Necesse Settlement & Settler Guide: 5-Step Growth, All 18 Roles & Happiness MAX Design

You planted a Settlement Flag — now what? If your settlers are stuck at 50 happiness, or you set up a zone and nobody works it, this guide covers every wall you can hit. From the moment the tutorial ends to the point where your settlement runs itself, here is the whole thing in order.


How to Start a Settlement

Crafting and placing the Settlement Flag

The Settlement Flag isn’t crafted — you pick it up from the chest in the Elder’s house after finishing the tutorial. It’s easy to walk right past, so don’t.

It can only be placed on the surface (not underground, not in dungeons). Once placed, a settlement area generates around it and the local enemy spawn rate drops sharply.

The settlement menu after placing the Settlement Flag

The five settlement sizes and how growth works

The settlement’s size rating changes with your settler count.

SizeIn-game commentPopulation threshold
Tiny“This is a tiny settlement”0+
Small“This is a small settlement”6+
Average“This is an average sized settlement”12+
Large“This is a large settlement”18+
Huge“This is a huge settlement”24+

Separate from that size comment, the Settlement Flag’s actual managed range starts at 80×80 tiles. The 16×16 tile chunk the flag sits in becomes the center, and a 5×5 block of chunks forms the settlement. As a rough guide that’s about 40 tiles around the flag, but because it’s measured by chunk rather than by the flag’s exact tile, the edges shift a little.

Flag expansion tierManaged rangeApprox. radius from flag
Initial80×80~40 tiles
+1112×112~56 tiles
+2144×144~72 tiles
+3176×176~88 tiles
+4208×208~104 tiles
+5240×240~120 tiles
+6272×272~136 tiles

The resident list and management screen in the settlement UI


The First Production Stations to Build (in priority order)

To get a settlement moving you need the following stations. Build them in priority order.

PriorityStationMaterialsUse
★★★★★Forge20 Any StoneSmelt Iron Ore into Iron Bars
★★★★★Iron Anvil5 Iron BarCraft weapons, armor, tools
★★★★Carpenters Bench10 Log, 5 Iron BarBuild beds and furniture (required to recruit settlers)
★★★★Campfire10 Log, 20 Any StoneHeals HP while lit, lowers nearby enemy spawns
★★★★Roasting Station10 LogRoast meat and fish to boost the food they restore
★★★Alchemy Table10 Log, 10 Any Stone, 2 Health PotionBrew potions (before boss fights)

Most of these are made at the Workstation. The Workstation itself costs 10 Log and one already sits in your starting house.

Early-game production stations: Forge, Iron Anvil, work benches


Stabilizing Your Food Supply

Food feeds directly into settler happiness. Start with wild foraging, then move into farming.

Rather than “stockpile one food in bulk,” it’s better to add easy-to-get foods stage by stage. The more food variety you offer, the easier happiness is to raise.

StageEasy-to-get foodWhy it’s handy
EarlyRoasted Rabbit Leg, Roasted Duck Breast, Roasted Frog LegDrop from hunting/exploring; just roast and they’re ready
EarlyBlueberry, MushroomEasy to forage, and useful as cooking ingredients later
MidBread, Hard Boiled Egg, Steak, Roasted Pork, Roasted Mutton, Chicken DrumstickStable supply once wheat, eggs, and livestock meat start flowing
MidRoot Salad, Miners Stew, Fish and ChipsGood for padding variety once you’ve started farming and fishing
LateWild Salad, Cheese Burger, Omelette, Pumpkin Pie, Strawberry PieHappiness top-ups once orchards, farms, ranching, and cheese-making are all online

Spoilage and the Cooling Box

Food spoils over time. The fix:

  • Food inside a Cooling Box spoils at 25% the normal rate — roughly 4× longer before it rots.
  • It’s not an area effect; only items placed inside are affected. Storage is 40 slots, fuel is 2 slots.
  • Crafting it needs 10 logs, 10 stone, and 5 Frost Shard. Fuel it with cooling fuel like Iceblossom.

