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WildTowns

The world isn't empty anymore. Wild Towns is an add-on for Aetherhaven that lets Aetherhaven towns appear naturally in your world. They grow on their own, defend themselves at night, connect to their neighbours with roads, and eventually ask the right trav
# Aetherhaven: Wild Towns

**The world isn't empty anymore.** Wild Towns is an add-on for [Aetherhaven](https://www.curseforge.com/hytale/mods/aetherhaven)
that lets Aetherhaven towns appear naturally in your world. They grow on their own, defend themselves at night, connect
to their neighbours with roads, and eventually ask the right traveller to become their leader.

> Requires **Aetherhaven 4.0.3** and a **Hytale server 0.7.x**. This is an unofficial add-on, not affiliated with
> Aetherhaven or its author Hexvane. All the villages, buildings and villagers you meet are Aetherhaven's, brought to
> life in the wild.

---

## Features

### Towns that appear as you explore
- Wild towns spawn in **freshly generated terrain** while you explore. Land you've already visited is never touched.
- Towns are **rare, like villages**: roughly one per 1200×1200 block region, kept away from world spawn and from
every other town.
- Every town has an **age**. Some start as a small camp, others as a hamlet or a village, as if they'd been there long
before you arrived.
- Each town finds a good spot on its own. It clears trees and levels small dips so the buildings sit nicely in forests
and on hillsides.

### Towns that match their land
- Each town reads its **biome**: temperate, cold, desert, tropical or volcanic.
- The biome decides its **building style** (Aetherhaven's classic buildings, Stormwind, Hytiny or Jimmy's designs) and
its **block palette**: planks, trunks, roofs, walls, stone, windows and cloth. A desert town gets sandstone roofs and
desert windows, a snowy one dark wood and slate.
- Every building gets a little variation in its colours, so no two houses look exactly the same.

### Towns that grow on their own
- An AI mayor plans new buildings: workplaces, shops and a house for every couple of other buildings. It places the
construction sites and the villagers build them block by block.
- Building materials arrive over time, and you can watch them **pile up next to the site** until construction starts.
- **New villagers move in** when their workplace is finished: the farmer, the blacksmith, the merchant and so on. They
get assigned homes in the town's houses.
- Fallen villagers **slowly return**. A town that loses everyone becomes **ruins**.
- Towns **pause while nobody is around** and catch up when you come back.
- Growth runs on **game time**: time dilation and sleeping speed it up.

### Roads between towns
- Neighbouring towns are slowly **connected by dirt roads**, built segment by segment while players are nearby.
- Roads only pave natural ground and avoid other towns, buildings and water, so they never cut through your builds.

### Earn their trust
Wild towns don't know you yet. Earn their trust:
- **Chat** with villagers once a day.
- **Donate materials**: every construction site has a **chest**. Drop wood, stone and whatever the site needs inside,
and the town takes what it can use.
- **Fulfil requests**: sometimes a town asks for a specific material ("The builders need 40 stone for the market
stall"). Help in time and everyone who contributed gets a bonus.
- **Defend the town**: kill monsters inside its borders.
- Be careful: **damaging** a town's buildings, its charter or its material piles costs trust.

Walking into a wild town shows its name and how its people feel about you, from *"Its people eye you warily"* to
*"Its people hope you will lead them"*.

### Become their leader
- Use a wild town's **charter** to open its screen. It shows your trust with the elder and with the whole town, every
villager's hearts, the current request, and a **Claim** button.
- Once the elder and the town trust you enough, claim it and it becomes **your Aetherhaven town**, with all your
reputation carried over.
- You can only lead one town at a time, just like in Aetherhaven.

### Autopilot for your town
- **Crouch and use your charter** to talk to the town steward.
- Switch on **autopilot** and your town keeps growing by itself at normal building costs. This works for claimed wild
towns **and for towns you founded yourself**.
- In towns you founded, autopilot follows a **safety rule**. New buildings only go on untouched natural ground: no
player-placed blocks, paths, tilled soil or trees. Your trees are never cut and your quests stay yours.

### Night attacks
- At night, monsters sometimes **attack a town** while someone is nearby. You'll see a warning title showing which side
they come from.
- The monsters fit the land: frost zombies in the snow, burnt skeletons near volcanoes, trorks in the jungle.
- Defend the town for reputation and a bonus once it's safe. The attackers retreat at dawn.
- This also happens in **player towns** (server setting). Owners can switch attacks off for their own town on the
steward screen.

---

## Installation
1. **Back up your world.** Wild Towns places towns, roads and construction sites in your world.
3. Put `Aetherhaven-WildTowns-<version>.jar` into your server's `mods/` folder.
4. Start the server once. A `config.json` is created in the mod's data folder. Adjust it and restart.

