recursal/Fanatic-Fandom huggingface dataset:
Berry farmer

Requires | None

**Berry Farming** is a job that can be assigned to colonists. Berry Farmers will automatically plant berry bushes and harvest them for berries as long as there is a crate within range so that they can interact with the stockpile. Berry Farms can be placed with the command tool in an area a maximum size of 48 blocks(8x6 or 12x4). Berry Farmers will then take berry seeds and plant bushes to harvest berries from. The Berry Farmer will also craft Berry Meals from the berries which the Colonists can consume as Food.

Berry Farmers wear red clothing. The player has to right click a berry bush to access the limit settings.

#### Efficiency

Berry bushes do not grow, the farmer will place the berry seeds within the area defined by the player which instantaneously grows a berry bush. The optimal farm plot size is a 3x7 or a 5x5 area. Using larger areas will lower the effectiveness since more walking time is added for the Farmer. A 1x15 area is also possible but will also add more walking time and make it less efficient.

You can make a Berry Farm more compact by destroying the middle bush and placing a crate in place of it. Since Berry Meals requires 8 Berries to make. This allows the berry farmer to only have to travel 1-3 blocks in order to place the Berry Meal into the crate once they have acquired 8 Berries. This reduces the amount of blocks the berry farmer has to walk overall in order to deposit the meal.

One Berry farmer can harvest 38 berries per day,\* allowing it to craft 4 Berry Meals per day to feed himself and up to three additional colonists, leaving an extra 6 berries every day.

Having Berry Farmers in bulk is a fast way of getting food early on during the game and also during late game, as they can be used in more complex recipes during late game. For this reason it is discouraged to stop Berry Farming once Wheat Farming is unlocked, also because Wheat Farming is slow and can lead your colony to starvation if you’re not prepared.

    \*Note: This was tested on version 0.10.0.13 with a 5x5 plot size, the bed and the banner were fairly close to the farm, tested both with a crate outside the farm and replacing the middle bush.
Bronze Coin

The **Bronze Coin** is an item used as money to spend at the shop.

## Obtaining

### Craft

Bronze coin can be crafted by the minter on a mint. The player cannot craft bronze coins himself.

To craft one bronze coin, the recipe needs the following ingredient:

* 1 ×  Bronze Ingot

## Usage

### Crafting

Bronze coins are required to craft the following block:

* Shop

### Shopping

Bronze coins can be spent at the shop by the merchant to buy the following items:

* Flax seeds
* Berry Seeds
* Wheat Seeds
* Cherry Sapling
* Dirt
* Grass Temperate
* Alkanet Seeds
* Hollyhock Seeds
* Wolfsbane Seeds

## See also

* Minter
* Shop
* Gold Coin
0.4.4

**0.4.4** is the version of *Colony Survival* released on November 28th, 2017.

## Changelog

* Minor changes to the torch rendering to hopefully fix an issue on certain hardware
* Fix an error related to having colonists but no crates and no banner
* Fix an error related to having laborer colonists but no banner to idle at
* Add a workaround for an issue with the dedicated server via SteamCMD on Linux. Running the colonyserverdedicated.exe will now auto copy a file required for the colonyserver to work.
* Changed dedicated server wrapper input/output for better cross platform support. Pauses output while reading input.
Planks

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

 Game start | * 150 in stockpile
 Needs | For 4 planks, either:
* 1 ×  Log Temperate
 Job | * Crafted by the Crafter

The block of **planks** is a block used for construction and an ingredient for multiple crafts.

## Obtaining

### New world start

On a new world start, there are 150 blocks of planks in the stockpile and 50 blocks of planks in the player's hotbar.

### Craft

Planks can be crafted by:

* the crafter on a workbench
* a colonist on a splitting stump

Anyways, the recipe needs either:

* 1 ×  Log Temperate

or:

* 1 ×  Log Taiga

Each recipe yields 4 planks for 1 log.

## Usage

Planks are a construction block and crafting material.

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

* Bed
* Bow
* Coated Planks
* Crate
* Firewood
* Grindstone
* Mint
* Blue Planks
* Cyan Planks
* Green Planks
* Grey Planks
* Pink Planks
* Red Planks
* Yellow Planks
* Dark Brown Quarter Block
* Light Brown Quarter Block
* Science Lab
* Shop
* Technologist's Table
* Torch
* White Carpet
* Workbench
Luxury Meal

A **Luxury Meal** is a Food item produced by the Cook. It provides 70 Colony Points on consumption.

## Usage

### Recipe

**Six luxury meals** require the following ingredients:

* 2 ×  Chicken Meat
* 10 ×  Cabbage
* 5 ×  Egg
* 3 ×  Bread
* 2 ×  Olive Oil
* 4 ×  Honey
* 2 ×  Boiling Water
* 1 x  Firewood

### Food Production

One food worker produces about six meals per day, feeding itself and five additional colonists. The production rate is 1 : 6, meaning about 17% of all colonists need to work in food production. A workforce of 50 in luxury meal production can feed a colony up to 300 in size.

## See also

* Colony Points
* Cook
* Food
Splintering Impact

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

For the skill node on Marrow Shards see Splintering Impact (Marrow Shards)

For the skill node on Shield Rush see Splintering Impact (Shield Rush)
Diamond Necklace

**Diamond Necklace** is a luxury item and provides 100 Colony Points daily for 25 days, making 2500 Colony Points in total. The necklace can only be produced in the Tropics as Diamonds are only found there. The crafted item can be traded with other colonies.