Automating farming and ranching

The work zones you can actually set are Forestry, Husbandry, and Fertilize. There is no dedicated “farming zone.”

  • Farmers: spread fertilizer on crops in a Fertilize zone
  • Animal Keepers: milk and shear animals in a Husbandry zone
  • Anyone: fell and replant trees in a Forestry zone

All 18 Settler Roles and What They Do

Production / gathering

RoleJobHiring priority
FarmerTends crops, spreads fertilizer in Fertilize zones★★★★★ (top early priority)
MinerMines ore, can also be sent on expeditions★★★★
HunterGathers meat and materials★★★★
AnglerCollects fish★★★
Animal KeeperTends and breeds animals in Husbandry zones★★★

Processing / crafting

RoleJobHiring priority
BlacksmithAuto-crafts weapons, armor, tools★★★★★
GunsmithProduces guns and ammo★★★ (essential for a gun build)
AlchemistAuto-brews potions and medicine★★★★

Service / special

RoleJobHiring priority
MageEnchants gear (cost and outcome improve with happiness)★★★★★
TraderInter-island trade, brings in rare items★★★
PawnbrokerBuys junk, sells used gear (visiting shop)
StylistCustomizes your character’s appearance★ (if you like)
Broken PirateSells gold, pirate gear, bombs, map fragments, etc.★★
ExplorerRuns expedition quests★★★
ElderTutorial and settlement info— (there from the start)
VillagerGeneric role, no specific job★ (if short on hands)
Exotic MerchantSells rare materials and gear (visiting, can’t be hired)

Main recruit / appearance conditions

Settlers mostly join one of three ways: you meet them in a village, you rescue a lost one, or they show up as a visitor to your settlement. The visitor pool grows as you complete settlement quests.

RoleMain condition
ElderThe starting island’s Elder. Can’t migrate or be exiled
Villager / GuardSettlement visitor candidates
Farmer / Blacksmith / AnglerMet in a village, or settlement visitors
HunterAppears lost in surface biomes
MinerAppears lost in caves and deep caves
Gunsmith / AlchemistVisitor candidates after clearing Evil’s Protector’s settlement quest
MageRescued in dungeons. Visitor candidate after Void Wizard’s settlement quest
Animal KeeperVillage / animal-trader visitors. Regular visitor candidate after Void Wizard’s settlement quest
TraderVisitor candidate after Runebound Chieftain’s settlement quest
ExplorerAppears lost in desert caves. Visitor candidate after Pirate Captain’s settlement quest
StylistRescued in pirate villages. Visitor candidate after Reaper’s settlement quest
Broken PirateRescuable after defeating Pirate Captain. Visitor candidate after Reaper’s settlement quest
Pawnbroker / Exotic MerchantVisiting shops, not normal hire candidates

Combat ability differs by role

Combat ability does vary by role. But it’s less “a class multiplier applies to everyone” and more that the difference comes from starting HP, starting gear, move speed, and AI.

TierRoleCombat notes
In a league of its ownGuard~825 settler HP, move speed 35, iron gear, strong self-heal inside the settlement. Top pick for defense
HighMage, Broken PirateMage fires homing void shots; Broken Pirate starts with a cutlass. High early damage
RangedGunsmith, HunterStart with a handgun / copper bow. Take fewer hits than melee roles
MidBlacksmith, Miner, Trader, Explorer, Stylist, Pawnbroker, Exotic MerchantStart with an iron sword. Easier to fight with than copper-tier roles
LowVillager, Alchemist, Angler, Animal Keeper, FarmerCopper sword / copper rake-tier starting gear. Hard to justify for combat
SpecialElderHigh HP, but can’t join an adventure party

Once they’re settlers you can swap their gear, so final strength shifts a lot with upgrades. If you need early defense as-is, look at the Guard first, then Mage, Broken Pirate, and the ranged roles.


