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How to play Copperstead

A village-building mod. You lay out the town; settlers do the work; keep them fed, housed and happy, and hold the walls at night.

The idea in one minute

You place a Town Hall and get a small town square. Then you build: a closed room with beds and a Home Marker is a Home, a closed room with a copper chest and a Storage Marker is your Storage Room, and every building and every road you lay grows the village outward. Settlers are your villagers. Give one a token and it takes that job: farmers farm within reach of a Farm Marker, lumberjacks cut within reach of a Lumber Marker, guards fight and sleep in the Barracks, the Trader sorts your Storage Room and sells at the Trading Post bell, the Explorer goes out and brings back maps, visitors and links to other villages, and Builders raise houses, towers and the village wall from a Build Marker. Settlers get hungry, want a bed, and cheer up when they are fed, rested and busy. A happy town with a spare bed grows on its own. Once it is big enough, some nights a Necromancer comes for it with an undead army.

Blocks and items

ThingWhat it does
Town HallFounds the village and its town square. Right-click it with an empty hand for a report: size, buildings, roads, settlers, jobs, beds, raids.
Home MarkerInside a closed room with a bed and a door: the room becomes a Home and its beds house your settlers.
Storage Marker changedInside a closed room with a copper chest: the room becomes the Storage Room, the copper chest is the input. Out in the open it still marks chests within 6 blocks as storage.
Farm MarkerFarmers harvest ripe crops within 8 blocks of it and replant. That field counts as village ground.
Lumber MarkerLumberjacks fell trees within 10 blocks of it and replant saplings. Those woods count as village ground.
Trade Marker newWithin 4 blocks of a bell it makes the Trading Post: the Trader stands there and you trade with it.
Guard Marker newInside a closed room with beds: the room becomes a Barracks where only guards sleep. Hang a bell within 32 blocks of the Town Hall and it rings when a raid starts.
Build Marker newWhere something should be built. Right-click to pick Small Home, Watchtower or Wall segment; sneak-right-click to start; builders do the rest.
Outpost Marker newInside a small closed hut with a bed, up to 512 blocks from the Town Hall: an Outpost that lets your explorer range 300 blocks farther.
Farmer / Lumberjack / Guard / Trader / Explorer / Builder TokenRight-click a settler with one to give it that job. The token is used up.
Settler Spawn EggCreative only. Places a settler. In survival, villages grow on their own instead.
Necromancer Spawn EggCreative only. Starts a fight right now instead of waiting for a raid night.

Creative inventory: search town, marker, token or settler, or open the Copperstead tab. Right-click any marker with an empty hand: it tells you what it does, re-checks its room, or lists what the Storage Room holds.

Your first village, step by step

  1. Place the Town Hall where you want the centre. Chat confirms the village is founded and names it after you.
  2. Storage: build a small room (walls, floor, roof, a door), put a copper chest and a couple of ordinary chests inside, and a Storage Marker. Put bread or other food in the copper chest. Settlers with no food starve, so do this first. In a hurry? A Storage Marker next to a chest in the open works too.
  3. Farm: hoe some dirt near water, plant wheat, wait (or bone-meal it), and put a Farm Marker at the edge of the field.
  4. Trees: put a Lumber Marker beside a few trees.
  5. Home: another closed room with a door, two beds and a Home Marker. One settler per bed.
  6. Settlers: spawn two with the egg (creative) near the hall. Right-click one with a Farmer Token, the other with a Lumberjack Token.
  7. Right-click the Town Hall. It should list the size of your village, 2 buildings, 2 settlers, both jobs and 2 beds.

How big is my village new in 0.5

The village is the shape of what you build, not a circle around a block.

Villages built before 0.5 keep their old 60-block square until the founder runs /copperstead shrink. The command first previews which markers would fall outside; /copperstead shrink confirm does it.

Rename your village with /copperstead name My Town (founder or operator).

Homes

A Home is a closed room with at least one bed, a door, and a Home Marker inside it. When you place the marker the game checks the room and tells you in chat what it found, or in red what is wrong and where.

What counts as a closed room

Why build Homes

The Storage Room new in 0.5

A Storage Room is a closed room with a copper chest and a Storage Marker inside.

