Player housing, land claims, farming, and pastures.
Housing & Land
ED5 includes player housing, land claims, farming, and animal husbandry.

Housing#
Players can own housing plots with customizable interiors:
- 20×20 tile interior space to decorate
- Furniture placement — place items from the Housing item category
- Personal storage — plot-specific chests
- Visitors — other players can come see your home
Players build and decorate with the building system — walls, floors, doors, and structures placed in-game on land they own. See Buildings & Walls.
Plot fields#
Database → Housing → Plots → + New Plot.
| Field | What it does |
|---|---|
| Zone | The map the plot is on |
| X / Y | Top-left tile of the plot, 0 or more |
| Width / Height | Size in tiles, 1 to 64 |
| Zoning Type (label only) | Residential, farm or industrial. Shown in the list. It doesn't change what can be built yet |
| Upkeep Silver | Taken from the owner's silver every 7 days. 0 makes the plot free |
Saving refuses a negative or fractional upkeep, a size of 0 or over 64, and a negative position.
Land Claims#
Players can claim territory in the overworld:
| Setting | Description |
|---|---|
| Claim Size | Configurable width × height |
| Max Claims | Per-player limit |
| Min Spacing | Minimum distance between claims |
| Mob Suppression | Mobs don't spawn near claims |
| Resource Suppression | Resource nodes don't appear in claims |
| Upkeep | Gold cost at configurable intervals |
Farming#
Players can grow crops on claimed land:
| Feature | Description |
|---|---|
| Tillable Biomes | Plains, Forest, Savanna, Jungle, Swamp, Beach, Mushroom |
| Growth Stages | Seed → Sprout → Growing → Mature → Harvestable (a crop left out of season withers, and harvesting a withered crop gives about a third of the yield) |
| Seasons | Crops have preferred seasons that affect growth speed |
| Watering | Crops need water for optimal growth |
| Biome Bonuses | Certain crops grow faster in preferred biomes |
| Farming Skill | Level requirement and XP rewards for farming actions |
Each crop definition includes: seed item, growth duration per stage, valid seasons, harvest yield, and watering needs.
Pastures & Animal Pens#
Pastures keep animals on claimed land for passive resource generation:
- Capacity — how many animals fit, measured by real floor space
- Compatible types — which pet species fit
- Resource yields — passive item production on a cycle
- Pen size — each animal reserves an authored N×N footprint
Modern pens are dynamic: any closed loop of fencing tagged as an animal boundary — fence objects, edge walls, or painted wall tiles — with at least one gate automatically becomes a pen. See Build Mode & Farming for how players raise them, and what happens when a fence gets broken open.