**No world reset needed.** Add it to an existing Aetherhaven world and wild towns appear in the land you haven't
explored yet. Existing towns are not changed, except that they may get night attacks
(see `nightAttacksOnPlayerTowns`).

---

## Commands

All player features work without commands, through the charter screen and the site chests. The commands below are
alternatives and admin tools.

| Command | Who | What it does |
|---|---|---|
| `/wildtowns standing` | everyone | Your trust with the wild town you're in, and its current request |
| `/wildtowns claim` | everyone | Claim the wild town you're in (same as the charter button) |
| `/wildtowns spawn [camp\|hamlet\|village]` | creative / admin | Spawn a wild town at your position |
| `/wildtowns list` | creative / admin | List wild towns in this world |
| `/wildtowns info` | creative / admin | Buildings, residents, houses, roads and growth of the nearest wild town |
| `/wildtowns nearby` | creative / admin | Planned wild town spots around you, and what happened to them |
| `/wildtowns retry` | creative / admin | Retry skipped spots around you |
| `/wildtowns grow` | creative / admin | Advance the nearest wild town by one growth step |
| `/wildtowns setrep <0-100>` | creative / admin | Set your reputation with the town you're in |
| `/wildtowns attack` | creative / admin | Start a monster attack on the nearest town now |

---

## Configuration

`config.json` in the mod's data folder. Changes apply after a restart. Durations are in minutes of game time at
normal speed.

| Setting | Default | Meaning |
|---|---|---|
| `naturalSpawning` | `true` | Wild towns appear in newly generated terrain |
| `naturalSpawnWorlds` | `[]` | Worlds where towns appear naturally; empty = all |
| `naturalSpawnRegionBlocks` | `1200` | Size of the square regions that can each hold one town |
| `naturalSpawnChance` | `0.6` | Chance that a region holds a town |
| `naturalSpawnMinDistanceFromSpawn` | `500` | No wild towns closer than this to the spawn center |
| `naturalSpawnMinDistanceBetweenTowns` | `400` | No wild towns closer than this to any other town |
| `spawnCenterX`, `spawnCenterZ` | `0`, `0` | Where your world spawn is |
| `roads` | `true` | Connect neighbouring wild towns with roads |
| `roadMaxDistance` | `1600` | Towns further apart get no road |
| `roadsPerTown` | `2` | Roads per town, to its nearest neighbours |
| `growthTickSeconds` | `30` | How often towns are updated |
| `materialCostMultiplier` | `0.5` | Building cost of wild towns compared to normal |
| `deliveryItemsPerMinuteBase` | `10` | Materials a town gathers per minute |
| `deliveryItemsPerMinutePerBuilding` | `5` | Extra materials per minute per finished building |
| `newBuildingCooldownMinutes` | `20` | Minimum time between two new construction sites |
| `revivalIntervalMinutes` | `60` | A fallen villager of a wild town returns after this long |
| `claimElderReputation` | `60` | Elder trust (0-100) needed to claim a town |
| `claimAverageReputation` | `40` | Average trust (0-100) needed to claim a town |
| `reputationPerHostileKill` | `1` | Trust for killing a monster inside a wild town |
| `donatedItemsPerReputation` | `10` | Donated materials per point of trust |
| `reputationPerBrokenBlock` | `2` | Trust lost per broken block of a town |
| `requestChance` | `0.5` | Chance a town asks for a material when it opens a construction site |
| `requestMinutes` | `20` | How long a request stays open |
| `requestBonusReputation` | `5` | Bonus trust for everyone who helped fulfil a request |
| `nightAttacks` | `true` | Monsters may attack towns at night |
| `nightAttacksOnPlayerTowns` | `true` | Player towns can be attacked too |
| `attackChancePerNight` | `0.35` | Chance per town and night |
| `attackMinMobs`, `attackMaxMobs` | `4`, `8` | Size of an attack |
| `attackDefendedBonus` | `5` | Bonus trust for defenders once the town is safe |
| `catchUpMaxHours` | `4` | Longest absence a town catches up on |

---

## Good to know
- **Villager work is simulated in wild towns.** Aetherhaven only lets villagers work while a member of their town is
online, and wild towns have no members. So Wild Towns gathers their materials in the background, and you see the
results at the construction sites.
- **Towns only change while someone is near.** Construction, roads and attacks need a player close by. Unloaded towns
pause and catch up later.
- **One villager per profession per town**, as in Aetherhaven.
- **Aetherhaven updates:** Wild Towns works closely with Aetherhaven, so keep Aetherhaven at the supported version
until Wild Towns is updated for a new one.

---

## Credits
- [Aetherhaven](https://www.curseforge.com/hytale/mods/aetherhaven) by **Hexvane**: the towns, buildings, villagers and
everything that makes them charming. Wild Towns only sets them free.
- Wild Towns by **RandomLegend**.

WildTowns Team

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