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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, once it has trained at the job's school, 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.

The village at spawn new in 0.10.1

The world was reset on 8 September 2026, and you now spawn beside the Town Hall of a finished village. It is a working example of everything on this page, built by hand by the server owner, so walk round it before you build your own. Every building has a sign on it saying what it is and how to make one yourself.

What is where

It is the shared demo. Read it, right-click everything, watch the settlers work, but build your own village a good distance away so the two do not overlap.

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, lamps, 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, and any chest in it is the armoury guards take their kit from. 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.
Forge Marker new in 0.11Put it inside a closed room with a furnace and an anvil: miners smelt ore and forge guard kit there. See The Forge, and the four Ages.
Farmer / Lumberjack / Miner / Guard / Trader / Explorer / Builder Token changedRight-click a settler with one and, if the job's school exists and the village can afford the tuition, it enrols as an Apprentice; the token is spent and the job itself arrives 3 to 5 minutes later, at graduation. See Apprentices and schools.
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.

Stock: the five things your village runs on new in 0.11

Your village runs on five things, and all five are real items in real chests: Food (anything a settler can eat: bread, carrots, potatoes, apples, cooked meat), Wood (logs of any tree), Stone (cobblestone, cobbled deepslate and stone), Iron (iron ingots) and Emeralds. Nothing is minted and nothing is abstract: if the copper chest holds 40 bread and a barrel holds 56 carrots, the village has Food 96, and when it pays 8 Food for something, 8 of those items leave a chest.

Where the stock is

Seeing it

Paying from it

The Trading Post is the valve

For operators

Nothing is ever made from nothing. If a number in the stock and a hand count of the chests disagree, type /copperstead bug and say so.

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

Children and founders new in 0.11

A village grows by having children, and a child costs something. Every 3 minutes a happy village (average happiness 60) with a free Home bed, no raid on, at least 2 grown settlers and 16 Food in stock has a child, and the birth takes 8 Food out of the Storage Room (/copperstead stock shows it as a child was born). When the timer fires and something is missing, chat says so once: The village wanted to grow but needs 16 Food (have 4), and the Town Hall report says the same every time you read it: Next birth in 120 s: needs 16 Food (have 4), 2 grown settlers (have 2), a free Home bed (yes), happiness 60 (have 63).

What a child is

Founders

When you place a Town Hall on empty ground at least 64 blocks from any other Town Hall, two grown settlers arrive within 5 seconds (Two settlers have arrived to found Ben's village.) so you can start at once. The rules, each with its own message when it stops you:

Commands

CommandWhat it does
/copperstead familyEvery child here and when it grows up, what the next birth still needs, and whether this village got its founders.
/copperstead family birthA child now, at the usual price and needs (16 Food in stock, 8 taken, 2 grown settlers). Operators.
/copperstead family growThe nearest child grows up now. Operators.
/copperstead family hunger <0-100>Set the nearest child's hunger, to watch its growing stop under 40% and start again. Operators.

The Town Hall report and /copperstead status carry a Children: 1 (grows up in 14 min) line. Every birth, refusal, founding and growing-up is in the beta log.

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 a plain iron sword and extra health, attacks any monster it sees, and fights first, sleeps second. Anything better than that sword it fetches itself from the armoury (any chest in the Barracks; see below), and with a bow and arrows it becomes an archer.

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. When there is nothing else to build, keeps the village lit with torches from the Storage Room.

Nitwit

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

Apprentice new in 0.11

What a token makes first, not the job itself. Carries a stick, wears the tag Apprentice <Job>, and trains at the job's school (3 minutes, 5 for a Guard) before graduating into the job. See Apprentices and schools.

Child new in 0.11

A half-size settler born to the village rather than hired with a token. Follows a grown-up by day, sleeps in a Home, and grows up into a Nitwit after 20 minutes of being fed. See Children and founders.

Miner new in 0.11

Digs in a whole Mine (a shaft 3 deep with a Mine Marker at the mouth). Once its Mine is worked out, once the village has no Mine at all, or whenever the armoury wants more Iron than the stock holds, a Miner works the Forge instead: smelting raw ore into ingots and forging what the Guards are short of. See The Forge, and the four Ages.

