recursal/Fanatic-Fandom huggingface dataset:
Blue Cobblestone

Needs | For 5 blue cobblestones:

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

## Obtaining

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

* 5 ×  Stone Bricks

This recipe yields 5 blue cobblestones.

## Usage

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

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

## See also

* Black Cobblestone
* Brown Cobblestone
* Grey Cobblestone
* Red Cobblestone
Coffee Beans

**Coffee beans** is a Food item farmed by the Coffeebean Farmer. It is used by the Cook to craft Coffee. Coffeebeans can be farmed in the Tropics only but coffee can only be crafted in the Old World so the Player has to trade the beans between colonies.

## Usage

### Recipes

Coffeebeans are used by the Cook to craft:

* Coffee

## See also

* Coffeebean Farmer
* Cook
Life Science Bag

Needs | * 1 ×  Flour
* 5 ×  Berries
* 1 ×  Clothing

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

## Obtaining

### Craft

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

The recipe needs the following ingredients:

* 1 ×  Flour
* 5 ×  Berries
* 1 ×  Clothing
* 1 ×  Linen Bag

## Usage

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

## See also

* Technologist
* Science
Colony Points

*Colony Points* were introduced in version 0.8.0 and measure the progress of the player by rewarding points based on growth. These points replace the happiness mechanic and incentivize growing a colony more so than the previous mechanic. Recruiting more colonists makes it easier to produce and distribute lots of Meals & Luxury Items, resulting in many more Colony Points. These Points can be spent on a range of upgrades. These upgrades have many levels, with rapidly escalating costs. Colony Points are also required for certain unlocks in the tech tree.

Food and luxury items can be consumed to reward Colony. These points can be used to purchase upgrades.

## See also

* Food
* Luxury Items
Day cycle

One full day cycle is 12 minutes in length (30 seconds per in game hour / 2 in game hour per minute). Daytime starts at about 4:30 and ends at 19:00 (7pm).

During the day Colonist run their jobs and during the night they sleep in Beds.
For guards there are two versions of each job, a daytime guard and a nighttime one. The night guards will sleep during the day.
Food

**Food** is one of the most important aspects of Colony Survival. Every colonist wants to eat one meal per day to avoid starvation.

## Production

Most food is produced by the Cook but some meals are also prepared by the Berry farmer, Baker and Grinder. Some foods require the same ingredients, it is advisable to watch and adjust the priority and limit settings accordingly to ensure the ingredients are used for the intended meal.
Some meals can only be produced in specific biomes but the meal items can be traded to other colonies.

## Consumption

Every colonist tries to eat one meal per day. By consuming the meal the colony earns the respective Colony Points. Colonists will always consume the meal with the highest colony points values, as long as that meal is available. At the colony settings menu the individual meals can be enabled or disabled as desired.

## Efficiency

The **Workers** number in above table is the percentage of colonists required for food production. The number is calculated by total recipe crafting times and doesn't take any colonist walking times into account. If the player wants to expand the colony and produce additional food a higher amount of workers is required. The **Ratio** is how many colonists one food worker can support including himself.
At the start of a colony it is recommended to switch from berry meals to the more effective bread meals as soon as possible. Luxury meals is the overall most effective food with requiring the least amount of workers. The biome specific foods offer a higher colony points value but also require slightly more workers.

## See also

* Colony Points
* Cook
Biome

The world of Colony Survival is organized in **biomes** which are similar oriented as the real world. There are several main areas which resemble the main continents and each offer their own unique sciences. The biomes themself all have different vegetation and are defined by a humidity and temperature value, THIS INFO IS OUT OF DATE.

## Science biomes

Each science biome offers unique sciences which are always production chains for Luxury Items. Some of the production chains are split between the biomes. For example, Coffee Beans can only be farmed in the Tropics but Coffee can only be crafted in the Old World. Items can be traded between colonies.

### Old World

Resembles the european continent and is always the starting area when creating a new world. It consists of mostly cold to medium biomes and has taiga and temperate trees.

### Far East

Resembles asia and is found at the east side of the world. It has lots of cherry trees mixed with temperate and taiga ones.

### Tropics

Resembles the tropics and is found in the south. It has mostly tropic jungle and savanna zones and deserts.

### New World

Resembles the american continent and is found in the west. It has a very colorful foliage with yellow, orange and red trees.

### Arctic

Resembles greenland and the artic and is found in the north. It is defined as a science biome but does not have any unique science yet.

## Biome zones

Each biome is defined by different vegetation, terrain, temperature and foliage. The temperature and humidity zones are placed adjacent to each other. Meaning the biome settings have to match those of the neighbours. This is to avoid a hot desert biome directly next to an arctic one.
Brown Stone Bricks

Needs | For 5 brown stone bricks:

**Brown stone bricks** are a construction block.

## Obtaining

Brown stone bricks are crafted by the stonemason on a stonemason's workbench, with the following ingredients:

* 5 ×  Stone Bricks

This recipe yields 5 brown stone bricks.

Brown stone bricks have a destruction time of 600 for the player, just like stone bricks.

## Usage

Brown stone bricks are a construction block and serves no purpose beyond aesthetics.