## Crafting

Diamond Necklace is crafted by the Metalsmith and needs the following:

* 1x  Diamond
* 1x  Gold Ingot
* 1x  Silver Ingot

## See also

* Colony Points
* Metal Smith
* Miner
Luxury Items

**Luxury items** are produced for the sole purpose of being consumed by colonists to generate Colony Points. This mechanic introduced with game version 0.8.0 and replaced the earlier happiness mechanic.

At the colony settings menu the individual luxury items are shown, including how many there currently are in the stockpile of the colony. At the same menu consumption of each item can be enabled(default) or disabled as desired.

### Consumption

When a colonist consumes a luxury item the colony gaines the colony points value. Some items have several days of use, meaning the item lasts several days for one colonist. The colony points value is given for every day of usage, thereby multiplying the colony points effect and limiting the total item usage of the colony.

The effective consumption rate of an item is calculated from the usage days and numbers of colonists. Cake, for example, has a 1 day usage, meaning every colonist will consume 1 cake per day. Candles have two days of usage, each colonist will consume only 1/2 of a candle per day. With a colony of 100 the total consumption per day would be 100 cakes and 50 candles.
0.9.1

**0.9.1** is the version of *Colony Survival* released on March 17th, 2023.

* Monster spawning should work consistently with long paths (mazes), and it should run quicker when spawning many monsters.
* Siege mode should now trigger during the day as well, and has chat messages again (until the notifications menu is implemented properly in a later update)
* Siege mode penalty now scales with the outposts' threat instead of with the outposts' colonist count
* Boosted elevator (both kinds) speeds significantly, but reduce their starting speed a little. Default to accelerating to max speed if forward/back are not held.
* Fix some debug commands requiring disabling of achievements despite not being beneficial (like /debug resetresearch)
* Fix an issue with server simulation time auto adjustment, slowing down more than was needed for the server to maintain it's tick rate
* Fix a minor memory leak on the server
* Fix an issue with editing/removing diplomacy rules in multiplayer
* Fix a secondary issue with diplomacy rules potentially re-using an existing ID
* Fix colonists starting out by grabbing a meal (they start out fed now)
* Fix clay not being usable with the builder
* Optimised code around ragdolls, projectiles a little
* Limit the search distance of monsters looking for alternative goals when they have a current one that's quite far away
Grass

**Grass** is a family of blocks forming the surface of the world.

## List of grass blocks

The player can find different types of grass depending on the biome he's in.

### World

Grass is found on almost all surfaces of the world, except for those covered by sand. Grass is one layer thick and does not replenish itself, but is harvested as a full grass block and can be replaced anywhere.

### Shopping

At the shop, the merchant can buy:

* 10 ×  Grass Temperate

for a cost of:

* 3 ×  Bronze Coins

### Farming

Grass is one of the only two fertile blocks (the other one being dirt). That means grass can be used to place all kinds of farm Jobs.
Draft Main Page

More information and discussion about changes to this draft may be on the discussion page.A draft redesign of the main page as discussed in Discord

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

Guides
How to playHosting a serverCreating a ModUpdating the Wiki

Community Showcase

*Colony Survival* Links
WebsiteSteamOfficial DiscordFacebookTwitterRedditYoutube

Draft Main Page/Bottom section

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Brass Ingot

Needs | For brass ingots:
* 2 ×  Copper
* 1 ×  Zinc

The **brass ingot** is an item used as an ingredient in multiple crafts. Introduced in version 0.9.0

## Obtaining

### Craft

Brass ingots can be crafted by the smelter at a furnace.

The recipe needs the following ingredients:

* 2 ×  Copper
* 1 ×  Zinc
* 1 ×  Firewood

This recipe yields 1 brass ingot.

Crafting times
 Steel Tools | 15

## Usage

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

* Brass Precision Parts
* Alarm Bell
* Golden Shield
* Threat Banner

## See also

* Copper Ingot
* Bronze Ingot
* Gold Ingot
* Iron Ingot
* Silver Ingot
* Steel Ingot
Crossbow

Needs | * 3 ×  Wrought Iron
* 2 ×  Iron Rivets
* 1 ×  Bowstring

The **Crossbow** is a weapon item used by crosbowmen to fire crossbow bolts.

## Obtaining

### Crafting

A crossbow is crafted by the metalsmith on a bronze anvil, with the following ingredients:

* 3 ×  Wrought Iron
* 2 ×  Iron Rivets
* 1 ×  Bowstring
* 1 ×  Coated Planks

This recipe is unlocked by Science.

## Usage

Crossbows are required to shoot crossbow bolts.
It can be used by both player and crossbowman.

For the player to use a crossbow, crossbow bolts must be equipped in the player's hotbar.

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

## See also

* Crossbow Bolt
* Guard
Dark Stone Block

The **Dark Stone Block** is a block forming the lower layers of the world.

## Description

Found between the layers of stone and the bottom of the world, dark stone blocks make up much of the underground portion of the world.

Miners can be placed on dark stone blocks, and will infinitely generate stone bricks until you remove their job or the colonist dies.

The player can destroy dark stone blocks, and it will be collected as stone bricks. Oreblocks can be found at various levels in the dark stone, and miners will mine ores infinitely when placed on top of them.

