Sample datapack¶
Care For Them comes with a datapack of its own: seven social classes with their needs, jobs and structures. It's meant as an example to learn from and copy, more than as a balanced game; a modpack is better off with classes of its own. Every kind of need, job and structure the mod has is used somewhere in it, and so are most of the optional fields.
Its files are in the mod's jar, and in the
repository, under
data/cft/cft/.
The classes¶
- Settler and Mountain dweller upgrade to Citizen.
- Citizen upgrades to Artisan, Soldier or Patrician.
- Patrician upgrades to Noble.
Settlers and mountain dwellers are the two starting classes: they're the only ones that spawn on
their own. The rest are reached through upgrades, and each one can fall back through downgrades.
In game, press V to see this graph with the requirements of each step.
Settler¶
The first settlers of a place: they need a roof, water and simple food, and they gather what's around them.
- Needs: a home (
settler_house), water, potatoes, bread, wood logs, other settlers nearby, sleep, and conversations. - Jobs: hauler (wheat from the farm to the settler houses), builder (builds settler houses),
flower gatherer and lumberjack (
lumber_camp). - Worth a look:
water_need: a fluid need (from a cauldron or any tank) withactive_when: settlers drink rainwater, so it doesn't apply while it rains (cft:notandcft:weather).sleep_need, with beds allowed in thesettler_house.conversation_need: a bonus socialize need.gather_flowers_job:available_to_babies, so young settlers help too.settler_builder_job: a builder that raises new settler houses by copying one already built, wherever the player places a door.name_samples, as every class: each one has names of its own style.
Mountain dweller¶
The other starting class, for settlements high in the mountains.
- Needs: a home (
mountain_dweller_house), potatoes, wood logs, mountain biomes, high altitude, and warmth. - Jobs: quarry miner (
quarry) and smelter (smeltery). - Worth a look:
warmth_need: coal or charcoal, only at night or in cold biomes (cft:any_of,cft:timeandcft:biome).mountain_biomes_needandhigh_altitude_need: needs met just by where the Xoonglin lives.quarry_miner_job: digs out its quarry, which isn't detected again while it's mined.
Citizen¶
The working town. Its upgrades lead to the three higher classes, each one through a different hidden need.
- Needs: a home (
citizen_house), bread, coal, communion, a visit to the tavern, music, and the hidden terracotta, book, iron sword and fishing rod needs. - Jobs: baker and cook (
bakery), fisher, rancher (pasture), farmer (farm), tavern keeper (tavern) and trader. - Worth a look:
citizen_terracotta_need,citizen_book_needandcitizen_iron_sword_need:hiddenneeds that decide which way a citizen upgrades (artisan, patrician or soldier).communion_need: a ritual need, held by a priest.tavern_visit_need: a visit need thatconsumeshoney bottles, takes them from the tavern's chests (use_supplies) and only counts while a tavern keeper is working there (requires_running).music_need: a bonus hearing need, with its ownicon.tavern_keeper_jobandtrader_job: traders with ascheduleof their own.baker_jobandcook_job: crafting and smoking in the same bakery.
Artisan¶
Craftsmen who make paper and copy books.
- Needs: a home (
artisan_house), clay, terracotta, chicken, and reading. - Jobs: paper maker (works at home) and scribe (
scriptorium). - Worth a look:
reading_need, met with the books that patrician writers write and scribes copy.
Soldier¶
The settlement's defenders and healers.
- Needs: a home (
soldier_house), flint, an iron sword, chicken, and access to a smithy. - Jobs: guard, healer and enchanter (
enchanting_room). - Worth a look:
- The class
schedule: soldiers start work at 5, before everyone else. max_health: soldiers are tougher.smithy_access_need: a structure need that requires using the smithy (requires_usage).guard_job: only works while the iron sword need is met (required_needs).
- The class
Patrician¶
The old families, who write and lead the rites.
- Needs: a home (
patrician_house), gold nuggets, books, pork, a cat, and light. - Jobs: writer and priest (
temple). - Worth a look:
cat_companion_need: a pet need.high_lighting_need: a lighting need around the Xoonglin.priest_job: an officiant that holds the communion ritual, and only while it's happy enough (min_happiness).- The upgrade to noble: a population requirement with a
scope, so patricians must stay over half of the upper classes (patricians and nobles).
Noble¶
The top of the settlement.
- Needs: a home (
noble_house), cake, diamonds, beef, a flower garden, and a visit to the village square. - Jobs: blesser.
- Worth a look:
noble_house: a house with alightingrequirement.flower_garden_need: a decoration need.plaza_visit_need: a visit to thevillage_square, a compound that needs three settler houses and anobelisk(a monument) around it.- Two downgrades, to patrician and to artisan.
Examples outside the classes¶
Some files aren't used by any class, and are there only as examples:
basic_energy_need: an energy need, which needs a mod with energy storage.two_storey_houseandtwo_storey_stairs_house: multi-storey buildings, connected by a ladder or by stairs.
Where to find an example of...¶
| Feature | File |
|---|---|
Goods need with hoarding |
need/bread_need.json |
| Fluid need | need/water_need.json |
| Energy need | need/basic_energy_need.json |
| Equipment need | need/iron_sword_need.json |
| Home need | need/settler_home.json |
Structure need with requires_usage |
need/smithy_access_need.json |
Visit need with consumes, use_supplies and requires_running |
need/tavern_visit_need.json |
| Social need | need/settlers_companions_need.json |
| Socialize need | need/conversation_need.json |
| Pet need | need/cat_companion_need.json |
| Lighting need | need/high_lighting_need.json |
| Decoration need | need/flower_garden_need.json |
| Altitude and biome needs | need/high_altitude_need.json, need/mountain_biomes_need.json |
| Ritual need | need/communion_need.json |
| Reading need | need/reading_need.json |
| Sleep need | need/sleep_need.json |
Hearing need, as a bonus with an icon |
need/music_need.json |
active_when |
need/water_need.json, need/warmth_need.json |
hidden needs |
need/citizen_book_need.json |
Job schedule |
job/tavern_keeper_job.json |
Class schedule |
social_class/soldier.json |
required_needs and min_happiness on jobs |
job/guard_job.json, job/priest_job.json |
available_to_babies |
job/gather_flowers_job.json |
Population requirement with scope |
social_class/patrician.json |
name_samples |
any social class |
House with lighting |
structure/noble_house.json |
| Enclosed building with its key block inside | structure/bakery.json |
| Multi-storey building | structure/two_storey_house.json |
| Open-air platform | structure/farm.json |
| Pasture | structure/pasture.json |
| Monument | structure/obelisk.json |
| Compound | structure/village_square.json |