Apprentices and schools new in 0.11

Jobs are learned, not handed out. A token no longer turns a settler into a worker; it enrols one. Right-click a grown settler with a token and, if the job's school exists in the village and the village can pay, the token is spent, the tuition leaves the stock, and the settler becomes an Apprentice: it wears the name tag Apprentice Farmer, carries a stick, walks to the school and trains there. When it is done, everyone within 64 blocks reads Settler 1a2b3c4d is now a Farmer (trained 3 min at the Farm Marker) and it gets to work.

Where each job is learned, and what it costs

JobSchoolTimeTuition
Farmerany Farm Marker3 minutes8 Food
Lumberjackany Lumber Marker3 minutes8 Food
Minera whole Mine (a shaft 3 deep with its marker at the mouth)3 minutes8 Food, 4 Wood
Buildera registered Build Marker3 minutes8 Food, 8 Wood, 8 Stone
Traderthe bell of a whole Trading Post3 minutes8 Food
Explorerthe Town Hall3 minutes8 Food
Guarda whole Barracks; at most one Guard per Barracks bed5 minutes16 Food, 2 Iron

How training works

Retraining, and who is unchanged

Commands

/copperstead trainEvery apprentice here: what it learns, how many minutes it has, where its school is and what was paid.
/copperstead train <job> [now]Enrol the nearest settler without a job at that job's school, paying the tuition (founder, trusted or op; no token needed). With now (op only) every apprentice of that job graduates at once.
/copperstead schoolsWhat can be taught in this village, where, how long it takes and what it costs.

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

Each night there is a chance that a Necromancer appears at the village edge and marches on the Town Hall, but only once your village is a Hamlet (a whole Home, a whole Storage Room, a Farm Marker and 4 grown settlers) and only with a player within 96 blocks of the Town Hall changed in 0.11: nobody has to fight a raid nobody sees, and a village that is still a Camp is never touched. It has a purple boss bar and keeps raising undead that hunt your settlers, in unit types and numbers set by the village's rank — see Raids have unit types for the full roster and the arithmetic. Kill the Necromancer and the village celebrates: every settler gets happier, the dead pay in emeralds and iron, 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. Any chest inside the Barracks is the village armoury: what you put there, guards come and take (see The Armoury and archers, below).

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.

Raids have unit types new in 0.11

The dead come as an army, and the army has jobs like your guards do. Every unit renders with a vanilla model; what makes it a unit is what it does and what it pays.

UnitWhat it doesWhat it pays when it dies
Risen Zombie (grunt)Walks at your settlers. Burns by day.1 emerald, one time in four
Risen Skeleton (archer)Shoots your settlers from range. Burns by day.1 emerald, one time in four
Bone KnightA Risen Zombie in an iron helmet and chestplate with an iron sword. The kit never drops.1 emerald, every time
Risen BruteA third larger than a zombie, 40 health, hits for 7, slow, shrugs off half of every knockback. Breaks wooden doors on every difficulty and does not burn by day (it is on the Husk model).2 iron ingots
Grave HoundOn the Spider model: 16 health, bites for 3, climbs walls, and hunts settlers in full daylight (a vanilla spider only hunts in the dark).nothing
NecromancerLeads them, marches on the Town Hall, keeps raising more while it lives. Its health depends on the rank.3 to 6 emeralds

The rank

Every raid has a rank from 1 to 5, fixed the moment it starts: 1 + (raids won ÷ 2) + (settlers ÷ 8), whole numbers, children included, capped at 5. A village of 14 with 2 raids won is rank 3 (1 + 1 + 1); a village of 40 with 6 raids won would be 9 and is capped to 5. The rank sets three things:

When a raid starts, chat says the arithmetic: Rank 3: the Necromancer has 100 health and comes with 2 Risen Zombies, 1 Risen Skeleton and 1 Risen Brute. The raid still ends the moment the Necromancer dies; a minute later whatever is left of its army crumbles within 48 blocks of the Town Hall. A raid that is called off (the Necromancer wandered out of the loaded world for 3 minutes) leaves its army walking. A door a Brute broke is yours to replace.