The dark stone block has a destruction time of 750 for the player and a mining time of 3 for the miner.

## See also

* Miner
* Oreblocks
* Stone Block
Lantern

Needs | * 4 ×  Lead
* 4 ×  Iron Rivets
* 1 ×  Crystal

The **lantern** is a yellow light emitting block.

## Obtaining

### Craft

Lanterns can be crafted by the metalsmith on a bronze anvil.

The recipe needs the following ingredients:

* 4 ×  Lead
* 4 ×  Iron Rivets
* 1 ×  Crystal
* 5 ×  Charcoal

## Usage

Lanterns are construction blocks.

Lanterns are also required to craft the following blocks:

* Blue Lantern
* Cyan Lantern
* Green Lantern
* Orange Lantern
* Pink Lantern
* Red Lantern
* White Lantern
Bow

Needs | * 2 ×  Planks

The **Bow** is an item used to fire bronze arrows.

* 2 ×  Planks
* 1 ×  Bowstring

This recipe is unlocked by the "Archery" Science.

For the player to use bow, bronze arrows must be equipped in the player's hotbar.

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

### Crafting

A bow is required to craft the following item:

* Military Science Bag

## See also

* Bronze arrow
* Guard
Leaves Taiga

**Leaves Taiga** is a block forming the leaves of taiga trees.

## Obtaining

Leaves Taiga appear on trees found in the taiga biome. The player can destroy the leaves to obtain the Leaves Taiga block with 60 % chances.

## Usage

Leaves Taiga are a construction block.

When destroying a Leaves Taiga block, there are 10 % chances to obtain the following item:

* Sapling

Leaves Taiga or Leaves Temperate can be used to craft the following item:

* Sling

## See also

* Cherry Blossom
* Leaves Temperate
Copper Nails

This page is kept for historical purposes.

 Game start | * 25 copper nails in stockpile
 Needs | For 3 copper nails:

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

## Obtaining

### New world start

There are 25 copper nails in the stockpile and 10 copper nails in the player's hotbar on a new world start.

### Craft

Copper nails 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 ingredients:

* 1 ×  Copper

This recipe yields 3 copper nails.

## Usage

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

* Bed
* Crate
* Furnace
* Torch
* Technologist's Table
* Workbench

## See also

* Copper Parts
* Copper Tools
0.1.14

**0.1.14** is a version of *Colony Survival* released on June 15th, 2017. The version is folowing the 0.1.12; "0.1.13" was skipped.

## Changelog

* Added German localization (credits go to gabgab01)
* Added Lithuanian localization (credits go to Ramke)
* Added a max player count to the server
* Added a whitelist and blacklist (generated in savegames folder, /whitelist /blacklist command)
* Fixed localization of 'norse' font text that is partially non-ASCII; use fallback font for those.
* Updated Japanese translation to 0.1.12 level (credits to KoutetsuSteel)
Gunsmith Shop

Needs | * 1 ×  Coated Planks
* 1 ×  Bronze Plate

The **Gunsmith Shop** is a job block allowing the Gun Smith to produce matchlock guns and its ammunition.

## Obtaining

### Craft

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

In both cases, the recipe needs the following ingredients:

* 1 ×  Coated Planks
* 1 ×  Bronze Plate
* 1 ×  Steel Parts

## Usage

The gunsmith shop is a job block. It can be used by a colonist to become a Gun Smith.
Cookies

**Cookies** are Luxury Items produced by the Cook. It provides 60 Colony Points for a duration of two days, 120 points in total.
The science and recipe is only available in the Tropics

## Usage

### Recipe

One cookie requires the following ingredients:

* 1 ×  Flour
* 1 ×  Sugar
* 1 ×  Vanilla

## See also

* Colony Points
* Cook
* Luxury Items
Bread Crate

The **Bread Crate** is a crate full with bread. The item was introduced to the game to a time where trading between colonies was impossible. The bread crate allowed for one player to pack bread into a crate, place it down as a block and for another player to pick it up and get the bread out of it again via crafting. With this mechanic the ability to trade food with other players was enabled.

The bread crate is the only crafting item in game that does also have a disassembly recipe, to get the food out of it. With version 0.7.0 trading was added to the game, rendering the bread crate useless.

## Crafting

Bread crates can be crafted by the player or by the crafter at a workbench.
In both cases, the recipe needs the following ingredients:

* 1 ×  Crate
* 50 ×  Bread

## Disassembly

Disassemble means opening the crate to get the content back. The player will only get the bread itself back while the crafter also gets the crate back. The recipe is exactly the same as crafting the bread crate but in reverse direction.

## See also

* Food
* Trading
Pink Planks

Needs | For 5 pink planks:
* 5 ×  Planks
* 2 ×  Alkanet

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

## Obtaining

### Craft

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

The recipe needs the following ingredients:

* 5 ×  Planks
* 2 ×  Alkanet
* 2 ×  Hollyhock

This recipe yields 5 pink planks.

## Usage

Pink planks are a construction block and serve no purpose beyond aesthetics.
0.1.5

**0.1.5** is the version of *Colony Survival* released on June 10th, 2017.

## Changelog

* Save previously used names of players on the server
* "Connect to local server" button now also works for local Steam servers.
* Fixed savegames breaking when using any of the following characters in your name: ", \, /, \b, \f, \n, \r, \t
* Likely fixed an issue on non-"en-US" installs on Linux where non-voxel-blocks would be invisible
Paper with Text

**Paper with Text** is crafted by the Writer or the Printing Press in the Old World and used to craft Books. It is made from empty Paper and Ink.