## See also

* Stone Bricks
* Black Stone Bricks
* White Stone Bricks
Barley

**Barley** is farmed by the Barley Farmer and exclusively used as food source for chickens.

## Obtaining

### Farming

* by the Barley Farmer.
* Each farm tile produce 1 Barley per harvest
* Barley is harvested once per day.

## Usage

### Crafting

Barley is used by the Chicken Farmer as food source to produce:

* Chicken Meat
* Eggs
* Feather

## See also

* Barley Farmer
* Chicken Farmer
Flax seeds

**Flax seeds** are seeds for flax.

## Obtaining

### Resarch

The colony stockpile is given 100 flax seeds upon completion of "Flax Farming" Science.

### Farming

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

There are 100 % chances to get 1 flax seed, and 10 % to have 1 extra flax seed, when harvesting a fully grown flax crop, which can be harvested by both player and flax farmer.

### Shopping

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

* 30 ×  Bronze Coins

## Usage

Flax seeds are used to grow flax farms. Both the player and the flax farmer can plant flax seeds on grass or dirt.

## See also

* Flax
* Flax Farmer
0.2.7

**0.2.7** is the version of *Colony Survival* released on July 21st, 2017.

## Changelogs

### Version

* Limit audio distance properly (i.e, don't hear farmers and miners from 100 meters away
* Added pl-PL localization (credits to Makalik)
* Updated the de-DE localization
* Updated the fr-FR localization (covers more)
* Added a basic mod API (for C# code) to the server (includes some examples)
* Allow miners to be placed on blocks that aren't the lowest layer (can't obtain infinite blocks legit though)

### Hotfix 2017-07-22

* Fix icon missing for cherry sapling
* Fix the server log performance (it was terrible, truly, could freeze servers)
Mint

Needs | * 1 ×  Planks
* 3 ×  Bronze Plates

The **mint** is a job block used by the minter to produce gold coins and bronze coins.

## Obtaining

### Craft

The mint 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 ×  Planks
* 3 ×  Bronze Plates
* 3 ×  Copper Tools

## Usage

The mint is a job block. It can be used by a colonist to become a minter.
0.2.5

**0.2.5** is the version of *Colony Survival* released on July 5th, 2017.

	+ Includes drop types/amounts upon removing an item, destruction time per block
* Moved parts of settings/client.json to the server;
	+ See settings/serverperclient.json for the list.
	+ Includes building speed, jumping, gravity, drag, swim speeds, fall damage
* Added version checking to the client and the server, to prevent incompatible combinations.

### Hotfix

* Fixed singleplayer/localhost networking not being able to properly send larger files
	+ Fixes the stuck on "waiting for world" (hopefully)
	+ The types.json exceeded the TCP buffer size
0.6.2

**0.6.2** is the version of *Colony Survival* released on June 1st, 2018.

This update overhauls the monster spawning and the stockpile. In the previous versions, long mazes decreased the total amount of monsters that spawned, while killing them early increased the spawned amount. This has been stabilized. Only the amount of colonists determines the amount of spawned monsters now.

Another change to the monster spawning involves the spawn location. Before this update, monsters only spawned a couple of blocks above and below the original terrain height. This mean they would not spawn on buildings made by players, nor in deep tunnels. This has been fixed as well.

The difficulty was also made easier to adjust in existing worlds. There is now a settings icon in the banner tool menu. When clicking it, players will be able to determine the amount of night monsters and the amount of day monsters they want to fight.

Last but not least, the stockpile has been updated. It is now possible to craft items directly from the stockpile. `⇧ Shift`-clicking transfers items from the stockpile to the inventory. `CTRL`-clicking produces a full stack of items.

## Changelog

* Changed monster spawning:
	+ Previous behaviour would only spawn zombies when old ones died when the zombie cap per colony was hit. This benefited long mazes disproportionally.
	+ Now zombies spawn constantly disregarding the amount alive already.
	+ If the colony becomes larger, zombie spawn points will be re-used for a large performance boost.
* Added a settings menu to the banner tool menu, where the player can change the difficulty
	+ Said menu is moddable from the server
* Fixed a very rare edge case where a chunk could be unloaded on the server if somebody disconnects (while it should stay loaded)
* NPCs further away don't check the block they walk into for offsets anymore (i.e, stand-on-stairs), not needed in the distance for the performance it costs.
* Optimized off-screen colonist/zombie performance
* Much improved stockpile/inventory/crafting handling:
	+ `⇧ Shift`-click (configurable with InventoryQuickMove) items in the inventory or stockpile to move them to the stockpile or inventory respectively.
	+ Changed stack-crafting to be `Left Ctrl` (instead of `⇧ Shift`, now used for quick moving), to be consistent with stack-recruiting
	+ Shouldn't have a ping anymore on interacting with the stockpile on a slow/far away server
	+ Closing the stockpile UI now dumps the dragged item back into the stockpile
	+ Stockpile only updates ~twice per second max, instead of up to 50 times per second
Boiling Water

**Boling water** is a bucket full with boiling water.

## Obtaining

The Cook can boil a Water Bucket on the Stove. When a water bucket or boiling water is used the Empty Bucket is usually returned.

