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Jobs and hobbies

Jobs

JobWhat it does
UNEMPLOYEDNothing in particular
MINERGoes on mining expeditions and returns with ores
FARMERClaims a Scarecrow, harvests, and replants specific crops
FISHERMANClaims a Fishing Post and gathers fish
LUMBERJACKClaims a Lumber Post and gathers wood
GUARDNight watch — sleeps by day
EXPLORERExploring
BUILDERWalks to construction sites
HUNTERGoes on hunting expeditions and returns with raw meat

Assigning a job

Hold the matching tool and use Assign Job in the interaction panel.

JobTrigger item contains
Minerpickaxe
Farmerhoe
Fishermanfishing_trap
Lumberjackhatchet
Guardsword
Explorermap
Builderhammer
Hunterbow

An NPC can refuse: each one rolls jobs she likes and jobs she dislikes.

Matching is by item name

The check looks for those words inside the item id. A sword named without "sword" in its id will not be recognised. This is a known weak spot.

The Farmer

The Farmer requires a Scarecrow to act as their workstation. They will walk to ripe crops, harvest them (dropping 1 produce and 1-2 seeds), and then carry everything to a chest in their own house. If they have seeds and there is empty tilled soil nearby, they will replant. Supported crops are: Carrot, Wheat, Tomato, and Corn.

Expeditions: Miners and Hunters

Miners and Hunters do not actively walk up to rocks or animals. Instead, they go on "Expeditions". When their work shift begins, their model scales down (shrinks) and they conceptually disappear for about 2 real minutes. When they return, they spawn back at the Village Center or their house, carrying loot based on a weighted table.

  • Miners return with ores (Copper, Iron, Silver, Gold, Adamantite, etc.).
  • Hunters return with Raw Meats (Beef, Pork, Chicken). They immediately walk to their home chest to deposit the loot.

Fisherman and Lumberjack

Both professions require specific workstations to function:

  • Fisherman requires a Fishing Post.
  • Lumberjack requires a Lumber Post. They will walk to these posts, perform their gathering animation, and then deposit their respective resources (Fish or Wood) into their home chest.

Hobbies

HobbyWhere she goes
FISHINGnearest water
MININGnearest stone
GARDENINGnearest crops
READINGhome
SLEEPINGhome

When fun drops below 40, she goes and does her hobby, and comes back happy.

If the scenery does not exist — a fisherman in the desert — she does not get stuck looking. She gives up and relaxes at home, recovering fun more slowly.

Hobbies matter socially

  • Gifts: giving a fishing rod to someone whose hobby is fishing is worth far more than an ordinary gift.
  • Conversation: two NPCs with the same hobby build friendship faster.
  • Work: a farmer whose hobby is gardening gains fun from harvesting. One who would rather be reading loses a little.