## Crafting

* the Writer creates one paper with text out of one empty Paper and one Ink
* the Printing Press creates three papers with text at once out of three paper and ink each

## See also

* Writer
* Printing Press
* Papyrus Farmer
0.7.4

**0.7.4** is the version of *Colony Survival* released on August 14th, 2020.

## Changelog

* Touched up the UI at many, many places
	+ Moved some settings from pop-ups straight into the colony tab of the inventory
* Added support for UI scaling (100%-400%)
* Added in-game support for converting worlds from singleplayer to co-op/multiplayer and back
* Added support for trashing items in the stockpile
* Added ability to edit rules in the diplomacy menu
* Removed "press F1 to close" requirement for the quickstart pop-up
* Allow selecting "non-valid" worlds in the load world menu so they can be deleted in-game
* Swapped out the "norse" font
* Updated used version of Unity (the engine) from 2018.4 to 2019.4
	+ Deprecated linux 32-bit support (official minimum system requirements were 64-bit for years)
	+ Updated postprocess effects (required minor tweaks to visuals/settings)
* Slightly optimized rendering of many meshes (like wheat)
* Slightly optimized terrain mesh creation (new unity API)
* Added "select all"/"select none" buttons to the mod list for new worlds
* Added an option to permanently toggle on the "block highlight" visual
* Added a changing crosshair based on context
* Added support for changing the crosshair files
* Added support for scaling the crosshair (0%-400%)
* Workaround for torch issues on a mac + opengl + intel gpu combination

### Smaller stuff

* Split up the setup of trade deals into "finite" and "infinite" ones
* Swapped some "on-hover" audio triggers for buttons to "on-click" ones, and added those more widely
* Highlight the active inventory tab more consistently
* Highlight the currently selected period's button in the statistics menu
* Increased stack size of plaster to 200
* Added more precise prompts about missing world names in the new world menu

### Fixes

* Fixed trade deal item selection pop-up not showing the actual items present in the selected colony
* Fix "hide all" in the statistics menu only hiding currently filtered options
* Fix a bug with the server when running on a machine that has only 1 cpu thread
* Fix client only doing LAN discovery on the primary network interface
* Fix an issue where the client would "finish" loading before it was actually done, the more likely to trigger the lower the bandwidth

### Internals

* Overhauled the system used to programmatically create UI elements - to allow for more visually pleasing results
* Replaced the Rust based "pip\_quick.dll" with unity's Burst system - to allow easier modification of code that is performance sensitive, and future optimization
Miner

Requires | Miner

**Mining** is a job that can be assigned to Colonists. To place the job, a Tinkerer needs to construct the job block. Then place the block on an appropriate spot. Appropriate spots are dark stone blocks or any of the ores amongst it. Miners must be placed on top the ore to mine it. The arrow indicator does not mean they will mine the block it is pointing at, it is purely an aesthetic feature to allow you to control the direction your miners face while they work. Miners regularly have to drop off the ore they mined. It is recommended to place a crate nearby so that they can access the stockpile.

The depth of ore in the table below means down from the surface. It is not a fixed height layer but always the same amount of blocks down from the surface.
Miners wear black clothing.
Grey Planks

Needs | For 5 grey planks:
* 5 ×  Planks
* 1 ×  Charcoal

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

## Obtaining

### Craft

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

The recipe needs the following ingredients:

* 5 ×  Planks
* 1 ×  Charcoal
* 2 ×  Gypsum

This recipe yields 5 grey planks.

## Usage

Grey planks are a construction block and serve no purpose beyond aesthetics.
0.4.5

**0.4.5** is the version of *Colony Survival* released on December 1st, 2017. It received the hotfix 0.4.5.1 on December 4th, 2017.

## Changelog

### Version 0.4.5

* Hide the bow and bowstring recipes from the workbench job until you've researched the bronze anvil
* Hide linseed oil, coated planks and adobe from the workbench job until you've researched flax farming
* Changed black planks recipe to use charcoal instead of coal ore

* Added a basic autosave for non-block data (players, jobs, etc.), every 5 minutes by default.
* Added a '/tps' command to get the ticks per second the server is running at (to see if it's lagging badly, gives avg fps over 10 seconds - optimal is ~50)
* Changed saving of JSON files to prevent file corruption if the game crashes during saving (similar to regions change a few patches back).
* Fixed colonists sometimes deciding to stand at the side of a block that isn't the closest to them
* Fixed an issue with water spreading (it would spread anyway even after you filled a water block)
* Fix an issue where changing multiple blocks at the same time could cause issues for pathfinding
* Possibly fix an issue with the forester being unable to find a path
* Added a configuration option to turn off a torch optimization for compatibility reasons
* The game no longer keeps the area around a banner loaded if there's no colonists associated with the colony
* Tweaked block autosaving to not save everything at once every 16 seconds but every few minutes instead
* Sorted all translation keys in the locale files

### Hotfix 0.4.5.1

* Small fix so that the server doesn't spew errors after a few dozen hours
Bronze Arrow

Needs | For 5 bronze arrows:
* 1 ×  Bronze Ingot
* 1 ×  Planks

The **bronze arrow** is an item used as ammunition for bows.