## Usage

### Crafting

Boiling water is required for the following recipes:

* Perpetual Stew
* Luxury Meal

#### Old World only

* Ink
* Coffee

#### Far East only

* Tea
* Silkthread

## See also

* Water Bucket
* Cook
* Food
0.4.0

**0.4.0** is the version of *Colony Survival* released on October 31st, 2017.

This version introduces a new ores system, a new guards system and different zombies.

## Changelog

* Added 11 blocks, including copper ore, tin ore, galena ore, salpeter ore, iron block, finery forge, gunsmith shop and kiln
* Added 36 new items, including Copper, Copper Nails, Copper Parts, Copper Tools, Bronze Plate, Charcoal, Bronze Anvil, Bronze Coin, Bronze Ingot, crossbow, crossbow bolt, Galena (Lead rich), gunpowder, gunpowder pouch, iron rivet, iron sword, wrought iron, lead, lead bullet, matchlock gun, sling, sling bullet, steel ingot, steel parts, tin
* Added 15 researches to unlock the new items
* Added 3 new guard types: with slings, crossbows and matchlock guns
* Added 5 new crafting jobs, including metalsmith, woodsplitter, gunsmith and kiln operator
* Added research to expand the banner safe radius
* Added 3 different zombie strengths & 3 different speeds
* Added colonist and monster health
* Added the ability to punch monsters and colonists
* Added automatic stockpile sorting (so it's a bit easier to find items)

The update also contains a large amount of bug fixes and game tweaks.
Crafter

Requires | Merchant's Hub

The **Crafter** is a job that can be assigned to colonists by placing the Crafter's Workbench job block.

The Crafter wears beige clothing.

## List of Crafts

3 x  Copper Ingots
 1 x  Merchant's Hub | 1 x  Planks
3 x  Copper Ingots
 1 x  Water Pump | 10 x  Copper Ingots | 2
 1 x  Tailor Shop | 10 x  Stone Rubble
3 x  Planks
 1 x  Firepit | 10 x  Stone Rubble
3 x  Planks
Kaolinite

Needs | Mined from:

**Kaolinite** is a crafting item mined from Kaolinite Ore.

* Kaolinite

The miner can extract an infinite amount of kaolinite from a single Kaolinite Ore block, whereas the player can obtain a maximum of one kaolinite from one kaolinite ore block by destroying the block.

## Usage

Kaolinite is used in the following recipes (this list is non exhaustive):

* Porcelain

## See also

* Miner
* Oreblocks
Cyan Planks

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

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

## Obtaining

### Craft

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

The recipe needs the following ingredients:

* 5 ×  Planks
* 2 ×  Alkanet
* 1 ×  Wolfsbane

This recipe yields 5 cyan planks.

## Usage

Cyan planks are a construction block and serve no purpose beyond aesthetics.
0.1.18

**0.1.18** is the version of *Colony Survival* released on June 18th, 2017.

## Changelog

* Added Italian translation
* Added Traditional Chinese translation
* Optimized monsters on the server -server load from monsters reduced by a lot
* Limit the amount of active ragdolls to the closest 25. Massively improves the 'morning lag' from masses of dead monsters.
* Optimized rendering of colonists on the client. Sadly this means no more colonist shadows.
* Lowered draw distance of monsters to about 100 blocks, down from 250.
* Lowered draw distance of colonists to about 150 blocks, down from 250.
* Lowered draw distance of arrows to about 50 blocks, down from 250.
* Lowered draw distance of players to about 150 blocks, down from 280.
* Lowered max distance of some audio effects to 100 blocks, down from 250.
* Optimize ragdoll ground collider generation. (Reduces lag caused by ragdolls)
* Tripled crafting speed of bricks for the smelter (smelts 3 clay to 3 bricks at once now)
* Fixed nearly seizure inducing day/night cycling when changing worlds
* Fix some dodgy time progression in the skybox (use unreliable networking for time data)
* Added a seperate server thread for handling the sending of network packets
Player

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

The player is an omnipotent being who is able to access the colony's resources from anywhere in the world and telepathically manipulate colonists into doing their work. The player starts with 100 HP, and the ability to regenerate up to 30. Science later in the game will allow the player to develop a higher maximum HP and a higher regeneration cap, as well as faster regeneration.

On start the player possesses 12 beds, 3 crates, 30 torches (with ten of them being in the player's hotbar) 20 berry meals, and 200 planks.

By activating cheats (*/cheats on*), the player can gain godly powers and perform feats such as flying (*/setflight true*), changing the time of the day and even conjuring items out of thin air (*/loot [item name] [item amount]*).

Colonists seem to revere the player, as they will continue to perform meaningless tasks for days on end without questioning the word of the player.
0.9.0

**0.9.0** is the version of *Colony Survival* released on December 22th, 2022.

## Changelog

### Main changes

* Added Outposts to manage multiple colonies in the same world
* New Threat Level system
* New diverse world generation with more biomes
* Added Traps & the Sacred Failsafe
* New reworked Tech Tree
* Added horizontal and vertical Elevators
* Reworked Gliders
* New Merchant & Colony Points system
* Removed various small parts like copper nails and iron rivets
* Added new Harvester jobblocks & “Sources"
* Added Monoculars to be able to zoom in when equipped
* New guards that do poison damage, and weapons with area-of-effect damage
Kiln

Needs | * 1 ×  Dirt
* 4 ×  Bronze Plates

The **kiln** is a job block which can smelt items to produce fuels.

