BuildXDWIKIThe game

Settlements, trading, and law

Working residents, real supplies, hospitality, guards, medicine, and custody.

A working community

Modern generated settlements have about eight to eighteen homes and four to seven guards, varying with plan and geography. They include household beds/storage, fields, livestock, markets, production space, well and mine. Newer layouts add clinics and working stables.

Gates open by day and close at night. Residents gather at dusk, sleep at assigned beds, and shelter from weather/danger; guards stay active. Homes have personal bells, while a civic warning bell has weather, intruder and raid patterns. A guard physically visits the warning bell.

Occupations

Job Real work
Farmer Tends, harvests and spends planting supplies to replant.
Livestock keeper Feeds/waters animals; breeds, shears, milks and gathers eggs.
Fisher Works at a supported bank and catches actual salmon/trout.
Miner Removes real rock/ore in a cave or stair mine.
Woodcutter Removes reachable logs and provides wood/firewood.
Baker Uses wheat/water for dough and a fueled kiln to bake/cook.
Water carrier Finishes a well bucket cycle before adding water stock.
Blacksmith Uses ore/iron/fuel in a physical kiln and supplies equipment/ammunition.
Market trader Moves actual sale goods and suitable donations into common use.
Librarian Keeps an assigned household/workplace where a library exists.
Doctor Spends bandages/remedies to treat injuries or poison.
Guard Patrols, responds to threats and handles custody.

Supplies are finite. Workers remove actual blocks; fish come from wildlife; livestock losses matter. Fields can wither after roughly twenty minutes of neglect in active local simulation. Irrigation helps watering but cannot replace all farm work. Dead farmers do not continue producing.

Trade and donations

Right-click a working resident, choose an owned payment stack and select an offer. Stock is physical and larger lists use pages. A market supply chest accepts raw materials, but an available trader must move suitable deposits into common use. Appropriate inputs offered to a working smith, baker or trader can also feed production.

A successful trade can grant temporary recognized-trader protection. It does not make household chests or locked weapon vaults yours. Taking goods outside barter can be theft. Use /settlement for the nearest known community's population, guards, farmers, food, water, metal, firewood, trader state and crop losses.

A night's hospitality

Offer a flower by right-clicking a resident, including a guard. The first accepted flower for that night grants temporary welcome, unless the community is hostile. A daytime offering can reserve the upcoming night; extra same-night flowers are kept.

A civilian can lead you home and offer spare bedding/food from actual supplies. Guards retain duties. Permission covers the host's household and invited bedding, not every valuable in town. Hostility revokes it. This is temporary hospitality, not marriage or ownership.

Latches and gates

Right-click doors/gates to open. Aim from inside and press L to fit/release a door latch. The recipe is iron ingot plus stick. A latched player door refuses outside ordinary opening; L can release a resident-fitted latch from inside. Detention cells remain guard controlled. Breaking blocks still works physically but can be property crime.

Crime and surrender

Witnessed theft, property damage or unauthorized construction ends trader protection and raises an alarm. Owners can discover missing household stacks later even without an immediate witness. Throwing eggs at residents can draw a response.

Right-click a guard to surrender recovered stolen goods. In finite modes guards can arrest and physically escort the player to a cell. Caught by day, ordinary release is at night; caught by night, release is by day. A disabled day cycle has a bounded fallback release. Confiscated equipment returns. Attacking to resist brings force.

The cell permits ordinary movement and has no bed. Shift + right-click releases a captive and counts as crime. Guards apprehend witches found inside the settlement even without fresh theft. Their stylized nighttime trial uses real guards, timber and firewood; missing supplies, extinguished fire or player intervention can change it.

Treatment

A recognized trader can right-click a doctor for help when supplies are available. Bandages treat injury; remedies treat poison. Wool can replenish bandage supplies. You can craft and use bandages/remedies yourself, and milk also clears poison.

These are bounded local routines and stock transfers, not a global offline economy or language model inside each resident. Long sieges, rare raids and heavily edited navigation still need practical playtesting.