When the dead do not come

Guards harden

Every raid a Guard lives through, alive and within 48 blocks of the Town Hall when the Necromancer dies, gives it +1 armour, up to +5. It shows at once (Your guards hardened: ... now veteran +1) and it survives a restart. It comes from fighting, never from the settler's level: a level-30 farmer handed a Guard Token starts at veteran +0. Retrain a Guard as anything else and the armour and the count are gone within a minute; enrol it as a Guard again and it starts over at +0.

Kit: eight arrows make an archer

A bow in the Barracks chest only makes an archer when the chest also holds at least 8 arrows (it used to take one). With 7 arrows a guard keeps its sword, and on the same visit it still takes a better sword if there is one. With 8 it takes the bow and up to 32 arrows, gathered from every arrow stack in the chest.

Commands

Every raid, refusal, crumble and hardening is in the beta log: RAID Rank 3: ..., raids are off for this village, the dead ignore a Camp, nobody within 96 blocks of the Town Hall, the dead crumble, survived the raid: veteran +1.

The Armoury and archers new in 0.10.1

Guards are not handed gear out of thin air. A new guard gets a plain iron sword and that is all; anything better has to be something the village actually owns and has put in a chest. Any chest inside the Barracks is the armoury. A village with no Barracks uses its Storage Room instead, so putting armour in the store is enough to see guards wearing it.

How a guard kits up

Archers

Right-click a guard with an empty hand: an archer says shooting at .... The demonstration village at spawn has one, kitted from the Barracks chest.

Banners, bells and orders new in 0.11

Settlers are pieces you place. Three gestures, all with an empty hand, move them: sneak-click a settler to make it follow you, click a banner to post your followers there, click a bell to call the guards. Only the founder, a trusted player (/copperstead trust <player>) or an op gives orders; anyone else reads Only the founder, a trusted player or an op gives orders here and nothing happens.

Follow me

Post at a banner

Bells: muster and rally

From the console

Every gesture has a command, so a server console can do it with execute positioned <x y z> run copperstead ...: /copperstead order follow <player> [nearest|guards|all] (the nearest free settler, every free Guard, or everyone free follows that player), /copperstead order post x y z [radius] [guards|all|nearest|followers] (posts them at that point; followers means whoever follows the player who typed it, so a console says guards), /copperstead order release [all], /copperstead orders (every order in the village and the muster), and /copperstead rally [x y z|hall] (a muster with no bell). The Town Hall report shows Orders: 2 posted, 1 following, and right-clicking a settler with an empty hand shows what it was told to do.

Numbers in one place: follow 5 minutes within 3 blocks, post one day within 3 blocks for 1 Food, banners within 16 blocks of the edge, a meal under hunger 15, musters 60 seconds. If the game and this page disagree, type /copperstead bug and say so.

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.

The Forge, and the four Ages new in 0.11

Iron is the last stock to close. Miners dig raw iron out of the Mine, and once you have a Forge a Miner with nothing left to dig smelts that iron and forges what your Guards are short of. Ages are your score: four steps read off what stands in the village, announced when you reach one, and dropped again while a building is broken. Nothing here is minted: every arrow, sword and helmet is paid out of the stock, and the game tells you the price first.

The Forge

A Forge is a closed room with a furnace (or a blast furnace), an anvil and a Forge Marker (anvil + copper ingot) inside it. Right-click the marker: Forge #1: OK, or in red A Forge needs a furnace and an anvil in this room. The anvil may stand on the floor of a 3x3 room; it counts as furniture, like a bed. The Engineer hands over the Forge plan after you have a whole Mine (46 cobblestone, 25 oak planks, 1 oak door, 1 furnace, 1 anvil, 1 torch, 1 Forge Marker), and the anvil in that bill is the real price of a Forge. A village has one working Forge at a time; a broken one is listed as Forge #1 BROKEN in the report until you fix the room.

Smelting

A Miner works the Forge when its Mine is worked out (waiting: this Mine is worked out), when the village has no Mine at all, or when the armoury wants more Iron than the stock holds. It takes up to 8 raw ore of one kind (raw iron, raw copper or raw gold) out of storage, or the ore it dug itself and still carries, together with the logs to burn them, 1 log for every 1.5 ore, so 8 ore take 6 logs (/copperstead stock shows Wood -6 under smelting 8 Raw Iron at the Forge), puts them in the furnace, waits beside it while it burns (10 seconds per ore in a furnace, 5 in a blast furnace) and carries the ingots back to storage, where they count as Iron (+8 under smelted at the Forge). Its status line says every step: smelting 8 Raw Iron at the Forge (took 6 Oak Log), brought 8 Iron Ingot from the Forge to storage. Night, hunger or a fresh rock face interrupt it and it picks the batch up where it left it; nothing in the furnace is lost. Without logs it waits and says so: waiting: 8 raw ore to smelt but no Wood for the furnace.

