Buildings & Construction
Town structures, player houses, and placeable walls share one interior and door model. Costs and placement are server-checked. Clients draw the result.
Town buildings
A segment places a building by footprint, label, and interior_blueprint. Blueprints live in the content files. The play client enters through the door; the interior is a pocket larger than the exterior shell.
Authored structures may set door_hours (open / close as game-clock HH:MM, optional closed_message with {open}). Omitted hours means always open. Outside the window, exterior enter is refused. Exit from inside always works.
content editor: World → Map layout for the footprint, World → Building interiors for rooms, doors, and floor paint. Interiors can stamp terrain tiles and blocking props per floor. Omitting floor terrain leaves a flat room color.
Player houses
Property builds use the same runtime building, interior, door, and privacy stack as town buildings. They do not use a separate schematic catalog.
| Rule | Behavior |
|---|---|
| Where | Owned property plot only (deed-holder) |
| Pad | All tilled cells on the plot must form one solid axis-aligned rectangle. The exterior shell equals that rectangle |
| Count | One building per plot |
| Cost | Materials from a chosen wall pack and roof pack, times area. Craft time scales with size and the pack’s tick multiplier |
| Door | Auto-placed toward the nearest road, with a chest-style lock and key. f opens or closes. Enter goes in when the door is open, and exits from inside even if locked. l locks or unlocks when closed. A lock blocks entry only |
| Interior | Starts as one main room, larger than the shell. The owner splits rooms and pays copper on confirm |
| After build | Tilled cells under the shell clear. Cells outside the footprint stay farmable |
| Crown sell or unpaid upkeep | The building is demolished. Storage, lodging, and placed items are evicted |
| Deed trade | The building transfers. The door lock and key are re-minted for the new owner. Previous contents are evicted |
| Privacy | Indoor chat, speech, and sound follow the same rules as authored buildings |
Player houses ignore door_hours. Privacy is the key.
Materials are the content files. Wood and stone packs each supply a wall set and a roof set. Quantity is ceil(area_m2 * per_m2). Settings are plot_building and interior_edit in server settings. See Property plots.
Builder props
Players also craft props and drop them on the 1 m grid. Persistence, ownership, and pickup use the same placed-prop records as chests.
Outdoor placement is allowed only when both of these pass:
- Your own plot overrides the boundary zone: walls, doors, and lights can be placed there even when Allow player content is off.
- Elsewhere, the winning boundary zone must have Allow player content checked. No boundary zone means wilderness, which is allowed. Someone else’s plot, including an unclaimed crown plot, is still refused.
- A light with Free placement ignores plot boundaries and boundary zones outdoors. Campfires use this. Other lights, walls, and doors do not. Indoors, builder props still only fit inside your own house.
The winning zone is the one with the highest z_order. Own plots and own house interiors skip that outdoor boundary check.
| Item | Role |
|---|---|
| Stone wall | Wall, either facing |
| Stone door | Door in that course. Placing it on a wall cell replaces that segment |
| Torch post | Light, oak log or lumber |
| Oil lamp | Light, oil fuel |
R cycles the next wall or door between an east–west run and a north–south run. Closed doors block. F opens or closes them. Anyone may toggle a door. Pickup stays with the owner.
Lights emit during their authored phases while they have fuel. Outdoors they stay dark by day. At night, F douses or relights them. Inside a building, F lights or douses them at any hour and does not pick the lamp up. B on the placed prop lists each fuel (Refuel with Log (+4)) and Repair… when the tank or structure HP is not full. One of that item is spent until the tank is full. A light placed on the interior map stays lit for ambience.
decay_days is real-world days from full structure HP to broken. 0 turns decay off. Stone wall, stone door, and torch post last 30 days. An oil lamp does not decay. At 0 HP the prop stays in place, stops blocking, and a light will not burn. The client draws shared rubble. The owner repairs it in place. A destroyed prop stays destroyed if it is picked up and placed again. destroyed_lifetime_days is how long rubble stays before it is removed (7 days on repairable props, 1 on campfire by default; 0 keeps rubble until pickup). Repair clears the timer.
On your plot or inside your house, only you can damage your props. content editor: Items → placeable → builder role, structure HP, lasts (days), repair materials, and the light block.