The Trader and the Trading Post new in 0.6

A Trading Post is a bell with a Trade Marker within 4 blocks of it. No walls, no roof, no door: it is the one open-air building, a market stall. One per village. A Trader is a settler you gave a Trader Token (emerald + gold ingot); it holds an emerald so you can tell it apart.

What to build

What the Trader does

How to trade

What is sold and bought

The Town Hall report shows Trading Post: at the bell at ...; treasury 12 emeralds; sold today 32 wheat, or No Trading Post: put a Trade Marker next to a bell when you have none yet.

Settlers

Right-click a settler with an empty hand. The first thing it says is what it is doing right now, green when it is working and red when it is stuck, and the red line tells you exactly what is missing. After that comes happiness, hunger, what it carries, its village and its home.

Staying in the village new in 0.9.3

Settlers wander only inside the village. It matters more than it sounds: the Town Hall counts the settlers standing in the village, and a settler outside its bounds belongs to no village, so it is not in the population, takes no job and does not sleep in your beds. One that does end up outside (dropped there, pushed, or the bounds shrank under it) walks back to the Town Hall on its own. A settler at work is left alone, so a builder walling the edge or raising a house on the boundary is not marched home mid-job.

Hunger

Hunger drops one point a minute, so a fed settler is fine for about five Minecraft days. Below 40% it goes looking for food. At 0% it slowly loses health and eventually dies, and you get a red chat message when that happens.

Happiness

Mood drifts toward a target: fed (+), rested (+), working (+), hungry (−), idle (−), hurt (−), outside any village (−), raid in progress (−). Village happiness is the average. It matters for growth.

Levels

Every harvest or felled log gives experience. Level 1 to 100. Higher level settlers work faster.

Beds and sleep

Jobs

Farmer

Looks for ripe crops within 8 blocks of any Farm Marker, walks over, harvests, replants a seed, and pockets the rest. Fetches seeds from the Storage Room when it has none. Unloads at the Storage Room when the backpack is full.

Lumberjack

Looks for a natural tree (a log with leaves above it) within 10 blocks of any Lumber Marker, chops it from the bottom up, and replants a sapling if it has one. Fetches saplings from the Storage Room when it has none.

Guard

Gets an iron sword and extra health, attacks any monster it sees, and fights first, sleeps second.

Trader

Sorts the Storage Room's copper chest into the other chests (item frames on chests are labels), then stands at the Trading Post bell by day. Right-click it to trade: 16 produce for an emerald above a reserve of 32; it buys bread, saplings (oak, spruce, birch) and wheat seeds while it has emeralds and is not selling them.

Explorer

Leaves from the village edge on timed trips and comes back with a link to another village, a map to a nearby structure, or a visitor you can hire with any job token. Outposts extend its range.

Builder

Raises what a Build Site asks for (Small Home, Watchtower, Wall segment) and the village wall, fetching materials from the Storage Room and placing one block at a time. Mends leaking Homes and Storage Rooms with a cobblestone.

Nitwit

A settler with no token. Wanders about the village, eats, sleeps. Slightly unhappy about it.

The Explorer new in 0.7

The Explorer is the one settler that leaves the village. Craft an Explorer Token (emerald + compass) and right-click a settler with it; it picks up a compass and, when the time is right, goes looking for people and places.

What a trip looks like

What it brings back

In this order, the first that applies:

  1. A linked village. Every Town Hall the game has ever counted is known, even far away. If one is within range and not linked yet, the explorer heads for it: "Your explorer found Alice's village 380 blocks north-east. The villages are linked." Both villages hear it; from then on /copperstead status lists "Linked: Alice's village (380 blocks NE, 7 settlers)" on both sides, and each side hears the other's news ("News from Alice's village: a Necromancer attacks!", a traveller settling). Caravans and migration come later.
  2. A map. If a village, pillager outpost, ruined portal, ancient city, trial chambers or woodland mansion lies within range and your village has no map to it yet, the explorer comes back with a filled map marked at the spot and named after it. The map goes into a chest labelled for maps if you have one, otherwise the first sorted chest or barrel with room, never the copper chest (that is the Trader.s input); without a Storage Room the explorer holds it: right-click the explorer with an empty hand to take it. Each place is mapped once per village.
  3. A visitor. If a Home has a free bed and the village's happiness is 50% or more, there is a 50% chance (plus 1% per explorer level, up to 90%) that someone follows the explorer home. "Your explorer is back with a visitor. Give them any job token within a day and they'll stay."
  4. Nothing. "Your explorer is back. Nothing out there this time", with the reason when there is one: "no free bed in a Home, so nobody came along".

