Progression

A colony grows through five stages. This page says exactly what moves it from one to the next, what each stage opens up, how fast a colony of a given size builds and breeds, and what to check when growth has stopped.

The five stages

StageReached whenWhat changes
FoundingThe beacon is placedOnly the four Starter Works may be built, and only from materials you supply
SettledEvery Starter Work has been built onceThe Settled buildings open up, and the colony may fabricate from scrap when it has no materials
GrowingstageGrowingPopulation Nerans (default 6) and stageGrowingStructures finished structures (default 6)Growing buildings; children are born; the claim starts to widen; the structure cap doubles
ThrivingstageThrivingPopulation (default 16) and stageThrivingStructures (default 14)Thriving buildings; the structure cap rises again
MetropolisstageMetropolisPopulation (default 32) and stageMetropolisStructures (default 24)The showpiece buildings

The rules behind the table:

  • Both numbers are needed at once. Sixteen Nerans in ten structures is still Growing.
  • Population is everybody on the roster, children included. Structures is every building the colony has finished, whether it chose the building itself or you placed it with the Colony Planner. An upgrade replaces its building rather than adding one, so it does not raise the count.
  • Stages only go up. A colony that later loses people or housing keeps the stage it earned.
  • The check runs once per colony cycle. A colony that meets a later threshold goes straight there; it does not have to spend a cycle in each stage on the way.
  • All six thresholds are configuration keys — see Config.

When a colony advances, every member who is online is told <colony> has grown: it is now <stage>. The crossing is also published on Core's threshold event bus (channel nerocolonies:stage, scoped to the colony id, value 0–4) unless thresholdEventsEnabled is off, and sent to companion apps (Link module). The owner and every online member also receive the personal record gate nerocolonies:stage_<stage>, which the Colony Chronicle quests read (NeroQuests integration).

The beacon's Needs tab shows the current stage and the next milestone: next: the Starter Works while founding, then next: 6 Nerans, 6 buildings and so on. /nerocolonies colony info prints the stage and the structure count.

The Starter Works

Four buildings stand between Founding and Settled. They are the blueprints whose stage is founding, built in this order:

Starter WorkBlocks to placeMaterials the colony needs from you
Founder's Lodge19052 × #minecraft:planks, 23 × minecraft:cobblestone, 6 × #minecraft:logs, 3 × minecraft:glass, 2 × nerocolonies:habitat_pod, 1 × minecraft:crafting_table, 1 × minecraft:lantern, 1 × minecraft:oak_door
Homestead Farm11419 × minecraft:dirt, 15 × minecraft:cobblestone, 13 × #minecraft:planks, 2 × minecraft:lantern, 1 × #minecraft:logs, 1 × nerocolonies:farm_station
Lumber Yard12223 × minecraft:dirt, 18 × #minecraft:logs, 14 × #minecraft:planks, 3 × minecraft:oak_sapling, 1 × minecraft:lantern
Mine Head10429 × minecraft:cobblestone, 14 × #minecraft:logs, 3 × minecraft:lantern, 2 × minecraft:ladder, 2 × minecraft:rail, 1 × minecraft:gravel

An entry starting with # is an item tag: any planks, any logs.

Why they need your materials. From Settled onwards a colony with nothing in store still builds, slowly, by fabricating from scrap. While it is founding it does not: the Starter Works go up from supplied materials or not at all, so the first four buildings are your contribution to the colony. After that it can carry itself.

How it plays:

  1. The two founders arrive with the beacon. The colony picks a site for the first Starter Work and waits. The beacon's Colony tab reads Waiting for the Starter Works' materials: see the Needs tab, then press Give needed items.
  2. Hand over the listed materials. The quickest way is to carry them to the beacon, open it and press Give needed items above your inventory: the colony takes what it needs and leaves the rest. A Colony Depot inside the claim, a Needs Board, or a hopper or pipe into the beacon work too. The beacon's six food supply slots are for food only.
  3. The moment the whole set for the current building is in storage it is taken, once, and the building goes up at full speed. Then the next Starter Work begins.

