Settlements

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Settlements are Player made Villages. To start one, craft a Settlement Flag and place it down. Settlers can be recruited to join your settlement at other villages, or when you run into them in the world.

For more settlers to join, you need to build beds in houses.
A house or room needs to be closed off via Walls and have a door. If there is no bed, no valid flooring, and no light source, their happiness will take a penalty.
Settlers will have jobs in a settlement, which they perform around their house (usually 100 tiles radius). The Settlement Flag location does not matter.

The Settlement Interface is displayed when you use the Open settlement keyboard Control (C by default). It is used to control your Settlement and to automate the actions of your settlers within it.

Multiple Settlements[edit]

Additional Settlement Flags can be crafted and placed on islands without an existing player or NPC Settlement.

As with your first settlement, an Elder will arrive shortly.
NPC arrivals and raids will mention to which settlement they belong.

Quests are seperate for each Settlement, but Boss Quests will autocomplete if you already killed them.
Please note that Quests currently do not show to which settlement they belong.

Once you have 2 settlements you can choose to which one you recruit new settlers, you can also send settlers from one settlement to another. To do so, press the Open settlement button (C by default), then Settlers, and on the settler you want, click Move settler to another settlement, then select the settlement you want.

Settlement Chests[edit]

To allow settlers to use Storageboxes and Chests, Right-Click the chest to open its inventory, then press the Settlement Button at the top. In the next screen, you can choose what items are allowed inside this chest.









Jobs[edit]

Example of a Farm

Farming[edit]

A Settler with the farming skill will farm Farmland around his house

Make a Farmland field close to the settler's house, and plant the seeds yourself.
Once the seeds can be harvested, the settler will replant them.
Be sure the settler has access to a chest with Seeds and Plants Allowed.




Fertilize[edit]

The Farmer will fertilize Farmland that is within an assigned Fertilize Zone around his house.

Press the Open settlement button (C by default), then Assign work, and choose Assign fertilize zone, then select the land you want to use.
The Farmer will fertilize Farmland with planted seeds.
Fertilized Farmland speeds up growth of the crop.
Be sure the Farmer has access to a storage with Fertilizer.


Example of fenced in Animals. The Cows will eat and eventually reproduce automatically because they have a Feeding Trough with Wheat inside, the Sheep won't.

Animal Husbandry[edit]

The Animal Keeper will take care of Animals around his house.

You will want your animals to be fenced in. Make some Fences, (ex. Wood Fence) and a Gate (ex. Wood Fence Gate), and place them near the Animal Keepers house. Press the Open settlement button (C by default), then Assign work, and choose Assign husbandry zone, then select your entire fenced area.

For how to find, tame, and benefit from animals, visit the Domesticated Animals page.




Forestry[edit]

A Forestry zone can be assigned for all Settlers to work in.

Press the Open settlement button (C by default), then Assign work, and choose Assign forestry zone, then select the land you want to use.
Next, plant some Saplings in the selected area, and be sure to place a chest nearby with Saplings and Logs allowed.
Settlers will automatically replant Saplings from the cut trees.
By left clicking the highlighted zone, you can configure the Sapling type they will replant, and if they should cut or replant in the first place. The latter can be useful if you want to get rid of trees in a large area.



Other Tasks[edit]

When you set Recipes in Crafting Stations, Settlers will use available Items from Chests to craft these recipes.
To set up a recipe, Right-Click a Workstation, and press the Settlement Button at the top.
In the next screen, press Add Recipe, and choose an item. To change the amount of items the settlers will craft, use the '+' and '-' in the itemline.
For other settings, like 'Do until X' or 'Do Forever', press the arrows button in front of the '-', and choose the option.
Holding shift and left clicking the '+' or '-' will move the number up or down by 10.

Example:
A Settler can farm Wheat automatically, and put it in a Chest.
Place a Grain Mill nearby, and add the 'Flour' Recipe, so Settlers will get the Wheat, and make Flour.
Place a Cooking Station nearby, and add the 'Bread' Recipe. Settlers will get the Flour, and make Bread.




Settlement Quests[edit]

Settlement quests are Quests given by the Elder settler. The quests follow the intended Boss progression by first giving a regular quest to obtain an item from the next area, and then the quest to kill the boss from that area. After completing the first area quest, you can always take more regular quests from a pool of all the areas you have completed quests in. The kill boss quests give unique items as a reward, only obtainable from settlement quests. After the first time obtaining these unique items, they will start to be sold by the Traveling Merchant. Other quests give various rewards including rare ones like trinkets for the Toolbox and some unique costumes.

