recursal/Fanatic-Fandom huggingface dataset:
Colonist

The colonist is the only friendly Non-Player Character (NPC) in the game. They are spawned in using the banner and assigned jobs using the command tool. Colonists can perform a variety of tasks that allow your colony to become automated, and fight off legions of zombies! Each colonist costs 8000 calories at lowest and can go as high as 160,000 calories to hire initially, and consumes the amount of rationed calories for each day after. If there are no calories in your stockpile, they will slowly die. On the other hand, if you have unemployed colonists, they'll eat food without working for it! Make sure you don't hire too many colonists without jobs to avoid wasting food.

Unemployed colonists wear off-white shirts.

Colonists (With the exception of guards) wake up at 4:30AM in game time (6:30PM for guards) and head to sleep at 7:30PM (6:30AM for guards.)

## Function

Colonists can all function differently, depending on the job they're assigned. Some colonists will fight for you and your colony, while others will farm to provide you and the colonists with food. Miners have the ability to mine infinite resources from the ground, and foresters will plant and clear-cut a whole forest for you in a matter of days. It's up to you how you use them, to make your colony your way!

## Jobs

There are currently fourteen jobs that a colonist can have in colony survival.

* Berry farmer
* Baker
* Crafter
* Flax farmer
* Forester
* Guard
* Merchant
* Miner
* Minter
* Miller
* Scientist
* Smelter
* Technologist
* Wheat farmer

## Tips

* You can kill your own colonists. Be careful when shooting at zombies through friendly ranks!
* Colonists can survive for a few days without food or a bed. However, eventually they do disappear/die of exhaustion.
* Colonists sometimes have issues getting to beds or crates. This is generally due to the fact that they pick the nearest facility, even if it's through a wall and impossible for them to reach. Just make sure they have an easily accessible crate nearby if this happens to you.
0.5.2

**0.5.2** is the version of *Colony Survival* released on January 19th, 2018.

## Changelog

* Added "stair blocks" in the form of 5 colored quarter blocks.
* Changed how torches and lanterns are managed, to significantly reduce any lag spikes associated with them during block updates
	+ Also fixes the longer lag spike upon rendering the first torch/lantern
* Fixed the issue with 'time traveling' where the time would rapidly change under server load
* Fixed an issue with the stoneblock normal map
Primitive Cook

The **Primitive Cook** is a job that can be assigned to colonists by placing the Firepit. The Primitive Cook can make Wheat Porridge which is more efficient than the Wheat Gruel that the Tinkerer makes, and it can also be made into Sacred Wheat Porridge by a colonist with the Sanctifier job.

## Recipes

* 1 x  Pot (Water)
* 1 x  Planks
 1 x  Cooked Meat | * 1 x  Raw Meat
* 1 x  Planks
Basic Science Bag

Needs | * 1 ×  Copper Tools
* 1 ×  Bronze Plate
* 3 ×  Bricks

The **Basic Science Bag** is one of the five science bags in *Colony Survival* used to make Science.

## Obtaining

### Craft

The basic science bag can be crafted by a technologist on a technologist's table.

The recipe needs the following ingredients:

* 1 ×  Copper Tools
* 1 ×  Bronze Plate
* 3 ×  Bricks
* 1 ×  Linen Bag

## Usage

Like other science bags, the basic science bag is required in Science.

## See also

* Technologist
* Science
Bread

Needs | For 2 breads:
* 5 ×  Flour

**Bread** is a food ingredient made from flour as part of wheat farming. It is used for Bread Meals

## Obtaining

### Baking

Bread can be baked by the baker at an oven; the player cannot produce bread himself.

The recipe needs the following ingredients:

* 1 ×  Flour Filled Pot
* 1 ×  Firewood
* 1 × Water Filled Pot

This recipe gives 2 bread and returns a Empty Pot.

## Usage

Bread is used for the following Food items

* Bread Meal
* Perpetual Stew
* Luxury Meal

## See also

* Wheat farmer
* Oven
* Food
Flax farmer

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

**Flax farming** is a job that can be assigned to colonists. Flax farmers will plant and harvest flax in a farm with a maximum size of 10x10. Flax takes one day to grow. Flax can be used to create linseed oil, an important part of coated planks (which are needed for some crafting stations). It is also used to create linen, a vital part in creating research bags. Flax farming must be unlocked in early research, in order to progress in the game. Flax farmers must be near a crate so that they can access the stockpile.

Flax farmers wear purple clothing. The optimal farm plot size is 10x10.
Hollyhock

The **Hollyhock** is a plant used as a dye.

## Obtaining

### Farming

There are 50 % chances to get hollyhock when harvesting fully grown hollyhock seeds. It can be harvested by both player and Hollyhock Farmer.

## Usage

The hollyhock is used as a red dye. With hollyhock, the following blocks can be tainted in red (this list in non exhaustive):

## See also

* Alkanet
* Wolfsbane
* Hollyhock Seeds
* Hollyhock Farmer
Command Tool

The **Command Tool** is a tool allowing the player to place jobs.

## Colonist pathing

The command tool can also be used to show pathing for a colonists. Left click the colonist with the tool and it shows a white line to where the colonists wants to go to.

## Available jobs

The command tool allows the player to place the following jobs:

* Berry Farmer
* Forester
* Wheat Farmer
* Flax Farmer
* Beekeeper
* Hemp Farmer
* Construction
* Barley Farmer
* Cabbage Farmer
* Chicken Farmer
* Cotton Farmer
* Dyeing
Colony starter kit

The **Colony starter kit** can only be crafted by the player. The kit is required to found additional colonies. Its research requires a Glider item, which the player has to craft and then place into the colony stockpile.

