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		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=80069</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=80069"/>
		<updated>2013-06-27T19:18:29Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Be aware the risks of building on a non-deeded area. Hint: you could basically lose everything. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Be aware the risks of building on a non-deeded area. Hint: you could basically lose everything. ==  &lt;br /&gt;
&lt;br /&gt;
Most people build their first house on a non-deeded area.  This is understandable since most people start the game as F2p.  Additionally most players will respect other players houses and not deed too close but this isn't always true.  In some cases the other player may simply think your house is abandoned, or he may have been scouting that area for a long time and feels justified deeding it.  Either way it is important to understand what this means.  While it is not possible for a player to deed an area over an existing player's house, it is possible for them to deed an area close by, and have their perimeter run right up to your house.  Then after they have settled, they can expand their perimeter over your place.  Again they can never actually expand their village border over your house and claim it, but once they have expanded their perimeter over your place, this causes a very increased decay rate of your house to a point where it will be very difficult for you to maintain it.  &lt;br /&gt;
&lt;br /&gt;
Once someone has expanded their perimeter over your house, it is pretty much over for your dwelling at that point, though you do have some options.  One would be to simply ask the player to join his deed thus making you better off than you were before assuming they are friendly and reasonable.  The other is to politely ask them to re-size and pull their perimeter back.  This will cost them silver to do though and will cost them the wasted silver they used expanding it in the first place, so it should not be expected that they would do this.  You can always try to take your matter to a GM but it is unclear how they will handle this.  It will likely depend what server you are on, and what the intentions of the deed owners were.  &lt;br /&gt;
&lt;br /&gt;
In summary, be aware the risks involved of building on an non-deeded area.  My advice is to simply make your first house small, away from others, and don't get too attached to it.  That way you can later deed it if you want, but won't be devastated if the worse-case scenario happens.&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  Additionally you run the risk of them expanding their perimeter over your place as mentioned above.   I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] that surrounds your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* If you are not on a deed either make a separate enclosed gated area where you can farm etc, or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house since you don't need a key for that in a worst case scenario where you die and lose everything and can't retrieve your corpse. &lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
* If you are the mayor of your own deed this isn't an issue since you can always get past locked gets on your own territory.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
* You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
&lt;br /&gt;
* A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now on to the building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=80068</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=80068"/>
		<updated>2013-06-27T19:18:11Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Be aware the risks of building on a non-deeded area. Hint: you could basically lose everything. ==  &lt;br /&gt;
&lt;br /&gt;
Most people build their first house on a non-deeded area.  This is understandable since most people start the game as F2p.  Additionally most players will respect other players houses and not deed too close but this isn't always true.  In some cases the other player may simply think your house is abandoned, or he may have been scouting that area for a long time and feels justified deeding it.  Either way it is important to understand what this means.  While it is not possible for a player to deed an area over an existing player's house, it is possible for them to deed an area close by, and have their perimeter run right up to your house.  Then after they have settled, they can expand their perimeter over your place.  Again they can never actually expand their village border over your house and claim it, but once they have expanded their perimeter over your place, this causes a very increased decay rate of your house to a point where it will be very difficult for you to maintain it.  &lt;br /&gt;
&lt;br /&gt;
Once someone has expanded their perimeter over your house, it is pretty much over for your dwelling at that point, though you do have some options.  One would be to simply ask the player to join his deed thus making you better off than you were before assuming they are friendly and reasonable.  The other is to politely ask them to re-size and pull their perimeter back.  This will cost them silver to do though and will cost them the wasted silver they used expanding it in the first place, so it should not be expected that they would do this.  You can always try to take your matter to a GM but it is unclear how they will handle this.  It will likely depend what server you are on, and what the intentions of the deed owners were.  &lt;br /&gt;
&lt;br /&gt;