Quests from the same settlement are shared between all players that accept it. If one player completes it, other players will not be able to. The quest progression is unique to the settlement, meaning if you start a new settlement, you will have to start from the first quest tiers.

Equipment[edit]

Settlers can be equipped with Armor and Weapons. By default, they will grab the best equipment from chests that they can access. You can customize what they can equip, and if they automatically equip gear by pressing the Open settlement button (C by default), then Equipment, and configuring it there.

To directly equip gear, place the gear into your inventory, talk to the settler, and select the 'Let's look at your equipment' dialogue option.

Note: Settlers cannot use summoner weapons and thus don't benefit from summoner armor.

Happiness[edit]

There are 5 different ways to increase settler happiness. Having more than 100% happiness on a settler has no effect.

Happiness Levels Happiness
Unhappy 30%+
Somewhat Happy 50%+
Even more Happy 60%+
Very Happy 70%+
Extremely Happy 90%+

Effects of Happiness[edit]

Happy settlers give better shop prices and take shorter work breaks. If they get unhappy enough, they'll go on strike until you improve things.

Shop prices are determined based on the item's minimum and maximum price, and a range. Happiness then interpolates between the minimum and maximum with range applied randomly afterwards. If the settler is happy, buying an item from a them reduces the price, while selling increases its sell value. Example for player buying an item: If the minimum is 100, maximum is 200, and range is 10, it means a settler with 50% happiness will have a random price between 145 and 155. With 100% happiness it will be between 100 and 110. And for 0% between 190 and 200.

Happiness also gives other benefits such as increased chances of good enchantments when enchanting with the mage.

Food Quality[edit]

Having settlers eat better quality food is perhaps the easiest way to increase their happiness.
Settlers will only eat from chests assigned as settlement storage.

Food quality Happiness
Simple +10%
Fine +20%
Gourmet +35%

Use the Diets button in the Settlement Interface to control which food your settlers can eat. For the best happiness gains, you should limit their choices to Gourmet Food items, when possible.

Room Size[edit]

Providing your villagers with larger rooms will increase their happiness.

Name Internal tiles Happiness
Baby 0-9 +0%
Tiny 10-19 +4%
Small 20-24 +8%
Mediocre 25-29 +10%
Decent 30-39 +12%
Large 40-49 +15%
Huge 50-59 +18%
Enormous 60+ +20%

Furniture[edit]

Providing your villagers with more varied furniture will increase their happiness. A room's furniture score is based on the different types, with each unique type increasing the score by one. Examples of furniture types are: chairs, tables, beds, clocks, dressers, flower pot, candelabras, etc. The same type of furniture only takes effect once (e.g. a desk and a modular table will only count as 1 point towards the furniture score). With only a bed, the furniture score starts at 1 - dull. Six more furniture types are needed to reach the unrivaled furniture score.

Name Score Happiness
Plain 0 +0%
Dull 1 +4%
Simple 2 +7%
Normal 3 +10%
Good 4 +13%
Impressive 5 +15%
Wonderful 6 +17%
Unrivaled 7 +20%

An example furniture combination with a cheap material cost while still reaching the unrivaled score would be: 1 bed, 1 chair, 1 candelabra (handles settler unhappiness being in the dark while also being a furniture type), 1 desk (or modular table), 1 toilet, 1 dresser, and 1 flower pot (with an installed flower).

Diet Variety[edit]

Providing your villager with a wider variety of foods for them to eat will increase their happiness.

Name Different Foods Happiness
No Variety 0 +0%
Slightly Varied 2-4 +10%
Somewhat Varied 5-7 +20%
Nicely Varied 8-11 +30%
Extremely Varied 12+ +40%

Use the Diets button in the Settlement Interface to control which food your settlers can eat, ensuring that they have a choice of at least 12 food items, if possible.

Settlement Size[edit]

A larger settlement can negatively affect villager happiness. Settlement size increases as you invite settlers to your settlement.
Initially, settlers receive a large bonus to happiness. However, as the settlement grows this bonus decreases by 10% per tier.

Size Settlers Happiness
Tiny 0-5 +40%
Small 6-11 +30%
Medium 12-17 +20%
Large 18-23 +10%
Huge 24+ None

Barracks[edit]

If settlers have to share a sleeping area, they will have decreased mood. This caps off at -50 mood.

Number of Settlers Happiness
2 -20
3 -30
4 -50?