## Usage

A new colony can be founded via the Banner Tool. The player must hold the colony starter kit in their inventory. All items required for crafting the kit will be part of the starting inventory of the new colony.
Old World

The **Old World** is a so called Science Biome. It is the area a new player normally starts in is roughly meant to represent Europe. The game supposes that the first and main Colony of a player is created here although this can be also done in any other region. The old world is about the center of the world area.

## Unique Luxury Items

* Coffee
* Book

## Unique Jobs

* Writer
* Printing Press
Chocolate

**Chocolate** is a luxury item produced by the Cook. It provides 125 Colony Points for a duration of 2 days, 250 points in total.
The science and recipe is only available in the Tropics

## Usage

### Recipe

One cookie requires the following ingredients:

* 1 ×  Cacao
* 1 ×  Sugar
* 1 ×  Vanilla

## See also

* Colony Points
* Cook
* Luxury Items
0.1.16

**0.1.16** is a version of *Colony Survival* released on June 16th, 2017.

## Changelog

* Only send monster data to players within loading distance - should help a lot with server bandwidth & performance on larger servers
* Rename "Server IP" to "Local adapter IP (leave 0.0.0.0 for default)" to clarify what it does.
Pink Lantern

Needs | * 1 ×  Lantern
* 1 ×  Alkanet

The **Pink Lantern** is a light-emitting block.

## Obtaining

### Craft

Pink lanterns can be crafted by the dyer at the dyer's table.

The recipe needs the following ingredients:

* 1 ×  Lantern
* 1 ×  Alkanet
* 1 ×  Hollyhock

## Usage

Pink lanterns are construction blocks and serves no purpose beyond aesthetics.
Matchlock Gun

Needs | * 3 ×  Steel Parts
* 1 ×  Coated Planks

The **Matchlock Gun** is a weapon used by matchlock gunners to fire lead bullets with gunpowder pouches. It was removed in the 0.90 update.

## Obtaining

### Crafting

A matchlock gun is crafted by the Gun Smith on a gunsmith shop, with the following ingredients:

* 3 ×  Steel Parts
* 1 ×  Coated Planks
* 1 ×  Copper Parts

This recipe is unlocked by Science.

## Usage

### Weapon

Matchlock guns are required to shoot lead bullets.
It can be used by both the player and the matchlock gunner.

For the player to use a matchlock gun, lead bullets and gunpowder pouches must be equipped in the player's hotbar.

For the matchlock gunner to use a matchlock gun, lead bullets and gunpowder pouches must be stored in the stockpile. The matchlock gunner does not need to go to a crate, but needs a reload time during which he can't fire.

One shot using the matchlog gun will consume one lead bullet *and* one gunpowder pouch.

### Craft

A matchlock gun is required to craft the following item:

* Colony Science Bag

## See also

* Lead Bullet
* Gunpowder Pouch
* Guard
Advanced Science Bag

Needs | * 1 ×  Steel Parts
* 1 ×  Gunpowder Pouch
* 1 ×  Silver Ingot

The **Advanced Science Bag** is one of five science bags in *Colony Survival* used to make Science. As of 0.9.0, this item is no longer attainable.

## Obtaining

### Craft

The advanced science bag can be crafted by a technologist on a technologist's table.

The recipe needs the following ingredients:

* 1 ×  Steel Parts
* 1 ×  Gunpowder Pouch
* 1 ×  Silver Ingot
* 1 ×  Linen Bag

## Usage

Like other science bags, the advanced science bag is required in Science.

## See also

* Technologist
* Science
Colony Survival Wiki/Bottom section

Help Wiki
General HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Community
RegisterHow to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Water gatherer

**Water Gatherers** will take an empty pot from the stockpile via crate or banner and will then go to their post to begin working.

Water gatherers' posts must be placed with the arrow facing a block of water. i.e putting one on the beach on the block touching the water with the arrow facing the water will work correctly.

A water gatherer will then fill the pot(s) with water and move to the nearest stockpile access point (banner or crate) and then proceed to deposit the pot of water into the stockpile, whilst grabbing more pot to fill with water. Water gatherers are much faster than water pumps, which can pump water anywhere but at a slower rate, but water pumps do not need food or a stockpile access point. Water pumps still consume pots and deposit full ones in the stockpile.

To change the limits for water gatherers the Player has to click the button outline form at their feet. Even when the outline is not visible it will activate the limit settings menu.
Fish Farmer

The Fish Farmer can be used as an alternative to the Fisherman when no water source is in range. The fish farmer is an area job and will place down water tanks to farm fish.
**It never catches lobster.**

The optimal farm size is a 3x7 or 5x5 area. The smallest possible farm is 1x15 (15 total), but this can add a lot of walking time for the farmer and make the farm inefficient. Farms with 3x7 (21 total) or 5x5 (25 total) are more commonly used.
Red Carpet

Needs | For 5 red carpets:
* 5 ×  White Carpet

The **Red Carpet** is a construction block.

## Obtaining

### Craft

Red carpets can be crafted by the dyer through a dyer's table.

The recipe needs the following ingredients:

* 5 ×  White Carpet
* 3 ×  Hollyhock

This recipe yields 5 red carpets.

## Usage

Red Carpet is a construction block and serves no purpose beyond aesthetics.

## See also

* Blue Carpet
* Yellow Carpet
* White Carpet
0.1.17

**0.1.17** is the version of *Colony Survival* released on June 17th, 2017.

## Changelog

* Fix large part of laggyness of colonists, players, arrows, etc on servers; Now uses unreliable networking for non-critical data
* Move crafting recipes over to the server, to prevent cheating (and better modability for servers)
* Fix text in the tooltip of the command tool popup not being correctly localized (said popuptooljobwheata etc)
* Added Vietnamese translation (credits go to Pinkp7996)
* Added Chinese translation (credits go to 兰局嘉段机务 via the Steam forum)
* Fix floating arrows hanging around colonies if you came in from beyond their view range.
* Fixed arrow data being sent to players beyond view range
* Fixed monster death and colonists death data being sent to players beyond view range
* Fixed audio data being sent to players beyond view range
* Fixed player position updates being sent to players beyond view range
* Fixed block updates being sent to players beyond view range
* Finally remove the spear prefab from the server, which has not been used for over a year.
Berry Seed

The **Berry Seed** is a seed for a berry bush, which produces berries to be gathered by a berry farmer.