## Obtaining

### Craft

The kiln 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 ×  Dirt
* 4 ×  Bronze Plates
* 2 ×  Copper Parts

## Usage

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

 2 ×  Cokes | * 1 ×  Coal Ore
* 2 ×  Firewood
Honey

**Honey** is a non-placeable item used to craft food such as  Cooked Lobsters,  Cakes,  Perpetual Stews, and  Luxury Meals.

## Obtaining

Honey can only be gathered by a Beekeeper at a  beehive along with  Raw Beeswax. The player cannot gather honey themselves.

## Usage

Honey cannot be used by itself; it is classified as a food item but has no nutritional value and cannot be assigned to colonists.

### Cooking

A Cook can create food using honey at a  Stove. Because honey can be unlocked relatively early in a colony and a beekeeper can produce decent quantities of it easily, honey can be used as an early means to increase happiness.

Honey is used in the following recipes:

* 2 ×  Egg
* 1 × **Honey**
* 3 ×  Berry
* 1 ×  Firewood
  Cooked Lobster |  Stove | * 1 ×  Raw Lobster
* 1 × **Honey**
* 1 ×  Olive Oil
  Perpetual Stew |  Stove | * 2 ×  Boiling Water
* 4 ×  Raw Fish
* 10 ×  Cabbage
* 5 ×  Berry
* 3 × **Honey**
* 1 ×  Olive Oil
* 2 ×  Bread
  Luxury Meal |  Stove | * 2 ×  Chicken Meat
* 5 ×  Cabbage
* 3 ×  Egg
* 3 ×  Bread
* 2 ×  Raw Fish
* 3 ×  Olive Oil
* 2 × **Honey**
* 2 ×  Boiling Water
* 1 ×  Firewood
Gold Ore

Needs | Mined from:

**Gold Ore** is a crafting ingredient mined from infinite gold.

* Infinite Gold

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

## Usage

The gold ore is used in the following recipe:

* Gold Ingot

## See also

* Gold Ingot
* Infinite Gold
Grindstone

Needs | * 1 ×  Planks

The **grindstone** is the job block for the grinder.

## Obtaining

### Craft

The grindstone 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 ×  Planks
* 1 ×  Stone Bricks

## Usage

The grindstone is a job block. It can be used by a colonist to become a grinder.
Linseed Oil

This page is kept for historical purposes.

* 0.7.0

 Needs | For 3 linseed oil:

**Linseed Oil** was an item used as a recipe ingredient.

## Obtaining

### Craft

Linseed oil could be crafted by the crafter on a workbench.

The recipe needed the following ingredients:

* 3 ×  Flax

This recipe yielded 3 linseed oil.

## Usage

Linseed oil was required in the crafting of the following blocks:

* Adobe
* Coated Planks
Dirt

The block of **Dirt** is a block forming the shallow undergrounds.

## Obtaining

### World

Dirt is found just below grass on almost all surfaces of the world, except for those covered by sand. Dirt is usually 4 blocks deep and begins immediately under the one block layer of grass.

Grass will be converted to dirt when using either the Wheat Farmer, Flax Farmer, Alkanet Farmer, Hollyhock Farmer or Wolfsbane Farmer tools.

### Shopping

The merchant can buy 10 dirt blocks at the shop for a cost of:

* 3 ×  Bronze Coins

## Usage

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

### Crafting

Dirt can be used to craft the following blocks (this list is non exhaustive):

* Adobe
Bed

Needs | * 3 ×  Planks
* 3 ×  Straw

**Bed** is a block providing a place to sleep for colonists.

## Obtaining

### Craft

Beds 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:

* 3 ×  Planks
* 3 ×  Straw
* 8 ×  Copper Nails

## Usage

Beds are required to hire colonists. A bed counter is displayed on the top of the screen. If the count is lower or equal to the colonists count, you won't be able to hire colonists.

All jobs use the beds at night, except for night time guards who use bed during the day.
0.2.3

