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Getting started

The shortest path between "I installed the mod" and "I have a living village".

1. Bring in an NPC

You need to invite a resident to start your village. Craft an Immigration Contract at a Fieldcraft bench using:

  • 1x Map/Scroll (Deco_Scroll)
  • 1x Inkwell (Deco_Inkwell)
  • 1x Light Leather (Ingredient_Leather_Light)

Use the contract to spawn a new resident.

The generated NPC receives one of 800 distinct visual models and is instantiated with randomized properties for name, personality matrix, behavioral traits, occupation, hobbies, and dietary preferences.

2. Build a house

An NPC without a house wanders aimlessly and never sleeps properly. The minimum that counts as a house:

  • walls and a roof enclosing the space
  • a door
  • a light source
  • a seat
  • a table
  • a bed

To verify your build, point a House Blueprint at the bed.

House Blueprint Placeholder

The tool tells you whether the structure is valid and what is missing. Details in Building a house.

3. Let her claim the bed

Once the house is ready, the NPC walks to the bed and registers that place as hers. From then on she lives there: she comes back to sleep, eats from that house's chests, and opens the door on her way in.

Use the Innkeeper's Ledger to check who lives where.

Innkeeper Ledger Placeholder

4. Put out food

Place a chest inside the house and leave food in it. NPCs will search for a chest within a 24-block radius when hungry.

The chest must belong to a house

NPCs only use chests that belong to a recognised house. A chest dropped in an open field is ignored — which is also what keeps them out of the treasure chests scattered around the world.

See what they can actually reach by using the Quartermaster's Glass.

Quartermaster Glass Placeholder

It lists every registered chest, the house it belongs to, and how much food is inside.

5. Talk to her

Aim at the NPC and press F, or right-click. That opens the interaction panel, with hunger, energy, mood, traits, tastes, and the available actions.

NPC Interaction UI Placeholder

The outcomes of interactions are calculated based on relationship status, mood, and traits:

  • Flirt: Accepted by partners or shy NPCs; rejected by enemies and angry NPCs.
  • Joke: Fails on enemies, cheers up sad/angry partners.
  • Gift: Food given below 70 hunger will be eaten immediately, restoring health and altering fun. Giving a Baby item to a child accelerates their growth by an entire game day.

See Interacting with NPCs.

6. Let time pass

The mod is deliberately slow. Starting from 100 hunger, an NPC takes roughly seven in-game hours to get genuinely hungry. At 5 hunger, they begin to starve, crying and dropping all tasks until fed. Fifteen in-game hours without food will not kill them, but they will refuse to work.


Common early problems

SymptomLikely cause
The NPC does not sleepThe bed is not registered, or there is no valid house. Check with the Innkeeper's Ledger.
The NPC does not eatThe chest does not belong to a house. Check with the Quartermaster's Glass.
No NPC appears on its ownNPCs no longer spawn automatically. You must craft and use an Immigration Contract.
The house is rejectedMissing furniture or the space is not enclosed. The House Blueprint says which.