## Obtaining

### New world start

There are 35 berry seeds in the stockpile on a new world start.

### Farming

Berry seeds can be obtained by the berry farmer when harvesting berry bushes. The player can also get berry seeds when destroying a berry bush.

### Shopping

The merchant can buy 10 berry seeds at the shop for a cost of:

* 30 ×  Bronze Coins

## Usage

Berry seeds can be planted by the berry farmer or the player to place berry bushes on grass or dirt.

Berry bushes do not need to grow before the berries are ripe. The limit for the effectiveness of the berry farmer is limited by the time he needs to gather one berry, the low food value of one berry, and the time he needs to travel to and from crates. The amount of berry bushes in one 'berry field' is irrelevant. Creating larger 'berry fields' than the bare minimum is not necessary.

## See also

* Berry
* Berry Farmer
* Food
Green Lantern

Needs | * 1 ×  Lantern
* 1 ×  Alkanet

The **Green Lantern** is a light-emitting block.

## Obtaining

### Craft

Green lanterns can be crafted by the dyer at the dyer's table.

The recipe needs the following ingredients:

* 1 ×  Lantern
* 1 ×  Alkanet
* 1 ×  Wolfsbane

## Usage

Green lanterns are construction blocks and serves no purpose beyond aesthetics.
New Colony API

## Features

#### XP system

The API adds an XP system into the game so NPCs can level up. This feature can be used for making mods and can be enabled or disabled in the config. By disabling this, it disables it for all mods using the feature.

#### Config

Adds a system for JSON files to be used as config files. The amount of JSON files that may be used is limited to one per mod.

#### Logging

The API has a customized logging system. If something happens that a modder does not want to happen they can output it to an error log meant for their mod.
The types of logging are:

* Normal, which displays as white text. Meant for mainly loading when starting up.
* Info, which displays as green text. It is displayed during the game's run time.
* Error, which displays as red text. This includes anything that the modder does not want to happen, so they can try to fix it.
* Issue, which is meant for any issues inside the API.

#### Version checking

The API has a version checker that can be used by players to check if a mod is up to date with the mod's latest version.

#### Type Autoloader

By using the base type "Type" (PhentrixGames.NewColonyAPI.Classes.Type, ColonyAPI.Interfaces.IAutoType), the API will auto register your items for you. It'll give off a warning if that type is already registered when loading up the game, will overwrite the already existing one though.

#### Localization

Built in localization so you just pass it the name of your mod as well as the path to your localization folder, the API does the rest.

## Server features

#### Rotating messages

Allows server owners to rotate between a list of messages to send to everyone on the server.
0.7.5

**0.7.5** is the version of *Colony Survival* released on October 9th, 2020.

## Changelog

* Crates, npc shops, beds are now searched for taking path distance into account, instead of straight-line-distance.
	+ Should help significantly reduce issues due to npcs going to goals through ceilings/walls
* Pathfinding takes into account the "complexity" within a chunk better when searching for a path (hard to explain in one line)
* Added support for "groups" in crafting limits; Now you can have a crafter dedicated to one thing, and another to something else.
* Added the "compass" item, which will show the banner positions for colonies you're a part of
* The game simulation now pauses when in the escape menu, when no one is connected and while the server is still loading areas on startup
* The game simulation will now slow down when the server is overloaded, instead of mostly grinding to a halt

* Added config values for server framerate and maximum simulation time per frame (gamedata/settings/server.json)
* Added simulation speed shortcuts to numpad 1-5 by default if the "developer buttons" option is enabled
* Fix not all data being used appropriately with the metadata hashes of files that are used to check for deduplicating / changes
* Fix a regression presumably added in 0.7.2 regarding lighting not updating correctly in newly-changed-chunks in some situations
* Optimized itemtype data packet format to reduce the size; mostly fixes the "1 MB packet limit" bug that the settlers mod ran into which broke co-op
* All mods default to disabled now

### Modding/internal

* Added a mod callback system based on interfaces, see ModLoaderInterfaces namespace; the game will instantiate any objects implementing these interfaces and register them
* Moved over various systems from using a float/double/long/int implicit timestamp (mostly of real milliseconds/seconds since start) over to ServerTimeStamp / ServerTime in general - which allows limiting the delta per tick.
* Added IOnGetJobGroupByPosition, IOnSetJobGroupByPosition, IOnRegisteringEntityManagers, IOnLoadModJSONFiles callback interfaces
* Significant overhaul of the shadow copy of the world for pathfinding, and the navigation meshes generated from it in order to support the new features
Black Bricks

Needs | For 5 blocks of black bricks:

The block of **Black Bricks** is a construction block.

## Obtaining

### Craft

Black Bricks can be crafted by the Stonemason through a Stonemason's Workbench.

The recipe needs the following ingredients:

* 5 ×  Bricks

This recipe yields 5 blocks of black bricks.

## Usage

Black Bricks are a construction block. It serves no purpose beyond aesthetics.
Bronze Ingot

Needs | For 2 bronze ingots:
* 2 ×  Copper
* 1 ×  Tin

The **bronze ingot** is an item used as an ingredient to multiple crafts.

The recipe needs the following ingredients:

* 2 ×  Copper
* 1 ×  Tin
* 1 ×  Firewood

This recipe yields 2 bronze ingots.