**0.2.3** is the version of *Colony Survival* released on June 30th, 2017. It received 2 hotfixes.

## Changelogs

### Version

* Added cherry tree and saplings (no job)
* Added red planks
* Added black planks
* Monsters now start punching the banner upon reaching it, killing a colonist every so often while doing so.
* Added Brazilian Portugese localization
* Updated Japanese localization to 0.2.0 (and minor fixes) (via Github)
* Small format fix to the French localization (via Github)
* Fixed allowing the server to run multiple times at once.
	+ Now you can only run 1 server at the same time per game install.
	+ To host a server and play singleplayer at the same time copy the server to another folder.
* Made a seperate rendering system for custom meshed blocks using instancing
	+ This fixed the massive lag caused by mass wheat growth/harvesting/planting
	+ Disabled shadows on custom meshes beyond ~48 units
	+ Framerate is much much more consistent, and slightly higher in most situations
	+ Allows use of normal/height maps on meshed blocks
* Fixed inaccurate player collision in 1 direction
* Fixed inability to jump caused by low framerate (<15 or so, also fixes jumping during lag spikes)
* Fixed a case where monsters would just walk back and forward; they only retarget if their new target is actually closer (path-wise instead of direct)
* Fixed the inability of zombies to recalculate a path (they won't walk into a block and die one after another anymore)
* Fixed an issue causing torch shadows to update excessively
* Fixed issues caused by the game assuming another current directory than the one it is contained it.
* Fixed the fully grown wheat stage using the banner's albedo color
* Halved CPU use of rendering point lights
* Removed ~2 kB of garbage generation per frame
* Removed spear.png icon (really, the spear hasn't been touched for >1 year)
* Updated Unity to 5.6.2f1, hopefully fixing the most common crash
* Fixed a missing changelog, add dates to 0.2.1, 0.2.2
* Added another check to ensure the server quits upon client quit
* Nerfed glitched flight speed to 1/5th of base flight speed (with no boost)
* Updated Log Temperate and Log Taiga textures
* Added 1 achievement for getting a cherry sapling.
* Fixed flashing lighting when changing worlds (again, now also fixed backwards in time)

### Hotfix 2017-06-30

* Fixed crafting list not starting at the top
* Disabled scrolling beyond visible range in stockpile & crafting list

### Hotfix 2017-07-01

* Fixed chatbox not working after a few lines
* Updated fr-CA and jp-JP to 0.2.3 (via Github)
Forester

Requires | None

**Foresting** is a job that can be assigned to colonists. Foresters will plant trees and then harvest them again, giving a steady supply of wood. Foresters will always plant the small Taiga and/or Temperate trees, independent from which biome they are in. The area needs to have at least 4 blocks high free space to allow the trees to grow.

Each tree needs to have one empty space around it, meaning every tree requires a 3x3 area. The optimal farm plot size is 3x33 which allows for 11 trees to grow.

Foresters wear dark green clothing.

## Production

Foresters will always plant and grow the trees that are local to the Biome they're in and always only the small tree variant of it. All trees are made up of the same two log types that get harvested, only the type of leaves differ.

* Log Temperate
* Log Taiga
Gunpowder

Needs | * 1 ×  Salpeter

**Gunpowder** is an item used to craft gunpowder pouches.

## Obtaining

### Craft

The gunpowder can be crafted by the Gun Smith at the gunsmith shop.

The recipe needs the following ingredients:

* 1 ×  Salpeter
* 1 ×  Charcoal

## Usage

Gunpowder is required to craft the following item:

* Gunpowder Pouch

## See also

* Salpeter
* Gunpowder Pouch
Dyer's table

The **dyer's table** is the job block for the dyer.

When supplied with the correct materials, the dyer will take blocks and change their colour. Planks, bricks and stone can all be changed in the dyer's table, as well as lanterns and carpets.

## Obtaining

### Craft

The dyer's table 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 ingredient:

* 1 ×  Coated Planks

## Usage

The dyer's table is a job block. It can be used by a colonist to become a dyer.
Leaves Temperate

**Leaves Temperate** is a block forming the leaves of temperate trees.

## Obtaining

Leaves Temperate appear on trees grown up from a sapling. The player can destroy the leaves to obtain the Leaves Temperate block with 60 % chances.

## Usage

Leaves Temperate are a construction block.

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

* Sapling

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

* Sling

## See also

* Cherry Blossom
* Leaves Taiga
0.1.3

**0.1.3** is the version of *Colony Survival* released on June 8th, 2017.

## Changelog

* Boosted minimum distance of monster spawning from 50 to 75 units from the banner
* Make sure colonists go to bed a bit earlier than monsters start spawning
* Fix/workaround an issue in the engine preventing the Linux client from working properly
* Fix an issue with culture-dependent savegames, should be fully culture independent now. (Prevented loading of a saved world on Linux)
* Updated Unity to a newer patch
* Removed stockpile capacity mechanic
* Fixed an issue with missing some chunks after teleporting (due to death).
Gypsum

Needs | Mined from:

**Gypsum** is a crafting item mined from gypsum ore.

* Gypsum Ore

Mining the ore once yields 5 gypsum.

The miner can extract an infinite amount of gypsum from one gypsum ore, whereas the player can obtain a maximum of 5 gypsum from one gypsum ore.

## Usage

Gypsum is required to craft the following blocks and items (this list is non exhaustive):

* Grey Planks
* Plaster Block
* White Lantern
* White Quarter Block
* White Stone Bricks

## See also

* Plaster Block
* Miner
Coffeebean Farmer

The **Coffee Bean Farmer** is a biome specific job only available in the Tropics.

It is a fruit harvesting job type, when the job is created the Farmer will plant fully grown coffee bean trees with one space between them. Once the area is covered with trees the farmer will continuously harvest coffee beans from the trees. Coffee Beans are used to make coffee which is only available in the Old World Biome. The player has to set up trade to transport the beans to a colony in the old world.