Building Housing to Recruit Settlers

The 4 conditions for a valid room

To get a settler to move in, you must meet all of these.

RequirementDetail
Walls and a doorEnclose all 4 sides with walls and place at least one door
BedOne per settler (a double bed still counts as one)
Light sourceTorch, lantern, candle — anything works
FloorLay flooring on every tile (any material)

A settler room meeting the minimum requirements

Common “this isn’t recognized as a house” failures

  • Missing one corner tile of wall → the enclosure check fails
  • Unfinished flooring → grass grows there. “Grass is growing = floor is missing” is the tell
  • No door → walls alone won’t do it
  • The path to the bed is fully blocked by furniture

An example room that fails recognition due to floor/enclosure gaps

Never share a room

Housing multiple settlers in one room applies a heavy happiness penalty.

OccupantsHappiness penalty
2−20
3−30
4−40
5−50

Example of the shared-room happiness penalty


How Happiness Works (with the numbers)

Happiness states

HappinessIn-game label
0–24Very unhappy
25–49Unhappy
50–69Somewhat happy
70–89Very happy
90+Extremely happy

A settler's happiness state and its breakdown screen

If a settler stays Unhappy (under 25) too long, they go on strike and stop working.

Happiness is the sum of four factors. The maximums are room +40 and food +75.

Room size bonus quick reference

Room size is counted by floor tiles (interior area, walls and doors not included).

Floor tilesHappiness bonusInterior size guide
0–9+03×3
10–19+43×5 to 4×4
20–24+84×5 to 5×4
25–29+105×5 (best value)
30–39+125×6 to 6×6
40–49+156×7 to 7×7
50–59+187×8
60++208×8 and up

The best value is a 5×5 interior (25 tiles). Going from 25 to 60 tiles for another +10 costs 35 extra tiles — brutally diminishing returns. A 5×5 fits inside a 7×7 footprint and is easy to mass-produce.

Furniture bonus

The bonus scales with the number of furniture types you place (placing multiples of the same type still counts as one type).

Furniture typesHappiness bonus
14
27
310
413
515
617
7+20

3 practical layouts

In practice a 5×5 interior is the easiest to work with. A 3×3 gets by on the bare minimum but the furniture placement gets cramped; an 8×8+ maxes happiness but eats too much space and material to mass-produce early.

  • Layout 1 (minimal): cram 7 furniture types into a 3×3 interior

A minimal room with furniture packed into a 3×3 interior

  • Layout 2 (recommended): 7 furniture types in a 5×5 interior → room +10, furniture +20, total +30

The recommended 5×5 interior room layout

  • Layout 3 (luxury): an 8×8+ large room → room +20, furniture +20, total +40

A luxury room layout, 8×8 or larger

Food bonus

Food factorMax bonusCondition
Food quality (Simple)10Basic cooked food
Food quality (Fine)20Quality cooked food
Food quality (Gourmet)35Serve gourmet dishes

A happiness breakdown showing food quality and food variety

Food quality tiers (low → high): Simple → Fine → Gourmet
Food variety tiers (low → high): same food → slightly → somewhat → nicely → extremely varied

Food variety bonus

The tier shifts with the number of food types (multiples of the same item count as one).

In-game labelFood typesHappiness bonus
My diet has not been varied at all0–10
My diet has been slightly varied2–410
My diet has been somewhat varied5–720
My diet has been nicely varied8–1130
My diet has been extremely varied12+40

The per-settler food setting screen

Penalty list

SituationPenalty
Sharing a room−20 to −50 (by number of in-use beds in the room)
No bed−40
Bed outdoors−30
Missing floor−10
No light source−10
No food0 (“hasn’t eaten recently” shows)

The shared-room penalty triggers when a room has two or more in-use beds: −20 for two, −30 for three, −40 for four, and −50 capped at five or more. “No food” isn’t a negative value, but it locks out the food quality and variety bonuses, so it’s the first thing to fix when you’re trying to push happiness up.