## Usage

Bronze ingots are required in the crafting of the following blocks and items (this list is non exhaustive):

* Bronze Arrow
* Bronze Anvil
* Bronze Axe
* Bronze Coin
* Bronze Pickaxe
* Bronze Plate

## See also

* Gold Ingot
* Iron Ingot
* Silver Ingot
* Steel Ingot
0.4.1

**0.4.1** is the version of *Colony Survival* released on November 10th, 2017.

## Changelog

### Gameplay

* Added a command line wrapper so the game can run on a VPS. Use colonyserverdedicated.exe (works on Linux as well, it's mono)
* Added a dedicated server tool to Steam / SteamCMD - app\_id 748090
* Added configurable job crafting priorities; by default ammunition types are high priority, ingredients medium and the rest low priority.
* Added "/lootall [amount]" command, to loot most notable blocks.
* Guards now prioritize zombies with health closer to their max damage (slingers shoot weak ones, muskets strong ones), in addition to shooting the closest one.
* Improve usability of the crafting limits interface: Limit shown is now the actual limit of items made, not recipes made. Also shows missing ingredients in red, and the amount currently in the stockpile.
* Added a 3× damage modifier if punching with an iron sword
* Usage of "/setflight" is now stored (no need to type it every time)
* To eliminate some confusion, unused stockpile slots (the white ones) above 60 (the initial ones) will be removed when unused

### Performances

* Possibly fix an issue where colonists would randomly fail to find a path once (but succeed on repeated attempts)
* Increase path complexity limit because increased pathfinding performance allows it
* Fixed an issue where others' banners would be less safe for you than for them (the half-half colored block from other banners was not safe)
* Changed colonists code to update less often (more performant)
* Slightly improved performance from lots of colonists progress indicators
* Fixed an issue causing the server to re-save all player data despite most of it being untouched
* Improved server quitting speed by multithreading a part of it
* Improved server loading speed by multithreading a part of it
* Fix siege mode being activated while loading a world
Banner

The **banner** is the lifeblood of your colony. Using the Banner Tool (the `2` key on the hotbar), you can place your banner anywhere in the world large enough for it to fit.

While in the Banner Tool, you will see a green area and a red area. Zombies will not spawn inside the green area, but will spawn in the red area in relative proximity to your banner. This safe area is a cube, centered on the banner and with a radius of 30 blocks, which can be increased to a maximum of 100 with Science. Clicking on the banner will open a menu to delete the colony.

Colonists will spawn directly on top of your banner when recruited. If the player dies, they will respawn at the banner. If a zombie reaches the banner, random colonists will begin to take damage. Zombies will continue to attack the banner until all colonists are dead if you do not kill them.

## Siege Mode

The banner must be accessible from the outside. This means there must be a clear path from your banners location to the red area outside of your base. The most common strategy for remaining safe while unable to close off your colony is to create a winding path which zombies must follow to reach your banner (if there is only one path to your banner, zombies will follow it and you will be able to station guards along its length). If you do close off the area to the outside, your colony enter siege mode. In siege mode, your colonists will consume 6 times more food each day. Currently, siege mode only activates in the spawning phase of zombies, and will deactivate during the day or late night.

## Banner Removal

Colonists require a banner to function. Attempting to remove the banner will trigger a warning reading "removal of this block may cause problems in your colony." As long as it is short-term, this will not break your game. Moving the banner is perfectly acceptable, however unemployed colonists will stand around the spot where the banner used to be with a "no path" error icon over their head. You will also enter siege mode, which will stop once your banner is replaced.

## Troubleshooting

One of the most common problems with mazes is siege mode triggering despite a clear path through a long path. Currently the zombie AI will only path a few hundred blocks. If your path is more than a few hundred blocks, zombies will not be able to path down it and siege mode will activate. The fix for this issue is shortening the path by 20-30 blocks in length each night until siege mode does not activate at night.
Dark Brown Quarter Block

Needs | For 4 dark brown quarter blocks:

The **Dark Brown Quarter Block** is a construction block, 4 times smaller than other blocks.

## Obtaining

### Craft

Dark brown quarter blocks can be crafted by a colonist at a splitting stump.
The recipe needs the following ingredient:

* 1 ×  Planks

This recipe yields 4 dark brown quarter blocks.

## Usage

Dark brown quarter blocks are a construction block that can be used for decoration or to make the steps of a staircase. Quarter blocks can be used by the player to climb 1-block heights without needing to jump. Quarter blocks don't affect zombies and colonists, as they can walk 1-block heights by themselves.

## See also

* Black Quarter Block
* Light Brown Quarter Block
* Grey Quarter Block
* White Quarter Block
Coffee

**Coffee** is a luxury item produced by the Cook. It provides 125 Colony Points for a duration of 2 days, 250 points in total. It can only be crafted in the Old World.
Coffee Beans, the main ingredient, can only be farmed in the Tropics.

## Usage

### Recipe

Coffee requires the following ingredients:

* 3x  Coffee Beans
* 1x  Boiling Water

## See also

* Colony Points
* Cook
* Luxury Items
Cherry Blossom

**Cherry Blossom** is a block forming the leaves of cherry sapling trees.

## Obtaining

Cherry Blossom appears on trees grown up from cherry sapling. The player can destroy the leaves to obtain the Cherry Blossom block with 60 % chances.

## Usage

Cherry Blossom serves no purpose beyond aesthetics.

When destroying a cherry blossom block, there are 10 % chances to obtain a cherry sapling.

## See also

* Cherry Sapling
* Leaves Taiga
* Leaves Temperate
Coal Ore

Needs | Mined from:

**Coal Ore** is a crafting ingredient mined from infinite coal.

* Infinite Coal

The miner can extract an infinite amount of coal ores from one infinite coal block, whereas the player can obtain a maximum of one coal ore from one infinite coal block.