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.
0.1.12

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

## Changelog

* Fixed most cases of colonists being loaded to different positions than they're saved at.
* Removed starting difficulty; Always is normal now
* Added toggle for double monsters when making a world
* Added toggle for daytime monsters when making a world
* Fixed smelting gold ore not using fuel
* Added clay
* Added infinite clay (source of clay)
* Added bricks (smelted from clay)
* Fix limits popup instantly appearing after placing a job block
* Fixed alignment of the exit-button-cross of limits popup
* Replaced "Colony Survival Alpha x.x.x" watermark with only the version.
Linen

Needs | For 2 linens:

**Linen** is an item used as ingredient to multiple craft.

## Obtaining

### Craft

Linen can be crafted by a tailor at a tailor shop.

The recipe needs the following ingredients:

* 2 ×  Flax

This recipe yields 2 linens.

## Usage

Linen is required to craft the following blocks and items:

* Clothing
* Linen Bag
* Linen Pouch
* Shop
* White Carpet
* Candle
0.1.9

**0.1.9** is a version of *Colony Survival* released on June 13th, 2017.

## Changelog

* Fixed tree growing replacing stone and other blocks
* Fixed (hopefully) (slowly) glitching into the ground due to rounding errors.
* Fixed errors (and possible glitches caused by them) due to setting indicators on unloaded colonists.
Blue Planks

Needs | For 5 blue planks:
* 5 ×  Planks

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

## Obtaining

### Craft

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

The recipe needs the following ingredients:

* 5 ×  Planks
* 3 ×  Alkanet

This recipe yields 5 blue planks.

## Usage

Blue planks are a construction block and serve no purpose beyond aesthetics.
0.1.7

**0.1.7** is a version of *Colony Survival* released on June 12th, 2017.

## Changelog

* Fix colonists being unable to craft when the limit is set to 'infinite'.
* Allow removing the banner temporarily, but enter siege mode during this time. (Instead of killing all colonists)
* Fix forester not making more than 1 row on some field sizes
* Fixed main menu logo sometimes having a 1 pixel white bar at the bottom
0.5.3

**0.5.3** is the version of *Colony Survival* released on January 26th, 2018.

## Changelog

* Increased stack size of quarter blocks to 60 so it is multiple of the crafting recipe
* Fixed an issue where the servername would get overwritten in gamedata/savegames/server.json
* Fixed an issue preventing lights from updating their shadows in some situations
* Removed QuarterBlockRoot from builtinblocks (didn't exist in the final build of 0.5.2)
* Optimized a method related to finding the closest crate (that really was a slow one)lightly optimized some network traffic (don't send indicator updates if people are out of colonist rendering range anyway)
Crystal

Needs | * 1 ×  Silver Rich Galena

**Crystal** is a crafting item used for crafting lanterns.

The recipe requires the following ingredients:

* 1 ×  Silver Rich Galena
* 1 ×  Charcoal

This recipe yields 1 crystal and 1 silver ingot.

## Usage

Crystals can be used to craft the following blocks (this list is non exhaustive):

* Lantern
Black Stone Bricks

Needs | For 5 black stone bricks:
* 5 ×  Stone Bricks

**Black stone bricks** are a construction block.

## Obtaining

Black stone bricks are crafted by the dyer on a dyer's table, with the following ingredients:

* 5 ×  Stone Bricks
* 1 ×  Charcoal

This recipe yields 5 black stone bricks.

Black stone bricks have a destruction time of 600 for the player, just like stone bricks.

## Usage

Black stone bricks are a construction block and serves no purpose beyond aesthetics.

## See also

* Stone Bricks
* Brown Stone Bricks
* White Stone Bricks
Berry Meal

**Berry Meal** is the consumable food made from Berrys.

The recipe needs the following ingredients:

* 8 ×  Berry

This recipe results in 1 x berry meal. Consuming a meal gives the colony 10 Colony Points

### Food Production

One berry farmer can produce about four meals per day, feeding itself and three additional colonists. The production rate is 1 : 4, meaning about 25% of all colonists need to work in food production. A workforce of 50 berry farmers can feed a colony up to 200 in size.

## See also

* Berry farmer
* Colony Points
* Food
Colony Survival

***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 but fighting and trading cannot be done between players.

## Early Access Release Date

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

## External links

* *Colony Survival* on Steam
* *Colony Survival* Reddit
* *Colony Survival* Discord
Ammunition

**Ammunition** is used by Guards to defend the colony. At the start of a colony only Sling Bullets are available, all other types have to be unlocked via Science first.

### Usage

Ammunition is used by Guards directly from the colony Stockpile, they do not need access to a Crate. The Player can also use it with the respective Weapon and the ammunition placed in the hotbar slots as the player does not have direct access to the stockpile.
0.1.4

**0.1.4** is the version of *Colony Survival* released on June 9th, 2017.

## Changelog

* Added 4 new achievements
* Fixed sun light intensity during sunrise/sunset (was too bright)
* Set unemployed colonist count to red if less than 0
* Improve error messages when there are not enough unemployed colonists (show again if you're creating more jobs)
* Improve error messages for missing items to do jobs (show again if you're creating more missing item jobs)
* Change color of food stored text to orange if it's sufficient for less than 2 days + 50 (cost of recruiting 1 colonist) and to red if it's less than 2 days
0.1.10