## Obtaining

### Craft

Bronze arrows can be crafted by the metalsmith on a bronze anvil. The player cannot craft bronze arrows themself.

The recipe needs the following ingredients:

* 1 ×  Bronze Ingot
* 1 ×  Planks
* 5 x Feather

This recipe yields 5 bronze arrows.

## Usage

### Ammunition

Bronze arrows can be fired with a bow, by both player and archer.

For the player to shoot bronze arrows, a bow must be equipped in the player's hotbar and selected.

For the archer to use bronze arrows, they must be stored in the stockpile. The archer does not need to go to a crate, but needs a reload time during which he can't fire. The archer also needs a bow to shoot.

The amount of bronze arrows stored in the stockpile is displayed on the top-right of the screen, under "Ammo:".

### Craft

Bronze arrows are required to craft the following item:

* Military Science Bag

## History

* Arrows were already present in version 0.1.0 and were associated to the quiver. The Archer was the only guard type before the introduction of slingers, crossbowmen and matchlock gunners in 0.4.0.
* Arrow was renamed "Bronze Arrow" in 0.4.0.
Clay

Needs | Mined from:

**clay** is a crafting ingredient and a construction block mined from Clay ore.

* Clay Ore

The miner can extract an infinite amount of clay from one ore block, whereas the player can only obtain one clay by destroying the block. Clay Ore can be found on the second ore layer, alongside Iron Ore and Gypsum.

## Usage

Clay is a construction block.
Clay is also used in the following recipes (this list is non exhaustive):

* Bricks

## See also

* Oreblocks
* Bricks
Log Taiga

**Log Taiga** is a block forming the trunk of taiga trees.

## Obtaining

Log Taiga appears on trees found in the taiga biome. Both the player and the forester can destroy and harvest logs.

## Usage

Log Taiga is a construction block.

Log Taiga is also required to craft the following blocks (this list is non exhaustive):

* Planks
* Splitting Stump
0.1.2

**0.1.2** is the version of *Colony Survival* released on June 6th, 2017.

## Changelog

* Added a proper info menu to main menu & escape menu; shows quick start menu (with a link to the manual) & credits
* Added bow shooting audio
* Improved join-game & invite-to-game via Steam friends list
* Improved area tool
	+ Buttons with tooltip descriptions instead of a dropdown.
	+ Added a dedicated miner area.
	+ Show currently selected area.
	+ Fixed the bug where you'd get an incredibly large selection/rotation
* Added idling movement to farmers/forester
* Improved crafting limit menus; no more need to push a 'set' button.
* Added indicator type to show a crafter is done crafting available recipes;
* Added IP option to server & improved LAN discovery
* Added red color to missing items in crafting tooltips
* Fixed difficulty option order; fixed server difficulty option dropdown not working properly
* Fix arrows sometimes starting sideways
* Fixed server logs not displaying correctly when there's multi-line logs
* Added F7 to keep camera focused at a point. Intended for cinematic things.
* Buffed view range underwater
* Darkened the night a bit
* Boosted framerate by 3%
* Fixed server statistics not displaying correctly
* Fixed server network type / server name / server IP menu staying around 'ingame'
Grey Cobblestone

Needs | For 5 grey cobblestones:

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

## Obtaining

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

* 5 ×  Stone Bricks

This recipe yields 5 grey cobblestones.

## Usage

The grey cobblestone is a construction block which takes longer than most blocks to destroy.

Grey cobblestone is required to craft the following block:

* Red Cobblestone

## See also

* Black Cobblestone
* Blue Cobblestone
* Brown Cobblestone
* Red Cobblestone
AreaJob

AreaJobs are farms that use a designated area to farm a resource. When selected with the Command Tool the player has to click on the ground to specify the starting point and then gets a selection frame to select the area of the farm. The dimension and size of the area is shown as a helper text and the frame switches between green and red color. Green when the area is ok to place the job there and red if it is too small or too large.

Area jobs can be split into two categories: Growable (plants grow and get harvested) and farmable plants where the fruits are harvested.

## Growable

For **growable plants** the efficiency is limited by the growth speed of the plants, meaning the larger the area, the better. Usually the largest farm area is a 10x10 plot (with up to 3 height difference) with only the Forester being an exception (3x33 is most efficient). If a 10x10 plot cannot be placed the next best sizes are 9x11 (99 total), 7x14 (98 total) or 6x16 (96 total).

## Farmable

For **farmable plants** the effiency is limited by the walking distance of the colonist worker, meaning the smaller the better. Almost all farms have a minimum requirement of 15 blocks which can be achieved by a 1x15 plot. But such a plot can add unwanted walking distances, most commonly used are 3x7 or 5x5 plots. Olive trees are an exception requiring a minimum area of 3x9.

## Optimal Farm Sizes

* 5x20 (100 total)
* 4x25 (100 total)
* 9x11 (99 total)
* 7x14 (98 total)
* Barley Farmer
* Cabbage Farmer
* Flax farmer
* Alkanet Farmer
* Hollyhock Farmer
* Wolfsbane Farmer
* Cassava Farmer
* Papyrus Farmer
* Sugarcane Farmer
* Rice Farmer
* Cotton Farmer
* Potato Farmer
 Tree
* 3x30 (10 trees)
* 9x9 (9 trees)
 Olive Tree
 Farmable
* 5x5 (25 total)
* 1x15 (15 total)
* Fish Farmer
* Cacao Farmer
* Coffeebean Farmer
* Silkworm Farmer
* Tea Farmer
* Banana Farmer
 Blocks
* Chicken Farmer
Colony Survival Wiki

Welcome to the *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...]

