Player building, tile painting, tilled farming, and dynamic animal pens.
Build Mode & Farming
Build mode is how players change the world itself — placing objects, painting tiles, raising walls, tilling soil, and fencing animals in. Everything is server-validated and renders for every player, not just the builder.
The Build Bar
Opening build mode swaps the HUD for a Sims-style bottom build bar:
- Tools — place, remove, paint, fill
- Material tray — every buildable item the player owns, with its real sprite, live count, and search
- World cursor — the armed item ghosts under the mouse, tinted green where it can go and red where it can't; click places it at that tile
- Remove mode — highlights what's under the cursor and refunds the item when you take it back
- Audio feedback — placing thunks, removing pockets, painting ticks, invalid placement buzzes
Authoring Buildable Items
Any item can become a building material. The item editor's Advanced → Building Placement section links it to one of:
| Kind | Result |
|---|---|
| Object | Places a map object (fence, wall segment, workbench, decoration) |
| Tile | Paints a tile onto the ground (or the overlay layer, for decal sheets) |
| Wall | Raises an edge wall in isometric projection |
Pickers are searchable icon dropdowns of your project's real map objects, tilesets and wall materials — the item that builds a thing and the thing itself don't have to share an id. Decal / fake-tile sheets are detected automatically and routed to the overlay layer so they paint as decals in game.
Painting & Claims
Player-painted tiles render in-world using the same autotiling stack designer terrain uses, across floor, overlay and wall layers. The paint tool offers pencil, rectangle and erase with 1–3 brush sizes, plus a fill tool that flood-fills the contiguous region under the cursor in one batched action with a live preview. Land claims themselves draw as a ground-painted decal — a tinted fill with a tile-following border under objects and entities — instead of a floating box.
Revoking a plot cleans up after itself: the plot's edge walls and painted tiles are cleared with it.
Farming
- Till soil with a hoe to create a farm plot
- Plant seeds authored in the crop editor
- Water with a watering can — a crop authored as water required stops growing entirely while dry
- Rain waters everything for free
How a player starts farming
Farming has four prerequisites, and a player who is missing any one of them sees nothing. Walk this list before assuming the system is broken:
1. The Farming feature is on (World → Features). Off = the panel and the hoe's right-click are hidden and the server rejects every farming action. 2. The player is standing on a land claim they can farm. The Farming panel only opens inside a claim, and tilling needs the Can Farm/Till permission on it. Claiming needs the Housing feature. 3. A hoe is equipped in the Tool slot. Not carried — equipped. Anything else gives "Equip a Hoe in your Tool slot to till soil." 4. They own seeds. The planting list shows inventory items whose type is Seed.
Give them a way to get the tools. A hoe and seeds don't appear on their own — this is the single most common reason farming looks dead on a new world. Pick at least one route:
| Route | Where you set it up |
|---|---|
| Starting inventory | Characters → the character editor's Starting Inventory (classes have their own Starter Items) |
| Vendor | NPC editor → the shopkeeper's shop inventory |
| Recipe | Crafting → Recipes, with the hoe as the output |
| Drop | The loot table on a mob or a treasure chest |
The demo world ships all of this already: new characters spawn with a hoe, a watering can and a first planting of wheat and carrot seeds, Blacksmith Hilda sells the tools, and Herbalist Mira restocks every seed type.
Dynamic Animal Pens
Pens aren't a placed object. Any closed loop of fencing tagged "animal boundary" — fence objects, isometric edge walls, or painted wall tiles — containing at least one gate is automatically detected as a pen. Claim borders never count as fencing.
Capacity is spatial: each animal reserves its authored N×N floor footprint, so an 8×8 pen fits one 4×4 animal plus four 2×2 ones, and assignment fails when the shape doesn't fit. Detected pens render with a soft green interior tint.
If the fence is broken open, the pen turns red, players get a chat warning, and a creator-authored grace window starts (24 hours by default): produce pauses and repairs are free. Repair it in time and everything resumes; let it lapse and the animals return safely to their owner rather than vanishing.