A part-delivered set is not taken: the materials stay in storage until the set is complete. The Needs tab and the Needs Board both list what is still missing. A Starter Works material is always marked needs your help, with no time estimate, because the colony will not gather it for itself.

You can choose where a Starter Work goes by placing it yourself with the Colony Planner. It still needs its materials.

Offline catch-up never advances an unpaid Starter Work.

Worlds from before stages existed. A colony saved by an earlier version has no stage on record. The first time it is looked at it is placed in Settled if it has already built at least one housing blueprint and one farm blueprint, or has more Nerans than founderColonistCount; otherwise it starts in Founding.

Datapacks. A pack that ships no founding blueprint has no Starter Works, and its colonies become Settled on their first cycle.

What each stage unlocks

StageBlueprints that become buildableStructures the colony will build unpromptedGift table
FoundingThe 4 Starter Works12gratitude/tier_1
Settled18 more, among them cottages, the granary and canteen, the Needs Board and Gratitude Cache pavilions, the watch post and the kennel12gratitude/tier_2
Growing13 more, among them the longhouse, barracks, watchtowers, med bay and golem forge24gratitude/tier_3
Thriving11 more, among them the town hall, citadel, bazaar and the first landmarks36gratitude/tier_4
Metropolis5 more: the arcology tower, the grand archive and three landmarks48gratitude/tier_5

The full list, with sizes and what each building provides, is on Buildings.

The third column is maxAutoStructures (default 12) multiplied by one for Founding and Settled, two for Growing, three for Thriving and four for Metropolis. It limits only what the colony starts on its own. Buildings you place with the Colony Planner are not stopped by it, though they count towards it; upgrades are not stopped by it either, and do not change the count.

Besides buildings, reaching Growing switches on two things that follow the growth curve below: births and the claim bonus.

The gift table is what the Gratitude Cache rolls.

The growth curve

A colony grows slowly at first, then faster, then levels off. One number drives it:

score = population + 2 × structures
g     = 1 / (1 + e^(−0.15 × (score − 20)))

g is close to 0 for a new colony, exactly 0.5 at a score of 20, and close to 1 for a large one. Three things scale with it, each capped by a configuration key:

WhatFormulaApplies
Construction speed1 + (growthMaxBuildMultiplier − 1) × gAlways
Chance of a birth per colony cyclebreedingBaseChance × (0.25 + 0.75 × g)From Growing
Claim radius bonus, in blocksgrowthMaxClaimBonus × g, roundedFrom Growing

With the default configuration (growthMaxBuildMultiplier 3.0, breedingBaseChance 0.08, growthMaxClaimBonus 32):

NeransStructuresScoreBuild speedBirth chance per cycleClaim bonus
202× 1.13— (not Growing)— (not Growing)
2410× 1.36— (not Growing)— (not Growing)
6618× 1.854.6%+14 blocks
101030× 2.646.9%+26 blocks
161444× 2.957.8%+31 blocks
322480× 3.008.0%+32 blocks

So a colony that has just become Growing builds nearly twice as fast as a new one, and by the time it is Thriving it is within a few per cent of the cap.

The build speed multiplies constructionBlocksPerCycle. Supply, and Builders on site, multiply it again — see Construction.

Claim growth

A colony's claim radius is claimRadius, plus whatever RANGE modules in the beacon add, plus the growth bonus above. With the defaults that is 48 blocks at founding and up to 80 for a large colony.

The beacon re-works the figure every 100 ticks. It follows the colony's current population and structure count, so a colony that shrinks gives a little of its bonus back; the stage itself never goes down. Before Growing the bonus is zero.

A wider claim is more ground for the colony to build on, more ground the housing sweep reads, and more ground its guards cover.

The growth bonus never reaches into a neighbour. It is trimmed so that the claim stops one block short of any other colony's claim in the same dimension. Only the growth is trimmed: the base radius and whatever RANGE modules add are always kept.

Arrivals, births and children

A colony gains people in two ways.

Arrivals work at every stage: while there is a free bed, food in the store and life support holding, a newcomer walks in. Before Growing that is one per colony cycle. See Colony basics.