Content
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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.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Lead

Needs | * 1 ×  Galena (Lead rich)

The **lead** is an item used as ingredient to craft lead bullets.

## Obtaining

### Craft

Lead can be crafted by a colonist at the bloomery.

The recipe needs the following ingredients:

* 1 ×  Galena (Lead rich)
* 1 ×  Charcoal

## Usage

Lead is required to craft the following items and blocks:

* Lantern
* Lead Bullet
Copper Ingot

Needs | For copper ingots:
* 1 ×  Copper

The **copper ingot** is an item used as an ingredient in multiple crafts. Introduced in version 0.9.0

## Obtaining

### Craft

Copper ingots can be crafted by the smelter at a furnace.

The recipe needs the following ingredients:

* 1 ×  Copper
* 1 ×  Firewood

This recipe yields 1 copper ingot.

Crafting times
 Steel Tools | 7.5

## Usage

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

* Bronze Ingot
* Copper Tools
* Sacred Failsafe
* Copper Lockbox
* Job-block Crafter's Workbench
* Copper Arrow
* Crossbow Bolt
* Dropper Trap
* Dropper Trap Ammo
* Projectile Trap Ammo
* Compass
* Merchant's Hub
* Waterpump
* Copper Anvil
* Stove
* Sacred Altar
* Engineer's Bench
* Trap Fixer

## See also

* Bronze Ingot
* Gold Ingot
* Iron Ingot
* Silver Ingot
* Steel Ingot
Bronze Pickaxe

Needs | * 1 ×  Bronze Ingot

The **Bronze Pickaxe** is an item used as tool by the miner.

### Craft

Bronze pickaxes can be crafted by the player through the crafting interface or by the metalsmith on a bronze anvil.

In both cases, the recipe needs the following ingredients:

* 1 ×  Bronze Ingot
* 1 ×  Planks

## Usage

Each miner needs a bronze pickaxe to mine blocks. Bronze pickaxes must be stored in the stockpile for the miner to equip.

Note
Mining blocks with a bronze pickaxe does **not** go faster than bare hands for the player. This also applies for the bronze axe.
Glider

The **Glider** is an item used to travel quickly around the map.

## Obtaining

### Crafting

A glider can be crafted by the player or a workbench using the following ingredients

* 100x  Linen
* 50x  Iron Rivets
* 10x  Coated Planks
* 25x  Steel Parts

This recipe is unlocked through the "Glider" research, this research requires 200,000 Colony Points

## Usage

The glider is a mobility tool that allows the player to fly quickly throughout the world. The Glider is placed with right mouse button and then mounted with a second press of right click.

The player, while on the ground, can increase their height in the glider by holding space.

The glider will follow the players mouse, allowing the player to steer and also go upwards and downwards by pointing the mouse higher or lower respectively. Hold "W" to go forwards.

The glider has a higher speed when moving at a downwards angle.

The player can leave the glider by right clicking the bottom section of the glider, allowing it to be destroyed with left mouse button.
0.7.0

**0.7.0** is the version of *Colony Survival* released on July 26th, 2019.

## Changelog

* Added a new terrain generator with proper biomes and more landscape features
* Added an entirely new system for saving chunks and block data
* Added support for owning multiple colonies
* Added support for a colony having multiple owners (= co-op)
* Added support for hosting and playing on a LAN without an Internet connection
* Added a co-op menu to easily host worlds for co-op (worlds are seperate from singleplayer)
* Added support for remotely administrating a server using `colonyserverrcon.exe`
* Replaced/upgraded a lot of internal systems in order to fix various bugs, performance and code maintenance issues
* Noticeably reduced network traffic required and reduced the CPU usage of networking
* Generally improved performance of both the client and server
* Improved mod support in preparation for Steam workshop support; a lot of content based modding can be done through config files now
* Optimized loading so it should work quicker on slow hard drives
* Added basic trade deals between colonies
* Added basic science sharing agreements between colonies
* Added gliders as a form of transport

* Added the Grocery Shop Vendor. Colonists require to visit one every day to get their food and luxury items
* Added a whole heap of new items, jobs and science
* Added support for making “3D farms”, to better deal with building on hills
* Added a happiness system (gives benefits for providing a nice variety of food and luxury items)
* Reworked a lot of icons to be much more visually pleasing
* Reworked a lot of blocks to be an actual object instead of a cube (like the bronze anvil - it's an anvil now)
* Removed the requirement for seeds from farmers

* And *a lot* of other things
Beekeeper

**Beekeeper** is a job that can be assigned to colonists. Beekeepers will automatically place its beehives and harvest them for Raw Beeswax and Honey as long as there is a crate within range so that interaction with the stockpile is possible.
The Beekeeper is also able to produce Candles and requires Beeswax as raw material for the production.