In summary, be aware the risks involved of building on an un-deeded area.  My advice is to simply make your first house small, away from others, and don't get too attached to it.  That way you can later deed it if you want, but won't be devastated if the worse-case scenario happens.       &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  Additionally you run the risk of them expanding their perimeter over your place as mentioned above.   I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] that surrounds your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* If you are not on a deed either make a separate enclosed gated area where you can farm etc, or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house since you don't need a key for that in a worst case scenario where you die and lose everything and can't retrieve your corpse. &lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
* If you are the mayor of your own deed this isn't an issue since you can always get past locked gets on your own territory.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
* You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
&lt;br /&gt;
* A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now on to the building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79501</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79501"/>
		<updated>2013-06-10T20:39:07Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Plan your fencing correctly, or you will get locked out of your house. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] that surrounds your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* If you are not on a deed either make a separate enclosed gated area where you can farm etc, or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house since you don't need a key for that in a worst case scenario where you die and lose everything and can't retrieve your corpse. &lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
* If you are the mayor of your own deed this isn't an issue since you can always get past locked gets on your own territory.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
* You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
&lt;br /&gt;
* A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now on to the building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79290</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79290"/>
		<updated>2013-05-20T20:22:38Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Plan your fencing correctly, or you will get locked out of your house. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] that surrounds your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* Either make a separate enclosed gated area where you can farm etc, or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario where you lose your gate key. Just make sure to put a fence gate on your fenced area still though in case you want to later lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
* You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
&lt;br /&gt;
* A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now on to the building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79289</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79289"/>
		<updated>2013-05-20T20:20:12Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Plan your fencing correctly, or you will get locked out of your house. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] that surrounds your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
* You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
&lt;br /&gt;
* A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now on to the building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79288</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79288"/>
		<updated>2013-05-20T20:18:17Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Now to the Building. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
* You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
&lt;br /&gt;
* A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now on to the building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:Build_house&amp;diff=79286</id>
		<title>Guides:Build house</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:Build_house&amp;diff=79286"/>
		<updated>2013-05-20T20:10:28Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] / [[Useful links for beginners]] / '''The &amp;quot;how do I build a house?&amp;quot; guide'''&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
One of the first questions asked in the kingdom chat is &amp;quot;How can I build a house?&amp;quot;. The answer is quite long, so a guide has been set up to help new players, which is here. This guide should provide the information you need to construct a house. If you are new then before you decide to build you may want to make sure you have properly planned your location and other things, in order to avoid unneeded frustration.  See [[House Planning Guide]].&lt;br /&gt;
&lt;br /&gt;
To construct your house, you will need:&lt;br /&gt;
* A [[Digging|flat]] area of ground.&lt;br /&gt;
* A [[mallet]] or an [[Iron Hammer|iron hammer]] (Higher Quality = faster build)&lt;br /&gt;
* 20 [[planks]] for each wall you build.&lt;br /&gt;
* 1 [[Large Nails|large nail]] for each wall you build.&lt;br /&gt;
&lt;br /&gt;
This house would now be classed as &amp;quot;finished&amp;quot; and would be secure, but it does not have a floor and roof. To make these (from wood as it is easiest) you will need:&lt;br /&gt;
* The mallet or hammer you made the walls with.&lt;br /&gt;
* 3 [[small nails]] for the roof and floor.&lt;br /&gt;
* 10 [[planks]] for the floor.&lt;br /&gt;
* 9 [[wood shingle|wood shingles]] for the roof (they are made from planks, an extra 3 planks will be plenty.)&lt;br /&gt;
&lt;br /&gt;