Births start at Growing, and from then on the colony grows mostly from within. Once per colony cycle the colony checks all of these:

ConditionGoverned by
Breeding is switched onbreedingEnabled (default true)
The colony is at least Growingthe stage thresholds
There are at least two adults—
There is a free bed under both the housing capacity and colonistsPerColonyhousing; colonistsPerColony (default 48)
The food store holds enough for the whole colony for several cyclesbreedingSurplusCycles (default 10) × foodPerColonistPerCycle × population
Morale is at or above the floorbreedingMoraleFloor (default 50)
The server-wide Neran limit has roommaxLoadedColonists (default 300)

If they all hold, it rolls the birth chance from the table above. On a success a child Neran appears near the beacon.

Arrivals and births draw on the same free beds, and births come first: each cycle the colony rolls for a child before it considers a newcomer, so a child has first call on a free bed and one free bed is enough.

Once a colony is Growing, with breeding switched on, newcomers also slow down. One arrives only every immigrationIntervalCycles colony cycles (default 6), and never on a cycle in which a child was born. Set the key to 1 for an arrival every cycle, as before Growing. With breedingEnabled off, every cycle is an arrival cycle at every stage.

A child:

  • counts as population straight away: it eats, needs a bed and counts towards the stage thresholds;
  • has no trade and does no work. During the working day it heads for the colony's gathering place and wanders; at night it sleeps at home like everyone else;
  • grows up after childGrowthDays in-game days (default 2), and is given a trade on the next colony cycle that has a place open. Set the key to 0 and children are born grown.

/nerocolonies colony info reports how many births a colony has had. The beacon's People tab shows how many children it has now.

Births need the colony's chunk to be loaded. Offline catch-up brings neither arrivals nor births.

When a colony is not growing

Open the beacon. Two tabs each carry a line that names the reason.

People tab: why nobody is arriving

The tab saysMeaningWhat to do
Arrivals paused: life support has failed.The dimension is airless and the colony has no oxygenSee Life support
Arrivals paused: the food store is empty. Put food in the Food supply slots.The food stock is zeroPut food in the beacon's supply slots, or see to it that a Cook has food in colony storage to work with
This colony has reached its population cap.The roster is at colonistsPerColonyA server setting
Housing is full. The colony builds more when it runs short.Every bed is takenSupply the materials for the housing it is building, or place housing yourself
The server-wide Neran limit has been reached.The server is at maxLoadedColonistsA server setting
The colony builds its own housing. Stock colony storage with materials to build faster.Nothing is wrong; arrivals are coming—

The reasons are checked in that order and the first one that applies is shown.

Colony tab: why nothing is being built

The tab saysMeaning
Waiting for the Starter Works' materials: see the Needs tab, then press Give needed items.The colony is founding and the current Starter Work is unpaid
Morale is too low to work.Morale is below moraleWorkStopThreshold
Life support has failed, so building has stopped.As it says
There is nobody here to build.The roster is empty and constructionRequiresColonist is on
The colony has built as many structures as the server allows.It has reached the structure cap for its stage. Reaching the next stage raises it
Nothing is needed right now.No blueprint is eligible: everything allowed at this stage is built, what is left needs research the colony does not have, or it is housing the colony does not need yet
Looking for flat, open ground in the claim. Clear trees or level a spot to help.Something is eligible but no site fits
Autonomous construction is turned off on this server.constructionEnabled is false

A line reading Fabricating <building> is not a stop: the colony is building at the unsupplied rate. Put the materials in colony storage and it speeds up.

The stage is not advancing

  • Look at the Needs tab's Next stage: line and compare it with the People tab's Neran count and the Colony tab's structure count. Both targets have to be met.
  • Population is capped by housing. If the colony has stopped building homes, the usual cause is that it has enough: it only starts a new house when fewer than two beds are free.
  • Structures are capped by stage (12 at Settled by default) and by each blueprint's own maximum. The Growing threshold of 6 is well inside the Settled cap.
  • No children yet? That is expected before Growing, and after it a birth still needs spare food, morale of 50 and a free bed.
  • Beds filling more slowly than they used to? From Growing on, newcomers arrive only every immigrationIntervalCycles cycles; the free beds are being left for children.

See also

Search across every Nero mod wiki.