Buildings
Every building in a TownTopia village is just something you built yourself, plus a building token in an item frame. The token tells the village what the place is for. If the shape is right, the token starts to glow and the building is registered. If something's off, you get a chat message telling you what's wrong (all of those are on the Help page).

The four kinds of building
- Rooms (walls, roof and a door): Town Hall, Houses, Storage, Kitchen, Forge, Tavern, Library, School, Barracks, Butchery, Mage Tower, and the indoor versions of the Merchant Stall and Archery Range.
- Fenced yards (fence and a gate, no roof needed): Ranch and the outdoor Archery Range.
- Markers (no room at all, the token just marks a spot): Mine, Guard Post and the open air Merchant Stall.
- Tower platform: the Watchtower.
Rules for every building
- The token has to be inside the village border. For a village you founded yourself that's 9 chunks out from the Town Hall's chunk in every direction. Villages that grew out of a normal Minecraft village get 6 chunks.
- Villagers need to be able to walk there from the Town Hall.
- Only the shape matters for registering. Furniture is optional for the token, but the worker usually needs it. An empty Kitchen registers fine, the cook just can't do anything until there's a heat source and a crafting table.
- The token only works in the village it was bought in.
- The Architect walks around checking that buildings still count, and re-scans ones that failed after you fix them.
Rooms
Where to hang the frame
Put the item frame above the door or right beside it. Straight above works up to 3 blocks up from the bottom of the door. Beside the door works at the same height or a bit higher. Double doors count as one entrance.
What makes a room count
- Fully closed in. Walls and a roof all the way round. One hole to the outside and it fails.
- A ceiling over the entrance and 2 blocks of headroom just inside the door.
- Solid floor just inside the door, not a drop or a ledge.
- Not huge. The scan gives up at 4096 floor tiles (64 by 64). Past that, it assumes the room is open.
Roofs, lofts and extra floors
- Sloped roofs are totally fine, the ceiling can rise one block per step.
- Upstairs rooms and basements count if you can get there by ladder or stairs inside the building. The new floor needs to be at least 3 blocks above or below the one you came from, and it needs a roof.
- Up to 4 floor changes per building. If the upper floors don't scan, the ground floor still registers on its own.
Furniture has to touch the floor
A bed, chest, furnace or anything else only counts if it sits right next to one of the room's floor tiles. That's so the beds in an upstairs bedroom don't get counted for the storage room under it.
Buildings that share walls
If two buildings share space (terraced houses with a doorway between them, say), the doors split the floor. Each tile belongs to whichever door is closest.
Every building, one by one
Town Hall
The heart of the village and where the Mayor lives. One per village. Craft the token from 8 logs around a crafting table, hang it by the door of any closed room, and you've got a village. Beds inside are for the Mayor (optional).
Houses (2, 4 and 6 beds)
Homes. The token decides how many villagers can live there, extra beds are ignored. Once a villager sleeps in a bed, it's theirs.
Storage
The village's shared chests and barrels. Workers drop their stuff here and grab what they need. Right click the token or one of its chests to see everything inside, and to order things from your workers on the Stock tab. Optional extras:
- crafting tables (villagers craft things like wooden tools here)
- a furnace, where the miner turns logs into charcoal for torches
- a composter, where farmers turn spare seeds and scraps into bone meal
Kitchen
For the cook. Needs at least one heat source and one crafting table.
- Smoker: twice as fast
- Furnace: normal speed
- Campfire: half speed, but no fuel needed
- Blast furnace: counts for the room but can't cook food (same as vanilla)
Forge
For the blacksmith. Needs an anvil and a furnace. A blast furnace smelts twice as fast, and a smithing table lets them do netherite upgrades later on.
Tavern
Where the evening happens. A note block or jukebox is the bard's stage. Beds here become guest beds, so travelling merchants and nomads stay the night. A chest or barrel is where guests leave something in the morning.
Library
For the enchanter. Bookshelves make stronger books, and an enchanting table is the work station. The room still registers before you can afford the table, the enchanter just waits.
School
For the teacher. Needs a lectern.
Barracks
Home base for your defenders. Armor stands are training posts (one guard each), and beds are for up to 10 defenders, with one kept for the captain. Buying a Barracks gives you a free Captain token.
Butchery
Where the butcher works. It's a room with a chopping block: any stripped log or stripped wood, with floor next to it. The butcher leads spare animals over from the Ranch.
Mage Tower
Home of the mages. It's a room with a study spot (an enchanting table or a lectern), at least 3 bookshelves and an amethyst focus crystal (an amethyst block, cluster or bud). More bookshelves, up to 15, make mages study faster. Beds are optional, for up to 8 mages.
Merchant Stall
Where your tradesman sells to the travelling merchant. One token, two ways to build it:
- As a room: hang it beside a door like any other room.
- Open air: hang it anywhere that isn't next to a closed room. It marks the 5 by 5 square in front of the token, and at least 6 of those tiles need to be walkable.
A barrel works as a counter. Without one, the tradesman just stands in the middle.
Ranch
A fenced pen with a fence gate. Hang the token on the fence right next to the gate.
- Up to 512 tiles. Bigger, or with a gap in the fence, and it fails.
- Room for 1 animal of each kind per 8 tiles, and always at least 2 of each. So a 6 by 8 pen holds 6 cows and 6 sheep and 6 pigs and so on.
- Water inside is fine, nobody stands in it though.

Archery Range
Where archers practise and make arrows. Build it as a fenced yard (outdoor) or a closed room (indoor). For the outdoor one, the fence has to be 2 blocks tall or made of fences or walls, because villagers can step over a single block.
- Target blocks become shooting lanes if there's open floor 6 to 12 blocks in front of them and a clear shot.
- A fletching table lets archers make 6 arrows at a time (a crafting table makes the usual 4).
- Hay bales behind the targets mean arrows never break.
Archers work fine without a range, this is just where they train.
Mine
No room needed. Hang the token on any solid block, facing the way you want the tunnel to go. The miner digs a 2 high tunnel below that block, heading away from the frame. The block with the frame (and the 2 above it) are never dug, so your frame stays put. You can set side branches from 0 to 12 blocks in the Miner settings.
Guard Post
Mark any open spot villagers can walk to. Guards (and archers, if you turn it on) walk from post to post and keep watch at each one.
Watchtower
A high platform for an archer lookout.
- Hang the token on the platform, near the middle (on a fence post, a wall, or flat on the floor).
- The platform needs to be at least 5 blocks above the ground around it.
- Villagers have to be able to get up there by ladder or stairs.
- Nice extras: a bell up top (the lookout rings it when monsters hurt someone or raiders show up), fences around the edge so nobody gets knocked off, and more height (every 2 extra blocks lets them see 1 block further, up to 8).
Written by easykill. Original page on Google Sites.