The largest house you can build is determined by how much [[carpentry|Carpentry]] skill you have. To find the amount of skill you need to build a certain house add the total number of floor tiles and the total number of walls. This formula is a useful one to use:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;''(total number of floor tiles) + (total number of wall sections) = carpentry skill required''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So for a 2x2 house you would need:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;''(4 floor tiles) + (8 wall sections) = carpentry skill of 12''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Helpful tools can be found in the External Tools section towards the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
If you are in a [[village]], you may be able to persuade someone with high carpentry skill to plan your house and then hand over the [[writ]].&lt;br /&gt;
&lt;br /&gt;
== Finding a Location ==&lt;br /&gt;
&lt;br /&gt;
When you think you are ready to make your first house, the first thing you are going to need is a suitable place to do so. Bear in mind that you will want some basic resources nearby such as water, trees, and exposed rock for making a mine tunnel. &lt;br /&gt;
&lt;br /&gt;
Now that you have wandered around a little, if you believe you have found &amp;quot;The Spot&amp;quot; take a moment to check your local chat for other people. If no one is around, try to check around at least 30 tiles in every direction for existing houses and settlements. If you do find some sign of a settlement it is considered proper etiquette to contact the owner before beginning construction. While the established player does not own anything outside their deeded area, building on someone's doorstep is considered very rude. Normally, an established player will ask you to not build close, and may guide you to a location that is just as nice or better nearby. A good relationship with your neighbours improves everyone's experience in Wurm, and helps avoid misunderstandings.&lt;br /&gt;
&lt;br /&gt;
For towns, however, it is considered to be rude to build with 50 to 100 tiles of the town if you do not have the permission of said town. Doing so can cause conflict and even hostility from a large group of players. It is always best to seek permission, and if declined, do not worry, there are more places to settle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note: You cannot build a house inside the [[Settlement#Perimeter|perimeter]] of a [[settlement]] you are not a member of.&amp;lt;/b&amp;gt; Although you can build a fence, it is considered very rude to do so without the consent of the settlement owner. [[Examine|Examining]] the ground tiles before you even start cutting down trees and levelling the ground will prevent further disappointment on your side and bad relations with your neighbours. It will say &amp;quot;This is within the perimeter of Settlement X&amp;quot; in the event window.&lt;br /&gt;
&lt;br /&gt;
== Flattening the ground ==&lt;br /&gt;
&lt;br /&gt;
After you find a suitable location you normally need to prepare the area. Before you plan your house the ground needs to be completely flat. In order to flatten the ground, &amp;quot;activate&amp;quot; your [[shovel]] by double clicking on it, then right click on the ground where you want the house. This should display a menu with a Flatten option. Select flatten and you will do just that. Note that flattening affects the eight tiles around the tile you flatten. If you do not have enough skill to flatten the exact spot you can dig dirt from nearby and drop it on the tiles to bring it closer to level. See also [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Woodcutting == &lt;br /&gt;
&lt;br /&gt;
For the [[planks]] and [[mallet]] you'll need to get some lumber - this is easy - activate your [[:Category:axes | axe]] and go to the nearest [[:Category:Trees|tree]]. It's a good idea to right click the tree and &amp;quot;examine&amp;quot; it before you decide to chop it down, as only very old trees will provide a good amount of lumber. When you have found a tree that you are happy with, simply right click it while your axe is activated and choose &amp;quot;cut down&amp;quot;. You will need to do this multiple times before the tree is felled. Once it does fall you will see a felled tree on the ground (or just a log if the weight of the tree was below or exactly 24kg). Next you will need to chop up your felled tree in smaller pieces and thus create logs. Right click on the felled tree while you have your axe activated and select &amp;quot;chop up&amp;quot;, now pick up the log and we will go on to planking and creating the mallet.&lt;br /&gt;
&lt;br /&gt;
== Creating planks ==&lt;br /&gt;
Planking is just as simple as any other action in Wurm, which is lucky since you will need a lot of planks to build your house, 20 for every wall actually. To make planks you activate your saw (starting to see the logic yet?) and right click on your log, choose &amp;quot;create&amp;quot; and then &amp;quot;weapons&amp;quot; and &amp;quot;plank&amp;quot; in the sub-menu of create (plank being in the sub-menu of weapons). Planks can be failed when you try to create them, be patient with this because it will happen a lot - it's completely normal. Repeat the log cutting and plank-making to create the amount of planks you need for the amount of walls you have.&lt;br /&gt;
&lt;br /&gt;
== Creating the mallet == &lt;br /&gt;
Equip your [[Carving Knife]], right click the [[Log]] in your [[inventory]] and select Create/Weapons/Shaft. Do this twice. Then right click one of the [[shaft]] in your [[inventory]] and select Create/Miscellaneous/Mallet Head. Equip the [[Mallet Head]] and right-click the shaft, and select Create/Tools/Mallet. If all succeeded, you now have either a mallet or an unfinished mallet. If you have an unfinished one, you can try finishing it (examine it to see what it needs) or create a new one. There's a 20% chance that you'll create an unfinished one. &lt;br /&gt;
&lt;br /&gt;
== Iron ==&lt;br /&gt;
Next up is [[iron lump|iron]], this is the hardest part.&lt;br /&gt;
&lt;br /&gt;
