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House rules: Residents and pets

Where ExfilCraft works differently from vanilla Minecraft with residents and pets.

Numbers are the defaults. A server can change them.

  • Placing a workstation never gives a resident a job; its trade comes only from the item in its job slot (a hoe makes a farmer, shears a shepherd, a fishing rod a fisherman, and so on).

    Home
  • A resident only works with a chest touching the side of its workstation; a fisherman instead needs a Fish Trap in water with a chest or barrel nearby, and a cartographer needs no chest.

    Home
  • A plot houses one rescued villager per 8 blocks of width, and a villager rescued while your plot is full never moves in (the rescue still pays out).

    Home
  • Residents get hungry like you do, only heal when fed, and an empty belly hurts them and can kill them on Hard.

    Home, raid
  • A hungry resident eats food lying on its plot, then its ration slot, then its own job chest, then the farm (composter) chests; food in any other chest is invisible to it, and one that finds nothing stops working and follows you begging.

    Home
  • Residents will not eat raw meat, raw fish or food that can poison them, soups included, so a fisherman's catch only feeds the plot once a butcher has cooked it.

    Everywhere
  • A resident with no free bed never sleeps: after a few sleepless nights it slows down, then stops working and slowly loses health. It only counts as rested if it is still asleep in a bed when dawn comes.

    Home
  • Residents pull in nearby experience orbs to level themselves up, so orbs dropped near one never reach you until it is max level.

    Home, raid
  • A butcher resident culls your cows, mooshrooms, pigs, chickens, sheep and rabbits down to four adults of each, and a shepherd breeds them back up to eight with Love Potions from its chest; other animals are left alone.

    Home
  • Food a butcher cooks gives you no experience when you empty the furnace; the butcher earns it.

    Home
  • Residents never spend the last durability point of a job tool; the part of the job that wears it stops until a fresh tool is in the job chest, which they swap in themselves.

    Home
  • Mason, toolsmith and lumberjack residents collect copies of the block beside their workstation a few times a day without breaking it, never produce ores, and only catch up on time you were logged in.

    Home
  • In the evening a librarian with books in its lectern chest teaches other residents, spending books and making them earn more experience for a day.

    Home
  • A hung Raid Atlas only shows the raid's play area once a cartographer resident has drawn it, the outline disappears whenever a new raid window opens until it is redrawn, and a Raid Atlas held in hand never shows it.

    Home
  • A resident's weapon and armour wear as it fights (except against monsters at home), and everything it wears drops when it dies or is evicted.

    Home, raid
  • Residents never drown.

    Home, raid
  • Ringing a bell on your plot calls the Plot Trader and every resident to it for a short while, even out of bed.

    Home
  • Now and then a working resident asks you for something that only comes from raids; the request lapses after a few in-game days.

    Home
  • Right-clicking a resident opens its management card instead of trading, and only for its owner or a friend with build rights; right-clicking a bed it is asleep in opens the card too instead of waking it.

    Everywhere
  • The Plot Trader cannot be hurt, killed or targeted by anything.

    Home
  • At home nobody can hurt a resident and residents cannot hurt players; in a raid you, your squad and your residents cannot hurt each other, though rival players can attack your residents.

    Home, raid
  • You cannot hurt your own pets, minis, residents or ally golems, and your companions never fight each other; the Butcher's Knife used on your own animal is the one way to put it down.

    Everywhere
  • Residents, the Plot Trader and rescued prisoners never turn into witches or zombie villagers.

    Everywhere
  • Only mobs you lead on a lead or ride go into a raid with you, 2 at most (minis do not count); hostile mobs and ordinary villagers are refused, and a shoulder parrot is set down first.

    Raid
  • Extracting brings home every pet of yours in that raid, wherever it is, no lead needed.

    Raid
  • If you die in a raid, your pets and enlisted residents stay where you fell and are lost when the window ends unless you come back and extract with them; a mini always makes it home.

    Raid
  • You can enlist 1 resident to deploy with you; in a raid it follows you, is pulled back if it falls far behind, and its kills count as yours.

    Raid
  • A deployed mini cannot be hurt or targeted, and only its owner can pick it back up.

    Everywhere
  • Wolf armour reduces the damage a wolf takes like ordinary armour, instead of soaking every hit while the wolf takes nothing.

    Everywhere
  • Horse, wolf and nautilus armour wears out as the animal takes hits and can break.

    Everywhere
  • Horse, wolf and nautilus armour can take armour enchantments, boot and helmet ones such as Feather Falling and Respiration included.

    Everywhere