## Usage

The coal ore is used in the following recipes (this list is non exhaustive):

* Cokes

## See also

* Firewood
* Cokes
* Charcoal
* Infinite Coal
Alkanet Seeds

**Alkanet Seeds** are seeds for alkanet, the blue plant.

## Obtaining

### Resarch

The colony stockpile is given 100 alkanet seeds upon completion of "Herb Farming" Science.

### Farming

There are 80 % chances to get alkanet seeds if the player harvests a juvenile alkanet crop.

There are 110 % chances to get alkanet seeds when harvesting a fully grown alkanet crop, which can be harvested by both player and Alkanet Farmer.

### Shopping

The merchant can buy 100 alkanet seeds at the shop for a cost of:

* 30 ×  Bronze Coins

## Usage

Alkanet seeds are used to grow alkanet farms. Both the player and the Alkanet Farmer can plant alkanet seeds on grass or dirt.

## See also

* Hollyhock Seeds
* Wolfsbane Seeds
* Alkanet
* Alkanet Farmer
Version

Here is a list of every *Colony Survival* **version**, sorted by release date and version number.

## 2022

* 0.9
	+ 0.9.0 Total game overhaul
	+ 0.9.1 Pathfinding/Siege Mode Improvements

## 2020

* 0.8
	+ 0.8.1 Job Management Menu
	+ 0.8.0 From Happiness to Colony Points
* 0.7
	+ 0.7.5 Bed/Crate path finding, Compass, Limitgroups, Pausing
	+ 0.7.4 UI Overhaul
	+ 0.7.3 The statistics update
	+ 0.7.2 Ambient Lighting

## 2019

* 0.7
	+ 0.7.1 Steam workshop update
	+ 0.7.0

## 2018

* 0.6
	+ 0.6.3
	+ 0.6.2
	+ 0.6.1
	+ 0.6.0
* 0.5
	+ 0.5.3
	+ 0.5.2
	+ 0.5.1

## 2017

* 0.5
	+ 0.5.0
* 0.4
	+ 0.4.5
	+ 0.4.4
	+ 0.4.3
	+ 0.4.2
	+ 0.4.1
	+ 0.4.0
* 0.3
	+ 0.3.0
* 0.2
	+ 0.2.7
	+ 0.2.6
	+ 0.2.5
	+ 0.2.4
	+ 0.2.3
	+ 0.2.2
	+ 0.2.1
	+ 0.2.0
* 0.1
	+ 0.1.18
	+ 0.1.17
	+ 0.1.16
	+ 0.1.15
	+ 0.1.14
	+ 0.1.12
	+ 0.1.11
	+ 0.1.10
	+ 0.1.9
	+ 0.1.8
	+ 0.1.7
	+ 0.1.6
	+ 0.1.5
	+ 0.1.4
	+ 0.1.3
	+ 0.1.2
	+ 0.1.1
	+ 0.1.0
Blue Carpet

Needs | For 5 blue carpets:
* 5 ×  White Carpet

The **Blue Carpet** is a construction block.

## Obtaining

### Craft

Blue carpets can be crafted by the dyer through a dyer's table.

The recipe needs the following ingredients:

* 5 ×  White Carpet
* 3 ×  Alkanet

This recipe yields 5 blue carpets.

## Usage

Blue Carpet is a construction block and serves no purpose beyond aesthetics.

## See also

* Red Carpet
* Yellow Carpet
* White Carpet
Adobe

Needs | * 1 ×  Dirt

**Adobe** is a block used for construction. As of 0.9.0, this block is no longer attainable in the base game.

## Obtaining

Adobe is crafted by the crafter on a workbench, with the following ingredients:

* 1 ×  Dirt
* 1 ×  Wood coating

## Usage

Adobe serves no purpose beyond aesthetics.

## History

* Used to require Linseed oil instead of Wood coating.

## See also

* Dirt
* Olive
* Beeswax
0.1.15

**0.1.15** is a version of *Colony Survival* released on June 16th, 2017.

## Changelog

* Only spawn monsters for banners with colonists
* Don't enter siege mode if monsters can't be spawned due to other banners (if it's all covered with banners), untested!
* Allow spawning monsters next to banners with no colonists (so dead colonies do not create safe areas)
* Fixed an issue with massive siege mode spam when you have no colonists
Grey Quarter Block

Needs | For 4 grey quarter blocks:

The **Grey Quarter Block** is a construction block, 4 times smaller than other blocks.

## Obtaining

### Crafting

Grey quarter blocks can be crafted by the player through the crafting interface or by the stonemason on a stonemason's workbench.

In both cases, the recipe needs the following ingredient:

* 1 ×  Stone Bricks

This recipe yields 4 grey quarter blocks.

## Usage

### Construction

Grey quarter blocks are a construction block that can be used for decoration or to make the steps of a staircase. Quarter blocks can be used by the player to climb 1-block heights without needing to jump. Quarter blocks don't affect zombies and colonists, as they can walk 1-block heights by themselves.

### Crafting

Grey quarter blocks are required to craft the following blocks:

* Black Quarter Block
* White Quarter Block

## See also

* Black Quarter Block
* Dark Brown Quarter Block
* Light Brown Quarter Block
* White Quarter Block
Black Cobblestone

Needs | For 5 black cobblestones:

The **Black Cobblestone** is a block used for construction.

## Obtaining

The black cobblestone is crafted by the stonemason on a stonemason's workbench, with the following ingredients:

* 5 ×  Stone Bricks

This recipe yields 5 black cobblestones.

## Usage

The black cobblestone is a construction block and serves no purpose beyond aesthetics.

The black cobblestone block takes longer than most blocks to destroy.

## See also

* Blue Cobblestone
* Brown Cobblestone
* Grey Cobblestone
* Red Cobblestone
Iron Ore

Needs | Mined from:

**Iron Ore** is a crafting ingredient mined from infinite iron.

* Infinite Iron

The miner can extract an infinite amount of iron ores from one infinite iron block, whereas the player can obtain a maximum of one iron ore from one infinite iron block.