Forged kit

With the smelting done, or whenever the armoury (every chest inside the Barracks; the Storage Room when there is no Barracks) is short, the Miner forges at the anvil: 5 seconds a piece at level 1, faster as it levels up, paid out of the stock the moment the hammering starts, all or nothing. It only makes what is short, and the Guards fetch it from the chest themselves.

PiecePrice (in stock order, as the game prints it)When it is short
8 arrows1 Wood, 1 IronFewer than 64 arrows in the armoury. Guards take 32 a trip, so this is the piece it makes most.
Bow3 WoodFewer than one bow per two Guards, rounded up; bows in Guards' hands count. Two Guards and one bow: nothing; three Guards: a second bow.
Iron Sword1 Wood, 2 IronA Guard with an empty hand and no sword in the chest.
Iron Helmet5 IronA Guard lacking that piece and none of it in the chest.
Iron Chestplate8 Iron
Iron Leggings7 Iron
Iron Boots4 Iron

A village with no Guard is short of nothing: the armoury is nobody's until there is one. What the stock cannot pay for is said once in the Miner's status line, in the report and in /copperstead forge, in red: cannot forge an Iron Helmet: needs 5 Iron, has 1; the Miner then makes the next piece it can afford, and goes back to smelting when the shortfall is Iron. Status lines to expect: forging 8 arrows for the armoury (took 1 Iron, 1 Oak Log), then put 8 arrows in the armoury chest at .... If the armoury chest is full the piece goes to storage instead of being lost.

The four Ages

An Age is never stored; it is read off the village every 5 seconds, and every settler count means grown settlers: children do not count until they grow up (apprentices do). Each Age needs everything the one before it needs, so a broken roof drops a Town to whatever still stands, and nobody loses a job over it. When your village reaches a new Age everyone nearby reads Your village has reached Age II: Hamlet. with the level-up sound and every settler gains 10 happiness, once: fixing a roof brings the Age back quietly.

AgeNeeds (on top of the Age before)
I: CampA Town Hall. The dead ignore a Camp: no raids until you are a Hamlet.
II: Hamleta whole Home, a whole Storage Room, a Farm Marker, 4 grown settlers
III: Villagea whole Trading Post, a whole Barracks, a whole Well, 8 grown settlers, 1 raid won
IV: Towna whole Forge, a finished Watchtower, 12 grown settlers, 3 raids won

/copperstead age prints exactly where you stand: Age I: Camp. Age II needs: a whole Home (no), a whole Storage Room (no), a Farm Marker (no), 4 grown settlers (have 2)., one row per line, green when met and red when not; a child shows as 4 grown settlers (have 3, plus 1 child). The same line sits in the Town Hall report. A Well or a Watchtower counts once its Build Site says finished and its Build Marker still stands.

Commands

Lamps new in 0.10.1

Builders keep the village lit. A dark village is a village monsters spawn inside, so when no Build Site, wall or repair has any work, a builder walks the village on an 8-block grid and puts a torch wherever the ground is dark (block light 1 or less), open and firm. A torch lights 14 blocks, so with one every 8 there is no black ground left between them.

The Engineer: the whole tech tree new in 0.11

The Engineer walks into your village 5 minutes after you found it, as long as somebody lives there: no Home needed any more, because the Home is the first thing he teaches. Right-click him with an empty hand and he gives the next plan and, with it, the first token of the job that plan needs. Later tokens you craft yourself: an emerald plus the job's item. Only the founder, a trusted player (/copperstead trust <player>) or an op gets plans and tokens; everyone else is told whose village it is and how to start their own.

The order, and what each step waits for

The first four come one at a time, in order, because that order teaches the game. Once the fourth is handed over he opens up: every later step comes the moment the village has earned it, several in one click.

