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Getting Started

Tim edited this page Jul 29, 2026 · 3 revisions

Getting Started

So you spawned in, the sun is rising, and somewhere out there is a horizon with your name on it. Here is how your first hours in Farbound usually go.

1. Open the Quest Book

The quest book (top left of your inventory, or its own keybind) is your travel journal and guide. Start with the Where it Begins chapter: it walks you through your first equipment, nearby landmarks, and the pack's core ideas. Quests reward you as you go, but they never force a path. See Questlines for the full chapter overview.

2. Settle In

Before any machine turns, you will want the basics: tools, food, a roof. Farbound's cozy side is not decoration on top: Farmer's Delight and its addon family turn cooking into a craft of its own, and once your machines are running, even the kitchen can be automated. The A Seat at the Table chapter walks you through it, and the decoration chapters give your base personality. A good camp makes every expedition better.

3. First Gears

Your path to a vehicle starts with Create and a humble block of andesite. The First Gears chapter guides you through the Andesite Age (waterwheels, cogs, belts, presses) into the Brass Age and modern logistics. Take your time here: everything you build later, from steamships to airships, stands on these foundations. And the engineering path keeps going long after your first flight. Chapters like Heavy Industry and Fuel & Fission take your machines into steel, diesel, radar, and eventually nuclear power.

4. Build Something That Moves

Once you have brass and precision components, the world opens up:

  • Rails: trains are the reliable early workhorse for fixed routes.
  • Watercraft: steamships and submarines via Create: Aquatic Ambitions and Create: Submarine.
  • Airships: the heart of the pack. Create: Aeronautics lets you assemble flying contraptions that are fully walkable while in flight.
  • And beyond: late in the pack, rockets take you off-world entirely.

The Wide Horizons chapter covers rails, sea, and sky. Beyond the Sky handles space.

5. Go Somewhere

The world is generated with Terralith, Tectonic, and a large structure suite. Ruins, dungeons, taverns, and stranger things are waiting. The Antique Atlas and the Explorer's Compass help with navigation, and your camera (yes, there is a working camera) lets you bring memories home. Loot in generated structures is instanced per player, so nobody can loot a dungeon empty before you get there.

A Few Pack Rules Worth Knowing

  • No elytra. Farbound is about vehicles you build. Wings would skip the whole point.
  • Vanilla advancements are disabled. The quest book replaces them with better ones.
  • Death is forgiving, not free. You keep part of your inventory when you die.

More details in the FAQ.

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