Visitors

Outposts and range

Where to look

Raids

Once a village has 3 or more settlers, each night there is a chance (10% plus 5% per settler, up to 50%) that a Necromancer appears at the village edge and marches on the Town Hall. It has a purple boss bar and keeps raising zombies and skeletons that hunt your settlers. Kill it and the village celebrates: every settler gets happier, it drops emeralds, and the Town Hall counts the win. If it wanders off and you kill it later, that still counts.

Guards without a bed fight all night anyway; guards with a bed get up when there is trouble. If you have no guards, expect losses.

Barracks and the bell new in 0.8

A Barracks is a closed room with at least one bed, a door, and a Guard Marker inside it: the same kind of room as a Home (see above), with a different marker. Chat says Barracks #1 recognised: 3x3 room, 2 beds, door at ... when it works, or in red what is missing. The Guard Marker is crafted from an iron sword and a copper ingot.

Who sleeps there

When the bell rings

Hang a bell anywhere inside your village within 32 blocks of the Town Hall (a Trading Post bell counts too). The moment a raid begins the bell rings on its own and everyone in the village reads The bell rings: the dead are coming!

A village with guards but no Barracks works: guards just sleep in Homes and take beds your other settlers could use. The Town Hall report reminds you.

Checking on your guards

/copperstead guards lists every guard of the village you stand in: what it is doing (fighting what, sleeping, mustering, or on watch), where it stands and in which building, its health, and which bed it owns. During a muster the first line says how many seconds are left.

Builders new in 0.9

A Builder (Builder Token: emerald + brick) raises what you mark out. You choose what and where; the builder fetches the materials from the Storage Room and puts the blocks in one by one, lowest layer first. Builders sleep, eat and stay inside the village like everyone else, and build the rest of the time.

A Build Site, step by step

  1. Place a Build Marker (brick + copper ingot) on flat ground, inside the village or within 8 blocks of its edge. The marker is the centre of the footprint at floor level; the blueprint stands on the marker's level, so build on flat ground.
  2. Right-click it with an empty hand to walk through the nine blueprints, one per click: Small Home, Storage Room, Barracks, Farm, Trading Post, Well, Watchtower, Road segment, Wall segment, then nothing again. Each choice shows the outline in copper dust for ten seconds and tells you where you are and what it costs: Build Site #1: Storage Room (2 of 9, needs 46 Cobblestone, 25 Oak Planks, 1 Oak Door, 1 Copper Chest, 1 Chest, 1 Barrel, 1 Torch, 1 Storage Marker). Sneak-right-click to start, right-click again for the next one.
  3. Sneak-right-click to start. The ground must be clear: air, grass, snow, water and flowers give way, anything else stops the start with Clear the site first: there is Stone at .... A started site counts as village ground and appears in /copperstead buildings and in the Town Hall report with its progress.
  4. Put the materials in the Storage Room (or any chest by a Storage Marker). The builder takes up to a backpack of what the site still needs, walks over, swings, and places a block every 1.5 seconds (faster as it levels up; one XP per block).
  5. When the last block goes in: Build Site #1 finished: Small Home. in green for everyone nearby, and the Build Marker is gone. Right-click a started marker to see how far along it is; break the marker to cancel (what stands stays). A finished Small Home hands its spot to a Home Marker; a finished Watchtower or Wall segment keeps its Build Marker standing, stays listed as a building and keeps counting as village ground (break the marker to be rid of it).