**Largest farming land:** 4 x 1 x 8 (32)

## Recipes

 * 1 ×  Honey
 * 1 ×  Candle
* 1 x  Linen

The optimal farm plot size is 3x3.
Ink

**Ink** is made by the Crafter and used by the Writer to write text on Paper and create books.

## Obtaining

made by the Crafter out of the following items:

* 1x  Galena (Lead rich)
* 1x  Charcoal
* 1x  Egg
* 1x  Boiling Water

## Crafting

* Ink is used by the Writer and Printing Press to create Paper with Text.
* and it is used by the Crafter to create the Writer Desk

## See also

* Writer
* Crafter
Bricks

Needs | For 3 blocks of bricks:
* 3 ×  Clay

The block of **bricks** is a construction block.

* 3 ×  Clay
* 1 ×  Firewood

This recipe smelts 3 clay to 3 bricks at once.

## Usage

Bricks are a construction block.

Bricks can be carved by the Stonemason with a Stonemason's Workbench into the following bricks:

* Black Bricks
* Dark Red Bricks
* Dark Yellow Bricks
* Red Bricks

Bricks are also required to craft the following item:

* Basic Science Bag
Candle

**Candles** are a luxury item and provide 20 Colony Points for a duration of 2 days, 40 points in total. They are easy to produce and a good starter happiness item. For large colonies they have to be produced in masses and other happiness items might be better suited.

## Crafting

A candle is crafted by the Beekeeper and needs the following:

* 1x  Beeswax
* 1x  Linen

## See also

* Colony Points
* Luxury Items
* Beekeeper
Guard

**Guarding the colony** is a job that can be assigned to colonists. Guards use physical force to protect the other colonists from hordes of zombies. There are four types of guards:

Guards can be assigned via the command tool by left-clicking to select a guard type and then right-clicking to place the job. Guards can be made to work during the day or the night, as they too have to sleep sometimes. When assigned, they will remain stationary at their post. If a zombie comes within their radius, they will turn and shoot it. Guards prioritize the zombies with the highest health that they can kill in one shot. (*Matchlock guards target 500 hp zombies, then 300, then 100, whereas crossbows target 300, then 100, then 500, and arrows/slingers target 100, 300, 500*.) Guards are the only job that does not need be near a crate to access the stockpile but at the end of their shift they will visit the Grocery Shop Vendor to get their daily Happiness ration.

## Trivia

* The range of guards is the mathematical distance, like a sphere around them. They will also shoot zombies above or below them
* Guards need a line of sight to be able to shoot, the line goes from the head of the guard to the head of the zombie
* All guards need their respective weapon item to start the guard duty
* Night shift starts at 17:30 (5:30pm) and ends at 6:30 in the morning. Day shift starts at 5:30 and ends at 18:30 (6:30pm)
0.2.6

**0.2.6** is the version of *Colony Survival* released on July 13th, 2017.

## Changelog

* Added fi-FI translation
* Added fr-FR translation (partial)
* Updated ru-RU translation (added manual as well)
* Updated fr-CA translation
* Updated es-ES translation
* Updated zh-CN translation to 0.2.\*
* Updated jp-JP translation to 0.2.\* (sorry, apparently 0.2.3 didn't actually apply it)
* Substantially increased server performance
	+ Reduced load of monsters by multiple factors
	+ Reduced network usage in a 300 people colony by 90%+
	+ Reduced load from active chunks by ~tenfold
	+ Various smaller optimizations
* Substantially increased client performance
	+ Improved network code, simpler colonist movement code → better performance
	+ Improved colonist indicator performance (only update ~30 times over the time, instead of every frame)
	+ Halved CPU load of rendering instanced meshes
	+ Optimized meshes (wheat etc) for display;
		- Opt-in height/normal mapping, add a customData node in types.json with "useNormalMap" : true, or "useHeightMap" : true to opt in.
	+ Optimized terrain meshes for display
	+ Various other, small optimizations
* Monsters will now die after killing their 2nd colonist
* Possible fix to some client crashes
* Fixed being able to mine below the world and getting a glitchy "grass" block.
* Fixed stockpile interface breaking if there are more items than default slot count
* Fixed stockpile interface not being scrollable
* Fixed issue with massive footstep spam when rendering at more than ~250 FPS
* Added a scrolling list to the world list on the server (so you can load more than the most recent ~10-20 worlds depending on window size)
Dark Red Bricks

Needs | For 5 blocks of dark red bricks:

The block of **Dark Red Bricks** is a construction block.

## Obtaining

### Craft

Dark Red 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 dark red bricks.

## Usage

Dark Red Bricks are a construction block. It serves no purpose beyond aesthetics.
Kiln Worker

**Kiln Worker** is a job that can be assigned to colonists by placing down a Kiln job block. A kiln is a thermally insulated chamber used to slowly heat materials for drying, hardening or altering their chemical properties.

## Far East Recipes

In the Far East the Kiln has the following additional recipes

* 3 x  Charcoal
 1 x  Glazed Porcelain | * 2 ×  Porcelain Biscuit
* 2 x  Charcoal
* 3 x  Tin
* 2 x  Lead
Oven

Needs | * 1 ×  Stone Bricks

The **oven** is a job used by the baker to produce bread from flour.

## Obtaining

### Craft

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

In both cases, the recipe needs the following ingredients:

* 1 ×  Stone Bricks
* 4 ×  Copper Parts

## Usage

The oven is a job block. It can be used by a colonist to become a baker.
Gold Ingot

Needs | * 10 ×  Gold Ore

The **gold ingot** is an item used for crafting Gold Coins to be used in the shop as well as luxury items Jewelry and Diamond Necklace.

