Wood Settlement Classic

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
page 269 / 284
Refugee to Regent Challenge
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
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 [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.
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.