The nine blueprints

BlueprintWhat you getMaterials
Small Home5x5 outside, 3 high inside: cobblestone walls, oak-plank roof, an oak door, a bed and a torch, and a Home Marker where the Build Marker stood, so the finished house is a Home on its own.46 cobblestone, 25 oak planks, 1 oak door, 1 bed, 1 torch, 1 Home Marker
Storage RoomThe same room with a copper chest (the input), a chest and a barrel, and a Storage Marker: a working Storage Room the moment it is done.46 cobblestone, 25 oak planks, 1 oak door, 1 copper chest, 1 chest, 1 barrel, 1 torch, 1 Storage Marker
BarracksThe same room with two beds and a Guard Marker: where your guards sleep, and nobody else.46 cobblestone, 25 oak planks, 1 oak door, 2 beds, 1 torch, 1 Guard Marker
FarmA 5x5 field of tilled earth sown with wheat, one water source to keep it wet, and a Farm Marker in the middle. A farmer can start work the moment it is finished.23 dirt, 23 wheat seeds, 1 water bucket, 1 Farm Marker
Trading PostA small stone-brick market square with a bell, two torches and a Trade Marker beside it, so your Trader has somewhere to stand.8 stone bricks, 1 bell, 2 torches, 1 Trade Marker
WellA cobblestone ring two high around a water source, four fence posts and a slab roof. Somewhere for the village to gather.16 cobblestone, 4 oak fences, 9 oak slabs, 1 water bucket
Watchtower3x3 cobblestone shaft six high with a doorway on the north side, a ladder up the middle and a torch on each corner of the top. Climb up and step onto the rim.46 cobblestone, 6 ladders, 4 torches
Road segmentNine blocks of dirt path along the line from the Town Hall. A road that touches the village carries the village edge out with it, so this is how you reach new ground.8 dirt
Wall segment8 long, 3 high, 1 thick cobblestone, across the line from the Town Hall.23 cobblestone

The village wall

/copperstead wall (founder or operator, standing in the village) orders a 3-high cobblestone wall on every edge column of the village. It keeps up on its own: as the village grows, new edge columns are added to the job, and when everything stands the report says so and keeps watching. Two builders on the same job never build the same block or spend the materials twice. Where a road crosses the edge the wall leaves a gap: that is your gate. Columns with something already in the way are skipped and counted. The report line reads Wall: 212 of 640 blocks placed; /copperstead wall stop cancels the rest.

Repairs

When a Home or Storage Room is BROKEN because it leaks (the report says the room leaks near ...), a builder fetches the same block the wall or roof is made of (cobblestone if the Storage Room has none of it), closes the gap, and the Town Hall re-checks the room: Home #1 repaired: cobblestone at ..., whole again. A room broken for another reason (no bed, no door, too small) is yours to fix.

What the builder says when it is stuck

/copperstead build lists every Build Site here with its blueprint, its marker position and its progress. Every choice, start, tenth block and finish is in the beta log.

Commands

/copperstead statusReport for the village you are standing in.
/copperstead settlersEvery settler in that village and what it is doing.
/copperstead buildingsEvery recognised building here and whether it is whole.
/copperstead storageThe ten biggest stacks in the Storage Room.
/copperstead tradeThe offers the Trader would show right now, and the treasury.
/copperstead buildEvery Build Site here, its blueprint and progress.
/copperstead wallBuilders raise a cobblestone wall around the village edge, gaps at the roads (founder or operator); wall stop cancels.
/copperstead explorerExplorers away and back, visitors, Outposts and range, linked and known villages.
/copperstead guardsEvery guard here: where it is, its health, and whether it is sleeping, mustering or fighting.
/copperstead name <text>Rename your village (founder or operator).
/copperstead shrinkOld village: preview switching to the normal town square; shrink confirm does it.
/copperstead villagesAll loaded villages.
/copperstead bug <text>Report a problem. It goes into the beta log with your position.
/copperstead note <text>Any other feedback, same place.

Recipes (survival)

Town Hall8 copper blocks around 1 emerald.
Home Markerany bed + copper ingot.
Storage Markerchest + copper ingot.
Farm Markerwheat + copper ingot.
Lumber Markerany log + copper ingot.
Trade Markerbell + copper ingot.
Guard Markeriron sword + copper ingot.
Build Markerbrick + copper ingot.
Outpost Markercompass + copper ingot.
Farmer Tokenemerald + wheat.
Lumberjack Tokenemerald + any log.
Guard Tokenemerald + iron sword.
Trader Tokenemerald + gold ingot.
Builder Tokenemerald + brick.
Explorer Tokenemerald + compass.