to come. You will have an Office here, as will all Elders, all Guild Leaders, and any Ambassadors you may have from neighboring lands/Outliers you may found. In addition, the Town's Item and Food Banks will be stored within the Settlement Center (and it's successive iterations)'s walls. It will also hold all the arms and armor for the Settlement's Reserve soldiers. Make sure that there is plenty of room to expand the Settlement Center, and that all Armory(ies), Food Bank(s), Item Bank(s) are able to be expanded, or have more of any of them installed.
Room Requirements
- 1 Office per Player participating in the Challenge
- Office must have a Desk
- Office must have 4-8 Bookshelves
- If the Player has a particular focus to their playstyle (magic, farming, logging, mining, etc)
- it should be decorated accordingly.
- 1 Officer per Settlement Elder
- Office must have a Desk
- Office must have 2-6 Bookshelves
- If Elder is also a Guild Leader, Office must be decorated according to their Guild.
- Build a Council Room
- Must have seating for all Elders
- Should have seating/standing room for at least 1/4 of your Settlement
- May have seating for Player(s) if desired.
- Build a Food Bank
- All food for the entire population is stored here.
- There must be at least 2 Double Chests left empty after Food Requirements are met
- Build an Item Bank
- All Community (non-personal) Settlement Items are stored herre
- Must have at least 12 Double Chests
- Build an Armory for Town Watch, Reservists
- See Fortifications, Below
- All Elder Arms and Armor should be stored here.
- Build an Infirmary
- Must have beds for at least 3/4 of your Population
"Tribulation Tower"
Your Clay Hovel(s) from the first stage will henceforth be referred to as "Tribulation Tower"(s). They will eventually be controlled mob spawners, reaching either into the sky or the depths of the ground. For now, it is enough to simply expand the original Clay Hovel, as it would be nearly impossible to effectively keep the Tower in a decent shape against Creepers, let alone control spawning with Lamps.
- Expand the Clay Hovel from the previous stage
- All previous rules regarding stability must still be enforced, though a second level may now be added.
- floorspace must be at least doubled.
- If multiple players are attempting the Challenge, only 1 Hovel per 3 Players must be
- expanded. The others may be left alone, or dissassembled, if desired.
- Clay will be converted to Brick upon your Settlement reaching Hamlet status.
Cafeteria/Diner
Not all of the Settlers are able to cook for themselves, whether it is because they are too sick or injured or they just don't know how. So it was decided that a Settlement Cafeteria would be set up to ensure that nobody would have to starve. If the Player(s) would prefer to call it a Diner or Restaurant or some other kind of eating establishment, they are free to do so. Please note that the Dining Area is assuming a standard, 2-4 person per table arrangement. If long tables are instead used, or some other kind of arrangement, recompute accordingly.
- Dining Area
- There must be enough tables for half of the Settlement's Population
- Every Player gets their own, private table.
- Every Elder gets their own, private table
- There should be a table(s) near the door reserved for Town Watchmen, so they can get in, eat, and get back to work as quickly as possible.
- Kitchen
- There must be 1 Tinker's Construct Frying Pan for every 8 seats (or 8 dining places)
- Must have at least 2 Crafting Benches.
- Must have 2 Double Chests (or equivalent) for food storage.
Other Community Buildings:
- Well
- After their long, hard journey the Refugees need plenty of clean water.
- Build 2-4 Additional Community Buildings to taste.
- Suggestions may be found on the Community Buildings page.
Agriculture [Settle Agro Core]
The Agricultural section consists of seven major divisions:
- Farming, the growing of plants for food;
- Ranching, the growing of livestock for food
- Plantations, the growing of plants that aren't food
- Kennels, the growing of pets; Stables, the growing of mounts
- Apiculture, the growing and breeding of bees
- Arboriculture, the growing and breeding of trees (including harvesting Logs and Wood).
For now, we are only concerned three of these categories, as your Settlement will need plenty of food sources if it hopes to grow, and will need plenty of wood to keep it going.
Farms and "Farm House"s
A Farm House is not counted in the Residential section, mainly because they are mainly built according to the population. As a general rule of Thumb, each Farmer is capable of tending anywhere from 25-75 Blocks of crops before another Farm House is required.Each block of crops is considered one food source. If more than one person lives in a single Farmhouse, this number increases. For example, 2 Farmers in a single Farmhouse can tend anywhere from 50-150 Blocks of crops. Again, there is a limit of 2 People per Bedroom. Once there are enough Farmers, Farmers are encouraged to specialize their crops.
"Farm House"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Farm Houses should not be built near the Residential area.
- Farm Houses should be built as close to their crops as possible.
- It is recommended to keep Farmhouses on the edges of your towns so there is more space for
- building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
- In this case Refugee Refuges
Additional Room Requirements:
- Must have Granary (Food Storage)
- Must have at least 2 Double Chests specifically for Food
- Must have at least 1 Double Chest specifically for Seeds
- Must have 50-100 Blocks of edible (or possibly edible) crops per Farmer
- Crops must be irrigated
- Crops must be safe from mob trampling
- IC2 Crop Holders may be used.
