Cabin
| Cabin | |
|---|---|
| Type | Building |
| Cost | 100g |
| Size | 5x3 |
The Cabin is a second farmhouse, and it exists so that a co-op farm can give every farmhand a front door of their own. One cabin houses one player. They can be chosen when a co-op game is set up, in which case they are free and the game picks their style and placement, or they can be added to a farm already in progress by ordering them from Robin. A cabin is not a cheap imitation either: the inside is identical to the main Farmhouse, it upgrades along the same path with the same kitchen, nursery and cellar, and the farmhand who lives in it controls those upgrades themselves.
Construction
Cabins are ordered from the Carpenter's Shop under the ordinary build-a-farm-building menu, or from the Wizard's Tower once his magic buildings are unlocked. The price is 100g each and they go up the instant they are bought, with no two-day wait and no materials to gather.
When cabins are picked at the start of a new co-op game they cost nothing at all. The setup screen offers a "Nearby" arrangement, which clusters them around the farmhouse, or a "Separate" one, which scatters them across the map. Buying them later from Robin hands over both choices instead: the style and the exact spot are picked by the farmer.
How many a farm can hold depends on the machine it is played on, with the computer version allowing the most and the older consoles the fewest, so a group should check the limit before planning a layout around six or seven doors.
Use
A new farmhand moves in by picking up the welcome gift Mayor Lewis has left on the cabin floor, which is either Parsnip Seeds or Hay. Until that is collected the cabin counts as unclaimed.
The interior is the same room as the main Farmhouse, down to the layout, so there is nothing second-class about living in one. Farmhands can sleep in a cabin that is not theirs, but only the owner can move the bed.
Upgrades run exactly as they do for the Farmhouse. Each farmhand can upgrade their own cabin three times, through the same conversation at the Carpenter's Shop, at the same prices, and each upgrade takes three days. Those upgrades are entirely separate from everyone else's: there is no way to pay for another player's kitchen, and no way for a farmhand to upgrade the host's house.
Notes
An unclaimed cabin is useful even on a farm with no second player, because it is indoor storage for 100g. Left unupgraded one holds around forty-two items, after a single upgrade around a hundred and thirteen, and after two upgrades roughly three hundred and fifty-one, which beats a Big Shed several times over for a fraction of the price.
Demolishing a cabin is a serious act. The host can do it at any time from the Carpenter's Shop or the Wizard's Tower, and it permanently removes the farmer who lived there from the save. Everything that player was carrying, apart from their tools, is left behind in a chest where the cabin stood.
A farmhand's belongings can be recovered without demolishing anything. The host can look through the Lost and Found box in the Mayor's Manor, which is where a farmhand's inventory can be reached.
The cabins come in several styles, from stone and plank and log through to beach and trailer designs, and each style changes its look at every upgrade stage. Once a cabin reaches its third upgrade the newer styles can be painted as well, so a row of cabins along a path need not look like a row of identical boxes.
All Buildings
Every entry in this group, with its key details.
| Name | Image | Cost |
|---|---|---|
| Barn | - | |
| Cabin | 100g | |
| Coop | - | |
| Farmhouse | - | |
| Fish Pond | 5,000g | |
| Gold Clock | 10,000,000g | |
| Greenhouse | 35,000g | |
| Junimo Hut | 20,000g | |
| Mill | 2,500g | |
| Pet Bowl | 5,000g | |
| Shed | - | |
| Silo | 100g | |
| Slime Hutch | 10,000g | |
| Stable | 10,000g | |
| Well | 1,000g | |
| Witch's Hut | - |