A design that raises happiness efficiently

A recommended setup, calculated from confirmed data:

FactorRecommended setupBonus
Room size5×5 interior (25 tiles)10
Furniture7+ types20
Food qualityFine or better20–35
Food variety8+ types (nicely varied)30
Total80–95

Shortest route to “Very happy” (70+): room 10 + furniture 20 + food quality 20 + food variety 20 = exactly 70. Make this your early goal.

Condition for “Extremely happy” (90+): add gourmet food (+35) or 8-type variety (+30) on top of the above. Beefing up food is the most cost-effective path.


What Changes When Happiness Goes Up

Shorter breaks

Settlers have an internal stamina that keeps them working. It drains as they work, and when it runs out they take a break. Higher happiness means stamina drains slower and recovers faster during breaks.

HappinessStamina drain while workingStamina recovery while restingStamina cap
03.0×0.2×60 sec worth
501.75×0.6×120 sec worth
1000.5×1.0×180 sec worth

So a happiness-100 settler drains stamina at one-sixth the rate of a happiness-0 one. They return from a break once stamina recovers to 60 seconds’ worth, so high happiness means “works longer, returns from breaks sooner.”

Better trade prices

The higher a settler’s happiness, the better their prices are for you.

TradeLow happinessHigh happiness
Buying from settlerExpensiveCheap
Selling to settlerCheapExpensive

For example, a Mage’s spell book runs ~200 coins at happiness 0 but drops toward ~100 at happiness 100. A Void Staff goes 600 → 400, a Mana Potion 25 → 5. It’s well worth raising a Mage’s happiness before a big purchase.

Mage-only: enchant cost and outcome

A Mage’s happiness affects the cost and result of gear enchanting. Cost is normal price at happiness 0 and drops to 0.3× normal at happiness 100.

HappinessEnchant cost
01.0×
500.65×
1000.3×

On top of that, the higher the happiness above 50, the more likely a strong effect is rolled; below 50 it tilts toward weaker effects. It’s not a simple “success rate” — the accurate read is that you’re more likely to pull a good enchant, and it costs less, too.


Setting Up and Running Work Zones

Zone types and how to set them

From the settlement menu’s “assign jobs,” there are three work zones.

ZoneUI labelWho can work itWhat it does
ForestryAssign forestry zoneAnyoneFells player-planted trees and replants the same sapling type
HusbandryAssign husbandry zoneAnimal KeeperMilking, shearing, etc.
FertilizeAssign fertilize zoneFarmerHarvests player-planted crops and replants the same seed; spreads fertilizer in the zone

The work zones available on the assign-jobs screen

The game’s “settler” refers to any resident of the settlement, not a specific job. Farming, as a work zone, uses the “Fertilize” zone. Mining, hunting, and fishing aren’t registered as dedicated zones in the work-zone registry, so this guide treats them as per-role jobs rather than zones.

Forestry

Set a Forestry zone and settlers fell the trees within range and replant as needed. At first you plant saplings in a planting area yourself; settlers then fell the grown trees and replant the same sapling. It’s the zone to use when you want a steady wood supply, and the job isn’t tied to a fixed role — any settler with forestry enabled in their job settings can do it.

Build the Forestry zone in a planting area set a little apart from housing and farms, not right next to them. If the felling range overlaps your daily paths, trees and saplings tend to get in the way.

Husbandry

The Husbandry zone is for handing livestock care to an Animal Keeper. It automates milking, shearing, and the like, so it matters when you want a steady supply of milk, wool, eggs, and so on.

Pen your animal shed with fences or walls and overlay the Husbandry zone inside it for easier management. Animals scattered around lower work efficiency, so don’t make the zone too big — use it as a place to keep livestock together.