- Natura Bushes count as half a Block of edible crops
Ranches and "Ranchhouses"
A Ranchhouse is not counted in the Residential section, mainly because they are built as needed, according to the food needs of the population. As a general rule of Thumb, each Rancher is capable of tending to 15-30 Livestock, 1.5x that if the Livestock are Chickens. Livestock are animals that produce edible or useful products. In Vanilla these are Cows, Mooshrooms, Pigs, Chickens, and Sheep, though depending on your mods, there may be many more. Each animal that produces an edible product is considered one food source. If more than one person lives in a single Ranch House, this number increases. For example, 2 Ranchers in a single Ranch House can tend anywhere from 30-60 Livestock. Again, there is a limit of 2 People per Bedroom. Once there are enough Ranchers, Ranchers are encouraged to specialized their Livestock. In the case of Sheep Ranchers, Ranchers are eventually encouraged to specialize their color of Sheep.
"Ranchhouse"
- Building Materials are equal to the Dwellings of the current Stage.
- Must be sealed by Doors
- Hostile Mobs may not spawn inside.
- Ranchhouses should not be built near the Residential area.
- Ranchhouses should be built as close to their Livestock as possible.
- It is recommended to keep Ranchhouses on the edges of your towns so there is more space for building
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
- In this case Refugee Refuges
Room Requirements:
- Feed Room
- Must have at least 1 Chest containing Breeding Material per species of Livestock
- If the Rancher has Chickens, an additional Double Chest must be made for Eggs
- Livestock Pasture
- 1 Rancher may care for 20-40 Livestock
- Must have at least 4 of a specific mob type
- passive mobs may not mix in each other's Pastures
- Must be safe from Hostile Mobs
- May not be able to escape
- Should not be able to "Glitch Out" of their Pasture
Arboriculture and "Lumberjack Shacks"
Lumberjack Shacks, like the rest of the Agricultural workers, are not counted in the Residential Section. They work on the outside edges of any Settlement, Hamlet, or Town by necessity, and provide all the wood for your town. In addition, they are also in charge of all Orchards and Tree Breeding. Because of the sheer amount of room they need for the frankly enormous amount of tree breeds out there, they are often among the first of the Agriculture workers that are sent out to new Outliers, in order to free up room for more buildings in the Capital. There are many different kinds of Orchards.
"Lumberjack Shack"
- Each Lumberjack Shack may only be responsible for 2 Orchards
- These Orchards may be of the same type or may be of different types
- Orchards generally have an upper limit of 30-60 trees.
- If the trees are extraordinarily large (Redwood, etc) this number should be reduced according to their ground footprint.
- Natura Redwoods have a hard limit of 1-3 Redwoods per Orchard.
- Building Materials are equal to the Dwellings of the current Stage.
- Hostile Mobs may not spawn inside inside the Shack nor the Orchards.
- Lumberjack Shacks should not be built near the Residential area.
- Lumberjack Shacks should be built as close to their Orchards as possible
- It is recommended to keep Lumberjack Shacks on the edges of your towns so there is more space
- for building
- Berry Bushes belong to Farmers, not Lumberjacks.
- Room Requirements are equal to the Dwellings of the current Stage, with slight additions
- In this case Refugee Refuges
Additional Requirements:
- Storage Room:
- Must have at least 1 Double Chest for Saplings per 10 trees
- If all trees are of the same type/breed, 1 Double Chest per type/breed
- Must have at least 4 Double Chests for Logs
- If Orchards have additional Items that drop when chopped down, there must be at least 1 Double Chest per additional Item Drop.
- If using Barrels instead of Chests, There must be enough Barrels for every single product produced by the Lumberjack's Orchard(s)
Orchard types (not an exhaustive list):
- Lumber Orchard
- Trees intended to be cut down for lumber.
- Fruit Orchard
- Trees grown specifically for their fruit. These trees have fruit that can be picked directly from the tree and do not require being cut down to harvest the fruit.
- Each tree in a Fruit Orchard count as 1 Food Unit.
- Rubber Tree Orchard
- These Orchards are trees grown specifically to harvest Rubber.
- Tree Breeding Orchard
- These Orchards are intended for breeding new types of trees, and should be built near bees.
- Silverwood Orchard
- Silverwood Orchards require there to be at least 1 Thaumaturge in the Capital/Outlier where the Orchard is located
- Magical Orchard
- Magic Tree Orchards require at least 1 magic user from any Magical doctrine in the town
- Tree types in Magical Orchards include Greatwood Trees, Witchwood Trees, etc.
- The Biomes O Plenty Magic Tree does not belong here.
Transportation [Settle Trans Core]
- All buildings must be connected by Paths
- Paths are minimum 1x1 of any kind of block that does not change back into grass
- Gravel is recommended
- Waterside Towns must build at least a basic dock out into the water
Fortifications [Settle Fort Core]
It's all well and good that you're doing so well, but there are those out there that will envy your success. And, of course, the Hostile Mobs that wish to tear down everything that you have accomplished. For now, you will be safe enough if you have a few men to watch for trouble. But this will only last for so long......
- Build 2-3 Watchtowers for Defense
- Build 1 additional Refugee Refuge per Watchman.
Watchmen
Watchmen are your first line of defense against invaders. Lightly armed and armored, they are intended more to warn the heavy hitters that danger is coming than to actually ward off intruders. You will need 1 Watchman per Watchtower built. Their houses are built in addition to any population added by the Residential section. Watchmen are generally given a Stone Sword, a Bow, and 32 Arrows. If you have any, they are also assigned a cat. As always, keep in mind Stage restrictions, and change their fitting accordingly.
Watchmen:
- Considered Reservists
- Armored with Leather Armor
- Armed with Stone Sword (or Stage Equivalent) and a Bow with 32 Arrows
- Assigned a Cat when available
- Do not sleep in Barracks, have their own house.
Next Stage: Stone Hamlet