Field guide · player wiki

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Towns & friends

Towns & friends

Why a town? Town buildings don't decay like wild ones and are much tougher, and town land protects its members from PvP.

Founding a town

  1. Connect Discord and discover iron ingots.
  2. Build a Town Hall from Build B → Settlement: 40 planks, 24 cut stone, 8 rope, 2 iron ingots. Starting a town also costs 50 gold, and the new town begins with 50 gold in its treasury.
  3. A region holds at most 3 towns. Halls stand at least 200 m apart, with two empty plots between a new hall and another town's land. You start with one 50 × 50 m plot.
  4. Open Town T to invite players nearby or share an invite link (they must accept).
  5. Members contribute gold; the founder and officers spend it to claim neighbouring plots. Each new plot costs more: 30 + 12 × plots already owned.

Rules

UpkeepPaid every day from the treasury, more for bigger towns: Town T shows the amount (it was 1 gold per plot a day). Unpaid upkeep must be cleared within 7 days or the town loses its land.
Daily taxThe founder can set a daily tax from 0 to 50 gold in Town T. Residents and officers pay it into the treasury, but only on days they spend in town.
See plotsPress G. Green = for sale, purple = yours. Walk onto a plot for sale and press F to buy it; the gold goes to the treasury.
Your plotYou can always build on your own plot, even if your role can't. Only you and the founder build there. Buyers who aren't members stay visitors, but they can use the doors on their own plot. The hall plot can't be sold.
Selling plotsFounders and officers sell plots in Town → Plots: pick a plot, choose who can buy (anyone or residents) and set a price. The founder can claim unowned plots for free. An owned plot can only be taken back or sold again once its owner has been away for 7 days; its card says if they played this week. No refunds.
RolesThe founder appoints officers. Officers invite players, sell plots and spend gold. Residents build per town policy. New members joining by link start as residents. The founder can hand leadership to a resident or officer; it asks to confirm, and the founder steps down once they accept. Founders and officers see when members were last online.
Clearing landFounders and officers can remove anything built on their own town land. Members can build onto each other's pieces there, old foundations too.
NameA town without a name carries its founder's, like "Gary's Hold". Visitors see how many people live there.
SafetyClaimed town land protects that town's own members from combat. Visitors on it can be attacked (since 0.3.0), and since 0.3.2 members can fight back. Attacking someone drops your own protection until 30 seconds after your last attack. Outside towns anyone can fight you.
Market feeA market stall on town land pays its 4% sales fee to that town's treasury.
ChestsChests near a town hall can be opened again (0.3.0 fixed it).
Releasing landThe founder can give a plot back to the wilderness from its plot card (click Release land twice). No refund, never the hall plot, and every remaining plot must still connect to the Town Hall, so release from the outside in. To remove the Town Hall itself, release all other land first.
One per regionYou can lead one town per region, also after a town is handed to you.
LeavingYour buildings stay yours if you leave. A plot that was sold to members only goes back to the town.

Friends and parties

  • Open Social N. Connect Discord to add friends, form parties and join towns. Copy your friend code or enter theirs.
  • A party holds up to eight players. Invitation links last 24 hours; accept them in Social once you're in the world.
  • Blocking someone stops their invitations and hides their party chat and presence, but keeps you both in any shared party or town.
  • Your party stays together through reconnects. Party chat history clears when you reconnect.
  • Online friends have a Message button, and Tab completes a name after /w.