To breed, put a male and female of the same type in the same shed and don’t let the feed run out. Livestock recover hunger by eating grain-type feed, which also progresses taming. When a grown, sufficiently-tamed pair is nearby, a baby is born.

Overcrowding clogs the shed, and too many animals nearby also slows breeding. Since breeding produces young from the female side, cattle/sheep/pigs work well with one male and several females; chickens with one rooster and several hens. The Husbandry zone settings include “cull when animals exceed this count” — enter a number and grown livestock are processed for food when the zone’s herd exceeds the cap. Pair it with “desired male/female ratio” to set what proportion of males and females to keep after auto-culling. If you want to keep breeding, weight it toward females and keep at least one breeding male.

Farming

Harvesting and replanting crops is handled as a “farming” job. First you convert ground to Farmland and plant crop seeds on it. Farmland is made at a work bench from 5 logs. Once crops grow, settlers harvest them and replant using the same seeds.

The zone you can set, however, isn’t a “farming zone” but the “Fertilize” zone. Farmers spread fertilizer on crops inside it.

Overlay the Fertilize zone on your field and stock fertilizer in a shared chest; Farmers pull it out and apply it to crops. A small field is plenty early on, but once you’re trying to raise food variety, widen the field so you can grow multiple crops.

Example zone layout

For food production, put the Fertilize zone over the field and the Husbandry zone inside the animal shed. Build the Forestry zone in a planting area set a little apart from housing so daily paths and the tree-felling range don’t collide.


Managing Settler Gear

How the shared chest works (and its trap)

Settlers automatically pull gear from the settlement’s shared chest. Watch out:

  • They may grab items you wanted to use yourself
  • Control it with the “manage settlement storage gear” toggle on/off
  • A filter setting can limit them to “only equippable items”

Raid Defense

Placing a Settlement Flag greatly lowers ordinary enemy spawns, but raids are a separate track. With 3+ settlers and a team member involved with the settlement, an attack can begin at night. They’re less likely during boss fights or while the player is treated as AFK.

On default settings, the internal timer to the next raid is roughly 90–150 minutes at first. Each raid you clear stretches the interval a little. If you’ve changed raid frequency in world settings, the interval changes too.

Raids approach from the settlement’s outer edge. Attackers target settlers’ beds and the Settlement Flag, so the three things to protect are housing, storage, and the flag. Beyond walling everything in, narrowing the entrances to make interception easier is what matters.

MeasureWhat to doWhy
Wall the perimeterEnclose housing, storage, and the flag; keep entrances fewLimits the enemy’s approach direction
Make an entranceNarrow doors/passages to 1–2 spotsEasier for the Guard and player to intercept
Station a GuardGive the Guard a bow/gun/magic weapon and place them inside the wallRanged attacks take fewer hits
Update gearPut spare weapons/armor in the shared chest and enable storage gear managementRaises settler survival
Keep storage insideGather pricey materials/gear in storage inside the wallHarder for raiders to make off with

Raid types grow with progression. It’s mostly human attackers at first, but as your gear and progress climb, pirates, vampires, ninjas, and frozen dwarves enter the pool. The more your settlement develops, the stronger enemy gear gets, so don’t put off updating settler gear too long.


Common Mistakes Q&A

My settlers won’t work

  • Check the zone isn’t set out of range
  • If their inventory is full they’ll say “my inventory is full” → assign storage
  • Check job priority — another job may be ranked above it

Happiness won’t go up

  1. First talk to the settler and check the breakdown from “how are you doing?”
  2. Pin down whether the problem is room size, furniture, food, or a penalty
  3. If they say “I have a roommate…” split the rooms immediately

My food keeps getting eaten

  • Narrow the settler’s food settings from “change diet”
  • Store premium food in your own chest, separate from the shared chest

Enemies spawn in my settlement

  • For ordinary spawns, check whether you’re inside the Settlement Flag’s range
  • For raids, revisit “Raid Defense” above
  • Put housing, storage, and the flag inside walls and narrow the entrances


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