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CivCraft · Wiki · 3/19

The camp

Your first base. Setting up a Camp, keeping the fire burning and earning Tokens of Leadership.

ChaptersChapter 3 of 19

A camp is your first safe place. It is a ready-made structure of 32 by 32 blocks with a campfire, chests, a longhouse, a sifter and a garden. Only members can use the chests, furnaces, doors and beds. When you die, you respawn in your camp.

The most important thing a camp produces is Tokens of Leadership. You need them later to found a civilization.

blocks in size
32 × 32
per hour for the fire
4 Coal
the most you can stock ahead
48 hours
tokens for a civilization
36
  1. 1. Campfire
  2. 2. Furnaces for the coal
  3. 3. Longhouse chest
  4. 4. Sifter
  5. 5. Garden
A camp with every upgrade, seen from above.

Getting a Camp

Your first Camp is free. On your first login it is in your inventory as a door. That Camp is bound to you: nobody else can use it.

  • If you lost it before using it, type /camp recover. You get a new one and the old one stops working.
  • If you already used it, you have to craft a new Camp.

You craft the Chieftains Headdress and the Milled Lumber yourself:

In total, one crafted Camp needs this:

Raw materialAmount
Log (any type)243
Feather18
Leather18
Coal Block3

Choosing a spot

The camp goes on the 32 by 32 block area in front of you, in the direction you are looking. The spot has to follow these rules:

  • at least 1000 blocks from spawn;
  • not inside the culture of a civilization and not in a town;
  • below height y=200;
  • flat, solid ground: no water, lava, caves or cliffs under the camp;
  • no chest, other camp, structure or trade good in the way.

If the game refuses your spot, it says why and names the coordinates of the area. Looking another way or moving a few blocks is often enough.

Setting up the camp

  1. Stand on the spot and look in the direction the camp should go.
  2. Right-click with the Camp in your hand.
  3. Type a name in chat. Only letters are allowed. cancel stops it.
  4. The camp is there at once.

You cannot found a camp while you are in a town or in another camp.

If you picked the wrong spot, /camp undo takes the camp down again and gives the Camp back.

Keeping the fire burning

The campfire is the life of your camp. If it goes out, the camp is destroyed.

  • Put Coal in the furnaces next to the campfire. The fire burns 4 Coal per hour.
  • A Coal Block counts as 9 Coal. Other fuel does not work.
  • The fire can be stocked for 48 hours at most.
  • Below 30% all members get a warning.

/camp info shows how many hours the fire has left and how much coal is waiting.

The campfire with the furnaces beside it. That is where the coal goes.

Upgrades

A camp has three upgrades of 500 coins each. The owner buys them with /camp upgrade buy <name>.

  • /camp upgrade buy longhouse: turns bread into coins and tokens.
  • /camp upgrade buy sifter: turns cobblestone into gravel and sometimes ore.
  • /camp upgrade buy garden: makes the garden usable.

/camp upgrade list shows what is for sale and /camp upgrade purchased what you already have.

Longhouse

The longhouse is why you have a camp. Put Bread in the longhouse chest. Once an hour it eats bread and gives:

  • coins to the owner of the camp;
  • one Token of Leadership in the chest.

The longer you feed the longhouse without a break, the higher its level and the more coins it gives. It also eats more bread.

LevelConsumes per hourNeeded for next levelCoins per hour
11× Bread515
22× Bread1040
34× Bread1580
47× Bread24150

"Needed for next level" is the number of hours the longhouse has to be fed on that level. An hour without bread gives nothing and lowers the counter. If the bread stays away, the longhouse drops a level.

One civilization takes 36 tokens. That is 36 hours of a fed longhouse.

Sifter

Put Cobblestone in the sifter's input chest. Once a second, one cobblestone becomes gravel in the output chest. Each one has a 10% chance of a Gold Nugget and a 2.5% chance of an Iron Ingot. The sifter leaves other blocks alone.

Garden

The garden is a patch of farmland inside the camp. Crops grow there at normal speed. It is a safe way to grow wheat for the longhouse bread.

The garden lies inside the camp, next to the longhouse.

Members

  • /camp add <name> invites someone; they answer with /accept.
  • /camp remove <name> removes a member.
  • /camp leave leaves the camp.
  • /camp setowner <name> gives the camp to another member.
  • /camp disband disbands the camp.

Tokens carry the name of the owner of the camp. Only tokens of the same camp combine into a badge. So work in one camp with your group.

Attacks on a camp

A camp is not invulnerable. From 24 hours after founding there is a window of 2 hours a day in which others can attack the control block of your camp. Outside that window nobody can damage it. When the control block is destroyed, the camp is gone. People with PvP protection cannot attack a camp.

What happens to your camp afterwards

A camp is a step on the way. Before you found a civilization or join a town, you have to leave or disband your camp. So empty your chests first.