## Usage

The iron ore is used in the following recipe:

* Iron Ingot

## See also

* Iron Ingot
* Infinite Iron
Yellow Planks

Needs | For 5 yellow planks:
* 5 ×  Planks

The block of **Yellow Planks** is a construction block.

## Obtaining

### Craft

Yellow planks can be crafted by the dyer at the dyer's table.

The recipe needs the following ingredients:

* 5 ×  Planks
* 3 ×  Wolfsbane

This recipe yields 5 yellow planks.

## Usage

Yellow planks are a construction block and serve no purpose beyond aesthetics.
Hollyhock Seeds

**Hollyhock Seeds** are seeds for hollyhock, the red plant.

## Obtaining

### Resarch

The colony stockpile is given 100 hollyhock seeds upon completion of "Herb Farming" Science.

### Farming

There are 80 % chances to get hollyhock seeds if the player harvests a juvenile hollyhock crop.

There are 110 % chances to get hollyhock seeds when harvesting a fully grown hollyhock crop, which can be harvested by both player and Hollyhock Farmer.

### Shopping

The merchant can buy 100 hollyhock seeds at the shop for a cost of:

* 30 ×  Bronze Coins

## Usage

Hollyhock seeds are used to grow hollyhock farms. Both the player and the Hollyhock Farmer can plant hollyhock seeds on grass or dirt.

## See also

* Alkanet Seeds
* Wolfsbane Seeds
* Hollyhock
* Hollyhock Farmer
Crate

The **Crate** is the block which gives your colonists access to the universal stockpile.

## Obtaining

### Craft

Crates can be crafted by the Tinkerer at a Tinkerer's Table.

The recipe needs the following ingredients:

* 2 ×  Planks

## Usage

Crates give your colonists access to the universal stockpile. Place crates near working colonists at their job place. The closer it is to the laborer, the more efficient they are to take resources from the stockpile.

## Trivia

* Colonists access the crates from the side, meaning they have to be able to stand next to the crate to access it. The top may be covered but having a crate as floor tile will not work.
* colonists pick the crate closest to them, including vertically. If there is a crate near your colonist but another even closer in a location your colonist cannot access it, your colonist may show that it can't find a path. To fix this, move its own crate closer, or the interfering crate further away.
Berry

**Berry** is a food ingredient gathered from berry bushes by the berry farmer.

## Obtaining

### Farming

The berries can only be obtained by the berry farmer: the player cannot gather berries himself.

Berry bushes do not need to grow before the berries are ripe. The limit for the effectiveness of the berry farmer is limited by the time he needs to gather one berry, the low food value of one berry, and the time he needs to travel to and from crates. The amount of berry bushes in one 'berry field' is irrelevant. Creating larger 'berry fields' than the bare minimum is not necessary, see optimal farm size.

## Usage

### Food

Berries are a Food ingredient. At the start of a new game, berries are the only food source available until the completion of the "Bread production" Science. Berries are crafted into a meal which is consumable by colonists and also the player

* Berry Meal
* Bread Meal
* Perpetual Stew

## See also

* Berry Farmer
* Food
Draft Main Page/Top section

Welcome to the official *Colony Survival* Wiki

*Colony Survival* is a first-person real-time strategy voxel game created by Pipliz. In it, the player(s) (colonizers) establish colonies, defend their populaces from monsters, and develop their societies. It is cooperatively multiplayer, in that colonies can be collaboratively constructed and defended.

Colony Survival was released on June 16, 2017. Since then it receives regular updates, see the list of all Versions.

[Read more...]

Biomes
Old World
Tropics
New World
Far East

Content
JobsBlocksItemsMods
Cherry Sapling

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

**Cherry Sapling** is the sapling for cherry blossom trees.

## Obtaining

### Cherry blossom trees

There are 10 % chances to get one cherry sapling if the player destroys a cherry blossom block.

### Shop

Cherry saplings can be bought by the merchant at the shop.

The cost to buy 1 cherry sapling is:

* 10 ×  Bronze Coins

## Usage

Cherry sapling is used to grow cherry blossom trees.

## See also

* Cherry Blossom
* Sapling
Iron Rivet

This page is kept for historical purposes.

 Needs | For 5 iron rivets:

**Iron Rivet** are an item used as an ingredient to multiple crafts.

The recipe needs the following ingredient:

* 1 ×  Iron Ingot

This recipe yields 5 iron rivets.

## Usage

Iron rivets are required in the crafting of the following blocks and items (this list is non exhaustive):

* Crossbow
* Crossbow Bolt
* Lantern
Water

**Water** is a special block that cannot be obtained without the use of cheats. Water generates infinitely throughout the world and has special physics, allowing players to swim through it, though it does not necessarily negate fall damage.

True to its description, an individual block of water multiplies by one block in each cardinal direction every second, in addition to underneath it. For example, any mines, channels, or holes dug underground that breach water will begin to flood unless plugged, meaning the player must be careful not to dig underneath oceans. However, this can be useful to bring water closer to a player's colony if zombies attack their workers.

## Usage

Both the Fisherman and the Water Gatherer require a water source block to perform their jobs. However, these jobs can be substituted by the Fish Farmer and Waterpump Worker respectively, which require no water but work slower (and the fish farmer cannot harvest  Raw Lobster.)

Because  Cooked Lobster is a more valuable luxury item than  Cooked Fish it may be worth channeling ocean water to the colony for the Fisherman.
Perpetual Stew

**Perpetual stew** is a Food item produced by the Cook. It provides 40 Colony Points on consumption.

## Usage

### Recipe

With the following ingredients **four perpetual stew** are crafted:

* 2 ×  Boiling Water
* 5 ×  Raw Fish
* 5 ×  Berry
* 2 ×  Olive Oil
* 3 ×  Bread
* 2 x  Firewood

### Food Production

One food worker produces about five and a half meals per day, feeding itself and five additional colonists. The production rate is 1 : 5.5, meaning about 20% of all colonists need to work in food production. A workforce of 50 in stew production can feed a colony up to 270-280 in size.