**0.1.10** is a version of *Colony Survival* released on June 14th, 2017.

## Changelog

* Fixed flax growth not working after restarting the game. To fix any flax in your savegame, manually delete the seeds & replace them.
* Likely fixed an issue where a chunk would have invalid pathfinding data (causing colonists and zombies to fail to path through it)
* Increased the part of the game that is localizable susbstantially (still missing some server text, quickstart, credits)
* Added text above stockpile describing where things should be for what use.
* Moved some starting items to the stockpile, to lessen the effect of potential death
* Added food value (if it has any) to item tooltip in inventory
* Renamed "starting difficulty" to "starting loadout" for better indication of what it does.
* Remapped debug function keys from F2-F7 to F4-F9 to prevent accidental input from missing F1
* Yet again improved JSON escaping
* Changed description of straw to describe what it's needed for and where it comes from
0.1.6

**0.1.6** is the version of *Colony Survival* released on June 11th, 2017.

## Changelog

* Added key remapping to the gameplay settings menu
* Added a 'no-path' indicator for when:
	+ The job is inaccessible due to being blocked (farm with blocks on/above it)
	+ The job is inaccessible due to job placement (furnace not on the ground)
	+ The job is unreachable from the current location
* Added audio to placing/removing of plaster blocks
* Removed edibility of straw
* Added text to bread to indicate it heals you.
* Improved mouse control options
	+ Added invert x-axis toggle
	+ Added invert y-axis toggle
	+ Use sliders instead of inputfields.
	+ Allow locking together x & y axis sliders
	+ Fixed typo (said sensitivity twice instead of smoothing)
* Limited audio volume to 100% (creates massive distortion above 100%)
* Made audio volume sliders more linear instead of exponential (80% slider is like 80% volume instead of 20%)
Merchant

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

**Buying resources** is a job that can be assigned to colonists. Merchants use shop and coins produced by the minter to buy items such as cherry blossom tree saplings. Merchants must be near a crate so that they can access the stockpile.

Merchants wear red clothing.
Quarter blocks

Stack max | 60

**Quarter Blocks** are a construction and decoration block and are only a quarter the size of a regular block. Their icon looks like stairs, which is their main intended usage. Placed down in the world they are half a block high and allow the Player to step up without jumping.

Colonists and Zombies ignore the quarterblocks completely and can walk through it.

### Variants

The following variants of quarter blocks exist.

The player can only craft Grey Quarter Blocks, all others are produced by the respective Colonists.

### Placement

On placing the player has to select the direction by using the rotation tool `R`. The quarter block will be placed at the side the arrow is pointing at.
Copper Parts

This page is kept for historical purposes.

* Removed with update 0.9.0

 Needs | For 2 copper parts:

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

## Obtaining

### Craft

Copper parts 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

This recipe yields 2 copper parts.

## Usage

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

* Furnace
* Iron Sword
* Matchlock Gun
* Science Lab
* Torch
* Workbench

## See also

* Copper Nails
* Copper Tools
* Steel Parts
Military Science Bag

Needs | * 1 ×  Iron Sword
* 3 ×  Bronze Arrows
* 1 ×  Bow

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

## Obtaining

### Craft

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

The recipe needs the following ingredients:

* 1 ×  Iron Sword
* 3 ×  Bronze Arrows
* 1 ×  Bow
* 1 ×  Linen Bag

## Usage

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

## See also

* Technologist
* Science
0.2.1

**0.2.1** is the version of *Colony Survival* released on June 23rd, 2017.

## Changelog

* Reverted Unity version; new one seems to crash people more often
* Improved server disconnecting, hopefully fixing the 'crash on quit' causing corrupted worlds, and more reliably closing it.
* Fix null ref exception upon quitting the game.
* Fix errors in version updater due to non-existent directories/files
* Made loading more resilient, so one error doesn't break everything.
* Fixed a variety of other smaller errors & catch some errors to prevent cascading of them.
0.1.11

**0.1.11** is a version of *Colony Survival* released on June 14th, 2017. A "sneaky" hotfix was released on June 15th.

## Changelog

### Version

* Added Japanese localization (full credits go to KoutetsuSteel)
* Fixed a pathfinding data corruption caused by: digging a path upwards, starting from the lowest block up, through a chunk boundary
* Changed the 'idle/problem' location of colonists to their job location, to prevent colonists from bunching up & to make it more clear which colonist belongs to which job.
* Improved indicators for crafting jobs; If they are missing items to craft, they'll select a random desired recipe and show the missing item instead of the checkmark.
* Colonists will prefer to stand on the closer side of the block they're moving to, instead of going north-south-west-east in order of preference.
* Added a description to the crafting limits popup to help new players (popup.inventory.stockpiledescription).
* Added 3 missing translation entries (apply, reset in gameplay and audio menus)
* Allow opening of the command tool popup when not aiming at a block in range
* 'Fixed' dragging an area with the command tool - only clicking works
* Increased crafting limit scrolling sensitivity.