## Obtaining

### Craft

Gold ingots can be crafted at a Finery Forge.

The recipe needs the following ingredients:

* 10 ×  Gold Ore
* 1 ×  Cokes

## Usage

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

* Gold Coin
* Jewelry
* Diamond Necklace

## See also

* Bronze Ingot
* Iron Ingot
* Silver Ingot
* Steel Ingot
Finery Forge

Needs | * 1 ×  Iron Block
* 1 ×  Bronze Plate

The **finery forge** is a job block which can smelt items with cokes to make ingots.

## Obtaining

### Craft

The finery forge can be crafted by the metalsmith with a bronze anvil.

The recipe needs the following ingredients:

* 1 ×  Iron Block
* 1 ×  Bronze Plate
* 4 ×  Tin

## Usage

### Job

The finery forge is a job block. It can be used by a colonist and he will be able to realise the following recipes:

* 1 ×  Cokes
 1 ×  Gold Ingot | * 1 ×  Gold Ore
* 1 ×  Cokes

### Craft

A finery forge is required to craft the following item:

* Colony Science Bag
Bowstring

This page is kept for historical purposes.

The **Bowstring** is an item used to craft bows.

## Obtaining

### Crafting

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

* 2 ×  Flax
* 1 x Beeswax

This recipe is unlocked by the "Archery" Science.

## Usage

Bowstrings can be used to craft the following items:

* Bow
* Crossbow
0.4.2

**0.4.2** is the version of *Colony Survival* released on November 17th, 2017.

## Changelog

* Changed zombie updating script:
	+ Don't teleport anymore when the server lags (they pause instead).
	+ Significantly better performance for zombies that are "just walking"
	+ Significantly better performance for zombies that are looking for other targets to consider
	+ Overall, servers should support 2-8× as much zombies as on 0.4.1, depending on how complex mazes are.
* Changed player collision scripts substantially, fixing ground phasing issues (not the ones where you place blocks on a player though)
* Changed savegame region saving to be more resistant to crashing. This does *not* solve the problem of jobs being broken after a server crash, but does fix regions resetting
* The items required for a colonist to take a job are now refunded upon them leaving that job
* Temporarily limit the "delete" button in the load world menu. It has to be clicked 3 times in a row to work, this should be improved in the future (a full confirmation box)

* Fixed a variety of crash issues (related to the new torch rendering from 0.4)
* Fixed an issue causing the wrapper to crash
* Fixed an issue leaving the colonyserver process open if the dedicated wrapper crashes
* Fixed the requirements text of crafting limits to work with > 4 requirements
* Shorten stockpile counts of > 100 000 to > 100K

* Added Korean localization and updated other languages
Gunpowder Pouch

Needs | For 3 gunpowder pouches:
* 1 ×  Gunpowder

The **gunpowder pouch** is an item used as ammunition for matchlock guns.

The recipe needs the following ingredients:

* 1 ×  Gunpowder
* 3 ×  Linen Pouches

This recipe yields 3 gunpowder pouches.

## Usage

### Ammunition

Gunpowder pouches can be used to charge matchlock guns, by both player and matchlock gunner.

For the player to shoot with a matchlock gun, a matchlock gun must be equipped in the player's hotbar and selected; gunpowder pouches *and* lead bullets must also be equipped in the player's hotbar.

For the matchlock gunner to use a matchlock gun, gunpowder pouches and lead bullets 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. The matchlock gunner also needs a matchlock gun to shoot.

The number displayed on the top-right of the screen, under "Ammo:", is the lowest amount of gunpowder pouches or lead bullets stored in the stockpile.

### Crafting

Gunpowder pouch is required to craft the following item:

* Advanced Science Bag

## See also

* Gunpowder
* Lead Bullet
* Matchlock Gun
New World Meal

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

## Usage

### Recipe

Four New World Meal requires the following ingredients:

* 25 ×  Potato
* 25 ×  Tomato
* 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 new world meal production can feed a colony up to 270-280 in size.

## See also

* Colony Points
* Cook
* Food
Construction Worker

* Builder
* Digger
* Special Digger

The **Construction Worker** is used for landscaping. He can dig holes or fill up areas. To start a construction project select the type of it first at the Command Tool menu and then select the area to be worked on. Afterwards the command tool will automatically switch to the construction worker which has to be placed down adjacent to the area. You can place as many workers as you wish, as long as free Colonists are available. Multiple workers for one area will speed up construction, obviously.

* With the area selection tool left click to cancel the area selection, right click to place it.
* To avoid the command tool switching to the worker the player can hold the `Alt` key. Useful for placing multiple areas of the same type
* As with all other job types, left click an exiting area with the command tool to remove it (after a confirmation dialog).

## Builder

Fill an area with the selected block type. The builder will only fill air or water blocks and leave all other existing blocks untouched.

## Digger

The digger does not need a selected item. It will dig out all non air blocks, including job blocks.

## Special Digger

The special digger does need a selected item. It will only dig out blocks of the selected type and leave out everything else. When digging a mine, for example, you can select Dark Stone Block to have only those dug out and all Ore blocks will be left untouched.

## Area Size

When the builder and digger are first unlocked the maximal area size is 1000 blocks for one area. There are Builder Size and Digger Size sciences available to increase the area size.

 Level I
 Level II
 Level III
 Level IV
 Level V