#He hands overWhen the village has
1Small Home plan + Builder Tokennothing: the moment he arrives. With it he says: there is no Lumberjack or Miner yet: cut the first 8 logs and 8 cobblestone yourself and drop them in the copper chest (the Builder's tuition).
2Storage Room plana whole Home
3Farm plan + Farmer Tokena whole Storage Room
4Barracks plan + Guard Token1 trained Farmer
5Well plana Farm Marker (registered; a Farm is never a "whole building")
6Trading Post plan + Trader Token3 settlers
7Lumberjack Tokena whole Storage Room
8Miner Token4 settlers
9an errand, no book: Dig a Mine: a shaft 3 deep with a Mine Marker at its mouth.done when a whole Mine stands
10Forge plana whole Mine
11Watchtower plana raid held off
12Wall segment plana whole Barracks
13Explorer Tokena whole Trading Post

Ask him when nothing new is earned and he says what he is waiting for: I will hand over the Barracks plan and a Guard Token when this village has 1 trained Farmer. If the last plan he gave you is still in your pack, he reminds you: You have the plan for a Small Home already. Put it on the podium. A village upgraded from 0.10 keeps everything its Engineer already handed over; the 0.10 chain that waited for "a whole Farm" (which could never be) now waits for a Farm Marker, so the Well comes on your next click.

The podium

Strangers and the Founder's Charter

If he dies

An Engineer that has been missing from his village for a minute is written off: The Engineer of <village> is gone. Another will find the village in about 5 minutes. The new one walks in 5 minutes later and remembers every plan and token the old one handed over.

Founding a village

Placing a Town Hall now tells you the new flow: two settlers come with a Town Hall placed at least 64 blocks from any other, the Engineer walks in 5 minutes later, and the first things to place are a lectern (his podium), a Storage Marker beside a copper chest with bread in it, and a Build Marker where the first Home should stand.

/copperstead engineer says how many of the 13 steps he has handed over, what he is waiting for, what the podium holds, and what is earned and waiting for a right-click. /copperstead engineer charter on|off (op) switches the charter for the village you stand in. Every plan, token, charter and refusal is in the beta log.

Laying out a village from the console (a starter village, a demonstration)? /copperstead build <blueprint> [x y z] chooses a plan at a Build Marker and starts the builders without anyone clicking it. Founder or operator.

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 stockThe five stocks (Food, Wood, Stone, Iron, Emeralds), the items behind them, and what moved today and why; stock history keeps 7 days; stock give/take <resource> <n> (op).
/copperstead trainEvery apprentice here; train <job> [now] enrols the nearest jobless settler (founder, trusted or op; now graduates it, op only).
/copperstead schoolsWhat can be taught in this village, where, how long it takes and what it costs.
/copperstead familyEvery child here and when it grows up, and whether this village got its founders; family birth, family grow, family hunger <0-100> (op).
/copperstead raidThe village's rank and what the next Necromancer brings; raid start [1-5], raid off/on (founder, trusted or op), raid veteran <guard id> <raids> (op).
/copperstead order follow <player> [nearest|guards|all]The nearest free settler, every free Guard, or everyone free follows that player for 5 minutes.
/copperstead order post <x y z> [radius] [guards|all|nearest|followers]Posts settlers there for a day at 1 Food each; within 16 blocks of the village edge.
/copperstead order release [all]Releases your followers, or (all) every order in the village.
/copperstead ordersEvery posted or following settler here, and where the guards are mustering.
/copperstead rally [x y z|hall]The free guards gather there (or at the Town Hall) for 60 seconds, no bell needed.
/copperstead ageThis village's Age (I Camp, II Hamlet, III Village, IV Town) and every row the next Age still needs, green or red.
/copperstead forgeThe Forge, the Miners working it, the ore and logs in stock, and what the armoury is short of with the price of each piece.
/copperstead engineerWhat the Engineer is waiting for, what is on the podium, and what he has already handed over; engineer charter on|off (op).
/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.
Forge Marker new in 0.11anvil + copper ingot.
Farmer Tokenemerald + wheat.
Lumberjack Tokenemerald + any log.
Guard Tokenemerald + iron sword.
Trader Tokenemerald + gold ingot.
Builder Tokenemerald + brick.
Explorer Tokenemerald + compass.