Settlers III WikiThe Caeldun Isles
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How Settlers plays

The rules that make Settlers III different from vanilla survival, on one page.

If you've played a lot of vanilla survival, most of your instincts still work. These are the things that don't.

Vanilla habitOn Settlers IIIRead more
Everything is available everywhereOres, crops and animals are regional. Your island has some things and not others.Resources
Keep your items when you dieYou drop everything where you fall.Banned
/home, /spawn and /tpaThere's no teleporting at all.Banned
Fill your inventory and walk homeWeight slows you down, then stops you sprinting, then stops you jumping.Weight
Swim or row to the next islandThe deep ocean kills swimmers and small boats. You need a ship.Open ocean
Build a floating roof on four pillarsPlayer-placed blocks need support. Overhangs and wide roofs collapse.Gravity
Dig out a big room undergroundWide mine roofs cave in unless you brace them with posts.Cave-ins
Fly with elytra, use the NetherElytra won't glide, and the Nether and End are sealed.Banned
Build an ice-boat highwayIce can't be placed.Banned
Pour water wherever you likeWater and lava can't be placed, even from dispensers. Farm by natural water.Banned
Chop a tree one log at a timeCut the trunk and the whole tree falls, and it can crush you.Tree felling
Hunger bar is all that mattersFour meters: protein, fruit and veg, grains, and thirst.Nutrition
Emeralds and villagers are moneyGold is money: 81 nuggets to the block. Players run the shops.Economy
Dig sand off the beachNatural sand drops nothing. Pan for it in streams.Panning
Wheat grows anywhere with waterPotatoes and beetroot grow everywhere. Wheat, carrots, melons and sugar cane are Breadbasket crops, and pumpkins grow only on the Spiderholme Isles.Farming
Weather is occasionalIt rains about half the time, usually clearing just before sunset.Weather
Zombies and creepers everywhereEach region has its own designed wildlife: wolves, bears, deer, crabs, spirits.Wildlife

The idea behind it

Slow progress is the point. In most servers the first week is a race to diamond gear, elytra and farms, and then there's nothing to do but wait. Here, distance is real and scarcity is regional, so a settlement's wealth depends on where it is, what it can make, and who it trades with.

That's meant to produce politics on its own. Whoever controls the only good farmland feeds the world. Whoever holds the iron country equips it. The sea lanes between them matter. You don't need to roleplay any of this; it follows from the rules.

What stays vanilla

  • Vanilla crafting, with a few adjustments (rails craft 32 at a time, for example).
  • Vanilla combat, against a very different set of creatures.