## See also

* Colony Points
* Cook
* Food
Pot (Water)

A **Pot (Water)** is a Pot filled with Water.

## Obtaining

The Water gatherer and the Waterpump Worker both can collect water and fill pots. The gatherer requires a water source while the pump worker doesn't but is slower.

## Usage

### Crafting

Water pots are required for the following recipes:

* Bread
* FooFoo
* Raw Porcelain
* Boiling Water
* Cake

When a water bucket or boiling water is used the Empty Pot is usually returned.

## See also

* Water gatherer
* Waterpump Worker
* Food
Writer Desk

The **Writer Desk** is the job block for the Writer.

It allows the writer to craft Paper, Paper with Text and Books for the enjoyment of the whole colony. The writer desk and the job are only available in the Old World.

## Obtaining

### Craft

The writer desk can be crafted by the crafter with the following ingredients:

* 1 ×  Coated Planks
* 1 ×  Feather
* 1 ×  Ink

## Usage

The writer desk is a job block. It can be used by a colonist to work as Writer.

## See also

* Writer
* Printing Press
* Happiness
0.6.3

**0.6.3** is the version of *Colony Survival* released on June 21st, 2018.

This update adds a search bar to the stockpile, a better tooltip for most items, a new loading screen and arrow trails. The trails can be turned off with the "particle effects" setting.

## Changelog

* Reworked the loading/connecting screen
	+ Added support for localizing the texts
	+ The multiplayer password field is now automatically selected for typing when it pops up
	+ Added a nice background
	+ Added hints
* Added a search field to the stockpile to filter by type/name/category
* Added a "made in" part in the tooltip, where it shows at what job an item can be made by colonists.
* "Stack-hiring" colonists using `CTRL` now snaps to open jobs / beds left
* Changed the stats menu's in the corner of the in-game screen
* Added particle trails to guards shooting things
* Added particle trails to projectiles the player shoots themselves
* Area/job highlights now appear when the player holds a bed as well (besides the crate and command tool)
Rice Meal

**Rice Meal** is a Food item produced by the Cook. It provides 90 Colony Points on consumption.

## Usage

### Recipe

Four Rice Meal requires the following ingredients:

* 30 ×  Rice
* 20 ×  Cabbage
* 1 ×  Chicken Meat

### Food Production

One food worker produces about five and a half meals per day, feeding itself and five additional colonists. The production rate is 1 : 5.5, meaning about 20% of all colonists need to work in food production. A workforce of 50 in Ricemeal production can feed a colony up to 270-280 in size.

## See also

* Colony Points
* Cook
* Food
Water Pump

The **Water Pump** is the job block for the Waterpump Worker. It is used to get Water from the ground. It is slower than the Water Gatherer but does not need a water source nearby.

## Crafting

The Water Pump can be crafted by the Crafter with the following ingredients:

* 20 ×  Copper Nails
* 5 ×  Bronze Ingot

## Usage

The water pump is a job block. It can be used by a colonist to work as Waterpump Worker.

## See also

* Waterpump Worker
* Water Gatherer
Undead Devotion

* The in-game information in this article or section is kept purely for historical purposes.

**Undead Devotion** is one of the Necromancer Passives which is unlocked at level 25. Requires Acolyte level 20 and masteries unlocked.

## Description

When you take damage that would kill you, there is a 10% chance that you are healed to full health and all your minions die instead.
Copper Tools

Needs | 1 ×  Planks
 Can be crafted by Player (before v0.9.0)

**Copper Tools** are an item used as an ingredient to multiple crafts.

Copper tools can be crafted by the player through the crafting interface or by the crafter on a workbench.

In both cases, the recipe needs the following ingredient:

* 1 ×  Copper

**From version 0.9.0**:

Copper tools can be crafted by the Copper Smith in Copper Anvil.

The recipe needs the following ingredients:

* 2 ×  Copper Ingot
* 1 x  Planks

## Usage

Copper tools are required in the crafting of the following blocks and items (this list is non exhaustive):

**versions before 0.9.0**:

* Basic Science Bag
* Mint
* Science Lab
* Workbench
* Stonemason's Workbench
* Tailor Shop

**from version 0.9.0**:

* Writer Desk
* Stonemason's Workbench
* Engineers's Bench

## See also

* Copper Nails
* Copper Parts
Steel Ingot

Needs | * 2 ×  Wrought Iron

The **steel ingot** is an item used for crafting steel parts.

## Obtaining

### Craft

Steel ingots can be crafted by a colonist at a finery forge.

The recipe needs the following ingredients:

* 2 ×  Wrought Iron
* 1 ×  Cokes

## Usage

Steel ingots are required in the crafting of the following item:

* Steel Parts

## See also

* Bronze Ingot
* Gold Ingot
* Iron Ingot
* Silver Ingot
Tailor Shop

Needs | * 1 ×  Coated Planks
* 1 ×  Flax

The **Tailor Shop** is the job block for the tailor.

It allows the tailor to produce carpets, linen pouches to store gunpowder, and linen bags which are used for science bags.

## Obtaining

### Craft

The tailor shop can be crafted by the player through the crafting interface or by the crafter with a workbench.

In both cases, the recipe needs the following ingredients:

* 1 ×  Coated Planks
* 1 ×  Flax
* 1 ×  Copper Tools

## Usage

The tailor shop is a job block. It can be used by a colonist to become a tailor.
Silkworm Farmer

The Silkworm Farmer is a biome specific job only available in the Far East.

