Player Tools/Armor Requirements
- Each Player must have a full set of Wooden Tools to advance
- Each Player must have a full set of Leather Armor to advance
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
- Each Player must build 1 Settlement Shanty for themselves
- Build 1 Settlement Shack for an Elder
- Build 2-4 Refugee Refuges for incoming refugees
- All buildings must be too bright for Mobs to spawn
Required Rooms:
- Work Room
- Must have at least a Crafting Bench
- Bedroom
- Storage Room
- Must have at least 2 Double Chests
- Kitchen (Only if Tinker's Construct is installed)
- Build 1-2 Additional Rooms to taste (Suggestions can be found on the Dwellings page)
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
Required Rooms:
- Bedroom
- 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)
- Office
- Build 1 Additional Room to taste (Suggestions can be found on the Dwellings page)
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
Required Rooms:
- Bedroom
- Storage Room
- must include at least a single chest
- Build 1 Additional Room to taste (Suggestions can be found on the Dwellings page)
Commercial
- 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.
- Must have an Office for the Elder
- Office must have a Desk
- May be a modded Item or just a look-alike.
- 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
- 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
- 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
- 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
- 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.