### Hotfix

* Fixed instantly placing multiple banners instead of 1.
Copper

Needs | Mined from:

**Copper** is a crafting item mined from copper ore.

* Copper Ore

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

## Usage

Copper is used in the following recipes (this list is non exhaustive):

versions before 0.9.0.0:

* Copper Nails
* Copper Parts
* Copper Tools

from version 0.9.0.0:

* Copper Ingot
* Brass Ingot
Coated Planks

Needs | For 3 coated planks:
* 3 ×  Beeswax

The block of **Coated Planks** is a block used for construction and a recipe ingredient.

## Obtaining

### Craft

Planks can be crafted by the crafter on a workbench.
The recipe needs the following ingredients:

* 3 ×  Beeswax
* 3 ×  Planks

This recipe yields 3 coated planks.

## Usage

Coated planks are a construction block.

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

* Coated Black Planks
* Coated Red Planks
* Dyer's table
* Crossbow
* Gunsmith Shop
* Matchlock Gun
* Tailor Shop
* Technologist's Table

## See also

* Planks
* Coated Black Planks
* Coated Red Planks
Fletcher

The **Fletcher** is a job that can be assigned to colonists by placing the Fletcher's Bench. The Fletcher can craft various forms of defense for your colonists.

## Crafting

* 2 x  Flax
 10 x  Copper Arrow | * 1 x  Copper Ingots
* 2 x  Planks
 1 x  Day Bow Guard | * 1 x  Leather
* 1 x  Bow
 1 x  Night Bow Guard | * 1 x  Leather
* 1 x  Bow
Black Quarter Block

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

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

## Obtaining

### Craft

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

* 4 ×  Grey Quarter Blocks
* 1 ×  Charcoal

This recipe yields 4 black quarter blocks.

## Usage

Black 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

* Dark Brown Quarter Block
* Light Brown Quarter Block
* Grey Quarter Block
* White Quarter Block
Bronze Plate

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

The recipe needs the following ingredient:

* 1 ×  Bronze Ingot

## Usage

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

* Finery Forge
* Gunsmith Shop
* Kiln
* Mint
* Basic Science Bag
* Technologist's Table
Colony Science Bag

Needs | * 1 ×  Bronze Anvil
* 1 ×  Finery Forge
* 1 ×  Matchlock Gun

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

## Obtaining

### Craft

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

The recipe needs the following ingredients:

* 1 ×  Bronze Anvil
* 1 ×  Finery Forge
* 1 ×  Matchlock Gun
* 1 ×  Linen Bag

## Usage

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

## See also

* Technologist
* Science
Cook

The **Cook** works at the Stove to produce meals for the colonists out of food ingredients. Without it only basic food like Bread and Berrys is available. The meals by the cook all give more Happiness bonus than those. Several Biomes have their own unique meals but all meal recipes are available everywhere. The final meals or the ingredients can be traded between colonies.
Mods

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

Colony Survival features an extensive API to allow for **mods** to modify, remove and add content to the game. Mods are distributed via the Steam Workshop.

## List of mods

The game does support mods via the Steam Workshop. The user has to subscribe to a mod and Steam will download it automatically. A mod needs to be activated at the new / load world menu in game.

## Creating a mod

Creating a Colony Survival mod can be done by anyone, even if you have no knowledge of programming.
The Official Discord has a channel dedicated to supporting mod developers. If you have problems getting started or encounter any issues the Discord is here to help.

### Basic

Using only .JSON files you can add or modify vast aspects of the game such as:

* Add new Blocks
* Add new Science
* Add new Crafting Recipes
* Add new Colony Starter Kits

Detailed information on how to structure these files is located on the Colony Survival Github page.

### Intermediate

With basic C# knowledge you write your own code to interface with the Colony Survival API and add more complex blocks and job behavior.

### Advanced

Using tools like Harmony you can patch the Colony Survival code to modify normal functionality, or add your own advanced features not available through the existing API.
Firewood

Needs | For 6 firewood:
 Job | Can be crafted:
* at the Splitting Stump

**Firewood** is an item used as fuel for multiple recipes.

## Obtaining

### Craft

Firewood can be crafted at the Splitting Stump or by the Crafter at the Workbench.

In both cases, the recipe needs the following ingredients:

* 1 ×  Planks

This recipe yields 6 firewood.

## Usage

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

* Bread
* Bricks
* Bronze Ingot
* Charcoal
* Cokes
* Torch

## See also

* Charcoal
* Coal Ore
* Cokes
Bronze Axe

Needs | * 1 ×  Bronze Ingot

The **bronze axe** is an item used as tool by the forester.

### Craft

Bronze axes 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 forester needs a bronze axe to chop trees. Bronze axes must be stored in the stockpile for the forester to equip.

Note
Chopping wood with a bronze axe does **not** go faster than bare hands for the player. This also applies for the bronze pickaxe.
0.2.4

**0.2.4** is the version of *Colony Survival* released on July 3rd, 2017.

## Changelog

* Fixed an exception for trying to delete a non-existant file (part of savegame)
* Fixed an exception for reading empty json files (consider them non-existant now)
* Fixed an exception when writing savegames where part of the path would not exist
* Fixed an issue where you could load world on a deleted world (created new world, 'Invalid launch')
* Stopped showing world folders without settings.json files (basically, empty folders / failed deletions)