
How to Make Colonists Happy in MineColonies
How to Make Colonists Happy in MineColonies
Understanding the happiness system in MineColonies is crucial to running a thriving colony. Your colonists need proper care, food, housing, and security to maintain high morale. This guide walks you through all the factors that influence colonist happiness and how to optimize your colony for a content population.
Understanding the Happiness System
MineColonies features two levels of happiness tracking: colony-wide happiness and individual colonist happiness. The colony itself has an overall happiness rating that reflects how content your citizens are living in your settlement, while each colonist also has their own individual happiness score.
Key Factors That Increase Happiness
Food and Saturation
One of the most important factors in keeping your colonists happy is ensuring they are well-fed. If a colonist’s food saturation is above 14 hearts, they will be noticeably happier. Partial completion also matters—a colonist with 5 shanks of saturation will be happier than one with only 1 shank. When hunger drops to 6 or lower, colonists will automatically head to a restaurant to get food from the cook. If no cook is available, they will request food be placed in their inventory.

Housing Quality
The level of a colonist’s residence directly impacts their happiness. Colonists living in a level 3 residence or higher will be noticeably happier than those in lower-level homes. The happiness boost increases progressively—upgrading from a level 4 to level 5 house will make your colonists significantly happier.
Workplace Quality
For most colonists, working in a level 3 or higher building provides a happiness boost. Guards and trainees benefit from workplaces at level 2.5 or above. Just as with housing, upgrading from higher levels produces greater happiness increases.
Security and Guard Presence
Colonists value safety and protection. Having at least two guards for every three citizens will make your colonists happier. Even partial completion of this ratio provides benefits—having one guard for every four workers will make colonists happier than having one guard for every ten workers. Additionally, colonists enjoy having guard towers near their homes and workplaces, as these structures provide a sense of protection.
Surviving Raids
If your colony successfully survives a raid without losing any colonists, the entire colony receives a colony-wide happiness boost. This is a significant morale event worth celebrating.

Factors That Decrease Happiness
Illness and Injury
When colonists become sick or injured, their happiness decreases. Colonists can catch various illnesses including colds and measles. The cure for a cold is straightforward: place a carrot and a potato in the colonist’s inventory. Having these items readily available helps prevent prolonged unhappiness from illness.
Homelessness and Unemployment
Colonists without a home or job will be unhappy. The longer they remain in this state, the more their happiness will decline. Similarly, if a colonist has nothing to do at their job, their unhappiness will increase over time. Always ensure your colonists have assigned homes and meaningful work.
Inability to Return Home
If colonists cannot reach their bed at night to sleep, they will become unhappy. Ensure pathways are clear and beds are accessible at all times.
Death of Fellow Colonists
When a colonist dies, other colonists will mourn and experience reduced happiness for the next three days. This is a significant morale hit that affects the entire colony.
Injuries and Sickness Duration
Colonists become slightly less happy for the day following an injury. Prolonged illness also contributes to unhappiness.
The Colonist Information Page
To check a colonist’s status, interact with them to open their information page. This page displays crucial details including:
Current Activity: What the colonist is doing at that moment
Requests: Items or resources the colonist needs (builders often request items for their inventory)
Happiness Breakdown: Individual factors affecting their happiness score
Social Factor: The social element visible in the town hall that affects overall colony happiness
Food Factor: Current food satisfaction status
Employment Status: Whether the colonist has a job and workplace
Family Information: Parent and family relationships
Job Skills: Skills influenced by the colonist’s current job

Colonist Skills and Progression
Each colonist develops skills as they work in their jobs. The specific skills vary depending on the colonist’s profession. For example, a builder’s skills might include Athletics (which increases building speed) and Adaptability (which increases how quickly they can break items). Skills level up passively as colonists perform their job duties. Detailed information about job-specific skills is available in dedicated building guides within the tutorial series.
Social Factor and Neighborhood Quality
The social factor in your town hall represents the quality of social interactions and neighborhood satisfaction among your colonists. This contributes to the overall colony happiness rating and should be monitored regularly.
Creating a Happy Colony
Making your colonists happy doesn’t require perfection in every category. You can achieve high happiness by focusing on the most impactful factors: ensuring adequate food, providing quality housing and workplaces, maintaining reasonable guard ratios, and preventing illness and death. Monitor individual colonist happiness through their information pages and address the factors that matter most to each colonist’s wellbeing.
Summary
The happiness system in MineColonies rewards thoughtful colony management. By maintaining high food saturation, upgrading housing and workplaces, keeping adequate guards, preventing illness, and eliminating unemployment, you’ll build a thriving colony where your colonists are content and productive. Use the colonist information page to track happiness factors and adjust your colony management accordingly.
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