It is a fruit harvesting job type, when the job is created the Farmer will plant bushes with one space between them. Once the area is covered with bushes the farmer will continuously harvest silkworm cocoons from them.

The optimal farm size is a 3x7 or 5x5 area. The smallest possible farm is 1x15 (15 total), but this can add a lot of walking time for the farmer and make the farm inefficient. Farms with 3x7 (21 total) or 5x5 (25 total) are more commonly used.
White Quarter Block

Needs | For 4 white quarter blocks:
* 4 ×  Grey Quarter Blocks

The **White Quarter Block** is a construction block, 4 times smaller than other blocks.

## Obtaining

### Craft

White quarter blocks can be crafted by the dyer on a dyer's table.
The recipe needs the following ingredients:

* 4 ×  Grey Quarter Blocks
* 1 ×  Gypsum

This recipe yields 4 white quarter blocks.

## Usage

White quarter blocks are a construction block that can be used for decoration or to make the steps of a staircase. Quarter blocks can be used by the player to climb 1-block heights without needing to jump. Quarter blocks don't affect zombies and colonists, as they can walk 1-block heights by themselves.

## See also

* Black Quarter Block
* Dark Brown Quarter Block
* Light Brown Quarter Block
* Grey Quarter Block
Sand

The block of **Sand** is a block forming the surroundings of water bodies.

## Obtaining

### World

Sand is found on beaches and under bodies of water. It takes the place of both grass and dirt in layers of depth.

### Shopping

At the shop, the merchant can buy 10 sand blocks for a cost of:

* 10 ×  Bronze Coins

## Usage

Sand is a construction block and serves no purpose beyond aesthetics.

## History

* 0.6.0 : Sand can be bought by the merchant at the shop.

## See also

* Water
* Grass
* Dirt
Wood coating

Needs | For 1 Wood coating:
* 1 ×  Olive Oil

**Wood coating** is an item used as a recipe ingredient.

## Obtaining

### Craft

Wood coating can be crafted by the crafter on a workbench.

The recipe needs the following ingredients:

* 1 ×  Olive Oil
* 1 ×  Beeswax

This recipe yields 1 wood coating.

## Usage

Wood coating is required in the crafting of the following blocks:

* Adobe
* Coated Planks

## History

* Before 0.7.0 wood coating used to be called Linseed Oil and made from Flax.

## See also

* Olive Oil
* Beeswax
* Beekeeper
Wolfsbane Farmer

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

**Wolfsbane** is a yellow flower that is used mostly as a dye. The optimal farm size is 10x10

## Crafting

Wolfsbane is used in the following recipes:

### Dyer

* Green Planks
* Cyan Planks
* Yellow Planks
* Yellow Carpet
* Green Lantern
* Orange Lantern
* Cyan Lantern
Sling

Needs | Either:
* 1 ×  Leaves Temperate

**Slings** are the first weapon available to the player upon creating a world. Slings are crafted using leaves from either temperate or taiga trees, and they are used to equip sling guards. The ammo used to fire a sling is the sling bullet.

## Obtaining

### Crafting

Slings can be crafted by the player through the crafting interface or by the crafter on a workbench.

In both cases, the recipe needs either:

* 1 ×  Leaves Temperate

or:

* 1 ×  Leaves Taiga

## Usage

### Weapon

The sling is a weapon required to shoot sling bullets.
It can be used by both player and slinger.

For the player to use sling, sling bullets must be equipped in the player's hotbar.

For the slinger to use sling, sling bullets must be stored in the stockpile. The slinger does not need to go to a crate, but needs a reload time during which he can't fire.

## See also

* Sling Bullet
* Guard
Spinningwheel

The **Spinningwheel** is the job block for the Spinningwheel Worker. This job exists in two variants, the spinningwheel in the Far East is used to create Silkthreads and in the New World it is used to create Cottonthreads. In both cases the spinningwheel is used in the production chain for Happiness items.

## Crafting

The writer desk can be crafted by the crafter with the following ingredients:

* 6 ×  Copper Nails
* 2 ×  Planks

## Usage

The spinningwheel is a job block. It can be used by a colonist to work as Wheelspinner.

## See also

* Wheelspinner
* Happiness
Stonemason's Workbench

Needs | * 1 ×  Stone Bricks

The **Stonemason's Workbench** is the job block for the stonemason.

It allows the stonemason to change the look of many of your resources, and create more variants of the quarter blocks.

## Obtaining

### Craft

The stonemason's workbench can be crafted by the player through the crafting interface or by the crafter with a workbench.

In both cases, the recipe needs the following ingredients:

* 1 ×  Stone Bricks
* 1 ×  Copper Tools

## Usage

The stonemason's workbench is a job block. It can be used by a colonist to become a stonemason.
0.6.1

**0.6.1** is the version of *Colony Survival* released on May 5th, 2018.

## Changelog

* Overhauled the server browser menu
	+ Added password support
	+ Show total colonist count on a server
	+ Allow sorting by ping, player count, version and server name
	+ Allow filtering for empty / full / compatible
	+ Fixed the "view players" option per server not working
	+ Show whether or not a server is modded, and which mods are running
* Stockpile now keeps tiles when they reach 0, to prevent the tiles from moving about a lot
* Fixed an issue where if the server crashed you could have colonists trying to go to invisible jobs; they self-destruct now
* Improved the use of timestamping to track things; should speed up various parts of the game (server and client)
* Fixed the forester sometimes not setting a cooldown in its job
* The indicator icon shown above a crafter when a recipe with multiple results is crafted is now chosen weighted by crafted quantities
* Some speedup to loading the server (and thus loading singleplayer worlds) by multithreading the loading of some types of game files

### Addition in 0.6.1.2

* Added a key to hold to make multiple construction areas in a row
	+ Defaults to `Left Alt`, see PlaceMultipleAreas in the key mapping menu.