Populated worlds and facility networks
A settlement’s shops and clinics depend on more than a sign over the door. Follow the service chain when damage or contamination leaves a facility unavailable.
These guides describe the October 23, 2026 development version. The older download with the same version number is missing later features.
Explanatory diagram based on the cited report; not an in-game interface or a spatial construction plan.
Who lives on a seeded world
Civilization profiles are Frontier, Industrial, Metropolitan, Research and Fallen, with scale, industry, faction and Settler/Orrun mix. Eligibility is deterministic and locked. Home and certain extreme terrains are excluded. Older generated worlds retain legacy behavior rather than receiving city lattices over existing land.
The 75 settlement modules are reusable lots, buildings and connectors, not 75 complete cities. They encode dimensions, profiles/families, templates, exits, services, loot and resident markers. See the module catalog for all definitions (discovery spoilers).
Diagnose the service chain
| Node | Default required inputs |
|---|---|
| Power | None |
| Life | Power |
| Freight | Power |
| Process | Power + Freight |
| Clinic | Power + Life |
| Security | Power |
| Comms | Power |
| Market | Freight |
| Farm | Life |
| Civic | Always reachable |
| Research | Power |
A type missing from the whole settlement counts as externally supplied; no freight building does not automatically disable a market. Civic/bootstrap nodes ignore ordinary inputs. Working and degraded nodes can supply dependents.
States are WORKING, DEGRADED, OFFLINE, CONTAMINATED, DESTROYED and RESTORING. Priority runs destroyed → contaminated → repair in progress → forced outage. Recalculation budgets 32 nodes/tick; repairing uses a 100-tick RESTORING interval. The project record says loss of over half the building can destroy its node; rebuilding to 80% permits repair. This is reported static/history evidence, not a new destructive test.
Residents and misleading signs
Residents spawn lazily from stored capped slots, follow roles/routines, shelter and react to alerts. Marshals and operatives connect security to crime. Indoor looks can remove helmets in appropriately sheltered buildings. Trams, skybridges, suburbs and fallen camps extend layouts, but geometry/pathfinding remains an in-world verification need.
Blackwire can produce misleading service markers; diagnosis matters. Ordinary residents are not all freely commandable evacuation followers. Outbreak survivors and recovery provide the separate supported escort path. Habitats and claims cover private enclosure/access rules.
Sources & verification
Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.
Documented input: October 23, 2026 source snapshot; declared 0.0.1-p0
PDF pages 31–32 · October 23 source snapshot — Populated worlds and facility networks · Beyond the Overworld report: E150–E163
October 23, 2026 source snapshot; older October 5 JAR is not equivalent. PDF-derived; no new mod build, game session or source/JAR audit. Pack overrides unknown.
The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.