📜 Story & Progression
How the town project gets introduced in-world.
On Summer 5 of your first year, Mayor Lewis personally visits your farm:
A multi-step questline drives the initial unlock and onboarding flow.
Mayor’s Town unlocks a new frontier: building and managing an entire town from the ground up. Early in the first summer, Mayor Lewis entrusts you to lead the development of a brand-new settlement just outside of Pelican Town.
On Summer 5 of Year 1, you’re invited to purchase a massive plot of land newly cleared just down the highway.
This land becomes the foundation for a fully player-managed town, where you’ll:
The farm is still home—Mayor’s Town adds a whole second layer: settlement planning, automation, and systems that make the town feel alive.
Unlock conditions, core systems, and what’s coming next.
These are “in-code” prototype systems that guide future work (and make testing easier right now).
Your “what do I do first?” checklist.
Each building type corresponds to a job role; assigned villagers perform duties automatically.
The goal is to feel like you’re running a town, not babysitting one. Assign roles, set production, then check in on the bigger-picture stats like food, health, and safety.
Starter buildings, roles, and what they do.
| Building | Function |
|---|---|
| Town Hall | Core hub; must be built first. Only one can be built and it spawns 2–3 villagers on completion. |
| Housing | Single, Double, Quad variants. Villagers auto-assign homes; empty cabins may attract new residents overnight. |
| Clinic | Heals diseases and wounds. Requires a Doctor. |
| Pub | Produces food/drink. Boosts happiness. Requires Bartender. |
| Farms | Assigned crop/animal type. Requires Farmers. |
| Bakery | Produces bread and pastries. Requires Bakers. |
| Winery | Produces wines and liquors. Requires Sommeliers. |
| Butcher | Produces meat from animals. Requires Butchers. |
| Guard Tower | Assigns Guards. Enhances safety and protects miners. |
| Miner’s Lodge | Dispatches Miners to gather ores and stone. |
| Forestry Hut | Automates lumber gathering and replanting. |
How the town project gets introduced in-world.
On Summer 5 of your first year, Mayor Lewis personally visits your farm:
A multi-step questline drives the initial unlock and onboarding flow.
Where it’s headed and what it integrates with.
Mayor’s Town adds an entire secondary loop around town-building + simulation gameplay. The focus is on management systems, villager automation, and a living settlement economy.
Build, install, configure, and test the prototype systems.
A basic SMAPI mod scaffold lives under MayorsTown/ (manifest, project file, entry point) so you can
start implementing the town systems right away.
Generated on first launch:
UseOpenWorldMap (default false)ConstructionMenuHotkey (default F6)F8 toggles the Water Status HUD overlay (well water + town hydration).
Want to help make this town real? Pull up a chair.
Contributions are welcome—especially if you’re a:
Dev reference workspace details (kept collapsible so the page stays friendly for non-devs).
The repository includes the Mayor’s Town mod folder plus extra reference sources to make SDV modding iteration easier.