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The Builder
Every project has its own Builder NPC. He appears at the site when planning starts, he is the entrance to the project dashboard, and he does the actual construction work.
Right-click the Builder to open the project dashboard. It shows:
- the project ID and status,
- progress (
placed / total blocks) and the estimated remaining time, including the selected speed, - the material list – what has been handed in and what is still required, with missing materials listed first,
- the number of tools in the tool chest and the material chest, if one is set,
- a return that is still waiting for free inventory space, if any.
Buttons (only the ones that make sense for the current status are shown):
| Button | Effect |
|---|---|
| Finish plan | Ends planning, resets the site and calculates the material list. |
| Hand in materials | Takes every still needed material from your inventory. |
| Start building | Starts construction once all materials are there. |
| Edit plan | Reopens planning – at any stage, even mid-construction. See Editing a finished plan. |
| Speed: Nx | Cycles the build speed (1x / 4x / 20x). |
| Check conflict | Resumes a build paused because of a conflict, if the spot is clear again. |
| Check tools | Resumes a build paused because no tool was left. |
| Cancel | Cancels the project and refunds everything (owner only). |
Without the client-side dashboard the builder shows the same information as a clickable chat menu. You can also open the menu remotely with /eb menu <project>.
When the plan is finished, the material list is calculated from the blueprint. Multi-block structures are counted correctly – a door costs one door item, a bed one bed, a double slab two slabs.
- Hand in materials only takes items that are on the list, and never more than is still needed. Everything else in your inventory is untouched.
- Delivered materials are tracked in a persistent journal. If you cancel or plan less, the surplus comes back. Refunds never drop on the ground: if your inventory is full, the rest waits in the journal until you have space again (the dashboard shows how many items are waiting).
- Grass, ferns and similar overgrowth are free everywhere: they cost no material, no tool and no build time, and they never block a position – the builder simply builds over them.
You do not have to hand in materials at the builder. Crouch + right-click a chest with the Builder's Wand to make it the project's material chest. Doing the same on the same chest releases it again.
The material chest is a funnel, not a storage: the builder takes what the project still needs, books it onto the project's material account and leaves the chest empty again. Its size therefore does not matter – a chest fed by a hopper can supply any project.
- It stays your chest: the mod does not place it, remove it or protect it.
- Only items on the list are taken, and never more than is still needed. You can point at a chest in your base – everything else in it stays where it is.
- When everything is delivered the project switches to Ready to build by itself; you do not have to walk back to the builder.
- The builder's tool chest cannot be used as a material chest.
As soon as a project has to clear terrain, a chest is added to the material list. When the build starts it is placed next to the builder and stays there at the end – you get exactly the chest you paid for.
- The builder only clears while there are usable tools in that chest. He prefers a tool that suits the block and uses up durability; a tool that runs out breaks just like in your hand.
- Without a usable tool the project pauses with Paused – no tools. Put a tool in the chest and press Check tools (or
/eb recheck <project>). - While the project runs, the chest is protected: only the owner can open it and it cannot be broken. During planning it stays closed.
- At the end of the project an empty tool chest is removed. If tools are still inside, it stays as a normal chest, so nothing is lost to a full inventory.
Cleared blocks vanish without replacement – they cost nothing and yield nothing. Containers that still hold something are never emptied onto the ground; the builder leaves filled storage in place.
- The builder clears the site from top to bottom, one block every
ticksPerRemovalticks (default 10 ticks, about two blocks per second). - Then he builds, one block every
ticksPerBlockticks (default 20 ticks, one block per second).
He walks to every block he works on, turns towards it and swings. Placed blocks sound as if placed by hand, cleared blocks throw the usual break particles. He has no vanilla AI on purpose – pathfinding would let him wander off, get pushed away or fall asleep. If a wall is in the way or the next block is more than 24 blocks away, he steps right over.
Blocks are placed exactly with their stored state (facing, hinge, stair shape, connections). Shape updates are suppressed while building, so wall torches, ladders, buttons and signs do not pop off because the block they hang on is placed later. Redstone components may need one interaction before they switch.
The Speed button in the dashboard cycles between three levels:
| Speed | Building | Clearing | 5,000 blocks | Wage |
|---|---|---|---|---|
1x |
1 block/s | 2 blocks/s | approx. 83 min | base wage |
4x |
4 blocks/s | 10 blocks/s | approx. 21 min | 2× base wage |
20x |
20 blocks/s | 20 blocks/s | approx. 4 min | 5× base wage |
- The surcharge grows with the square root of the speed: four times as fast costs double, twenty times as fast costs five times.
- The speed is per project and can be changed at any time, even mid-build. It applies from the next step on, and the remaining-time display includes it.
- Raising the speed: the difference in emeralds is missing and the build pauses until it is delivered.
- Lowering the speed: overpaid emeralds are returned immediately (through the same refund journal, so nothing is lost).
- 20 blocks per second is the maximum (one block per server tick). Server owners can lower it with
maxBuildSpeed.
Every project costs emeralds on top of the materials: one per started 250 blueprint blocks, at least 1 and at most 8. With the speed surcharge this gives, for example with a base wage of 3: 3, 6 or 15 emeralds. With the default settings the most expensive case is 40 emeralds. maxTotalEmeraldFee (default 64) is a hard ceiling over everything.
The wage appears on the material list like any other material and is refunded when you cancel. It can be configured with emeraldFeePerBlocks, minEmeraldFee, maxEmeraldFee and maxTotalEmeraldFee – see Configuration.
A running build waits while the chunk the builder is working in is not loaded, and continues by itself as soon as someone comes back.
If you want builds to continue while nobody is nearby, a server owner can enable keepSiteLoaded. Then exactly one chunk per running project is kept loaded – the one the builder is working in, not the whole site. It is released immediately when the project pauses or ends.
If the world at the builder's current position no longer matches the blueprint – for example something was placed where he still has to build – the project pauses with Paused – conflict. Clear the spot and press Check conflict (or /eb recheck <project>).
The builder is truly invulnerable – even against players in Creative mode – and lightning does not turn him into a witch. If he still disappears (/kill, an entity cleaner, another mod), he is replaced automatically as soon as the owner is nearby. You can also place him again manually with /eb recovernpc <project>.
Expanded Building 1.1.1 · Fabric · NeoForge · Forge · Minecraft 26.1.2 / 26.2 / 26.3 · MIT License
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