To find iron activate your pickaxe, right click on a tile that says &amp;quot;rock&amp;quot; and choose &amp;quot;prospect&amp;quot; from the &amp;quot;mining&amp;quot; sub-menu. Iron is the most commonly occurring ore in Wurm, but it can be a challenge to find. You may have to search through a lot of rock tiles before you manage to find an iron mine - but [[prospecting]] can help narrow down your search.&lt;br /&gt;
&lt;br /&gt;
'''If you are unlucky with finding an [[Iron Vein|iron vein]]''' you can also [[Foraging|rummage]] many rock tiles and collect the [[iron rock]]s which weigh 3kg and give 0.2kg of iron when melted. This is not much but may be enough to make the nails needed for building the house. This method is very useful for those without a public mine to use, or those who do not want to start a mine. You can easily get enough iron for your entire house, but it will be low quality nails.&lt;br /&gt;
This way can also be alot faster if you only need a low amount of iron and have many rock tiles around but no premade mine or luck with [[prospecting]] any iron.&lt;br /&gt;
&lt;br /&gt;
[[Prospecting]] for Iron.  When you prospect a rock tile it show all ore veins within a 7x7 area, you can use this to approximate the location of the ever elusive [[Iron Vein]].  Once you get the message there is iron nearby you can start to tunnel for it.  The first rock tile will break after mining it approximately 60 times, all further tiles inside the cave take around 50.  After your two tiles in you can start mining at different angles (up, forward, or down). Only the last action will decide which angle the mined tile will be, so once you receive the message 'the wall will break soon' start mining up, mining down or mining forward. There are many methods of building a cave, one of the most thorough method is to make your main shaft about 10 tiles long, then mine side shafts every other tile going in both directions.&lt;br /&gt;
&lt;br /&gt;
When you have found your precious [[Iron Vein|iron vein]], it's time to start mining it to get to the ore. The &amp;quot;mine&amp;quot; option is also found in the &amp;quot;mining&amp;quot; sub-menu. Each mining action will deliver 20kg ore. You'll want to get to the iron inside the rock of these ores so you will have to smelt them. You do this by getting yourself another of those fancy logs and with your axe &amp;quot;create&amp;quot; a [[kindling]] from it. Once you have this little nifty piece of wood you select your steel and flint, right click on the kindling and create a [[campfire]] with it (its under the container sub-menu). Now that you have your camp-fire its time to get smelting! Right click on your camp-fire and &amp;quot;open&amp;quot; it, drag the ore from your inventory to the camp-fires inventory. Next there's waiting - lots of it. &amp;lt;em&amp;gt;MAKE SURE TO FEED THE FIRE WITH WOOD, OTHERWISE THE FLAMES WILL GO OUT AND YOU WILL HAVE TO START THE SMELTING PROCESS OVER FROM SCRATCH!&amp;lt;/em&amp;gt; I suggest you mine more ore while you do this but of course if you want to idle you can do that too. Right click on the ore and examine it to check how hot it is, once it reaches &amp;quot;glowing hot&amp;quot; you are very close to get your [[Iron Lump]]. When the ore has smelted it is replaced by a 1kg [[Iron Lump]] in the camp-fire, you will need at least 2kg for the next step.&lt;br /&gt;
&lt;br /&gt;
== Iron Anvil ==&lt;br /&gt;
The [[Small Anvil]] is a crucial tool in Wurm and this is what you will create now. Get your 2x1.0kg [[Iron Lump]] from the camp-fire, (they have to be glowing hot for this to work) and activate one of them, right click on the other and choose combine. Activate the mallet you made earlier and right click on the 2kg [[Iron Lump]], again choose create and pick iron anvil. If you are lucky you will pull this off at the first try, so just repeat until you have your anvil.&lt;br /&gt;
&lt;br /&gt;
== Nails == &lt;br /&gt;
Nails! This is what you need to keep your house together, large iron nails. Pick up a [[Iron Lump]] of at least 0.3kg and activate it, right click on your anvil and create, tools, large iron nails. When you succeed with this you will get a handful of [[Large Nails]], you'll need one of these handfuls per wall of your house. You'll also need 2 [[small nails]] for the floor and one [[small nails]] for the roof.&lt;br /&gt;
&lt;br /&gt;
== Planning the house ==&lt;br /&gt;
For every tile your house will occupy, you'll need 1 carpentry skill. Also, for every wall you'll have you'll need 1 carpentry skill. So if you want to build a 1x1 house (the smallest house possible), you'll need 5 carpentry (4 walls, and 1 tile). To plan the house, go to your flattened piece of land, activate your mallet and right-click a tile, and select 'Plan building'. You can plan additional (adjacent) tiles in the same way; selecting 'Plan building' on a planned tile will remove it from the plan. When you're satisfied with your building shape, right click on it and select 'Finalize building'.&lt;br /&gt;
&lt;br /&gt;
(to be able to plan more than 1 house, you either have to wait for server reset, 24 hours, or finish the first floor walls of the current plan)&lt;br /&gt;
&lt;br /&gt;
== Building the house ==&lt;br /&gt;
Finally we can start to actually build the house. Activate your mallet and make sure you have at least one handful of large nails and a plank in your inventory, right click on a side of your house and select build, pick door, wall or window after your choice (remember that you need a door to be able to enter the house though) repeat this on all the walls, but don't move while attaching the planks or you will lose one of the planks (because you will stop creating as soon as you move and you attach the plank 1 second into the action).&lt;br /&gt;
&lt;br /&gt;
Next you will have to pick up more planks and continue to build, 19 more times on every wall to be exact since they all need 20 planks total.&lt;br /&gt;
&lt;br /&gt;
The majority of the work is now over. You now need to add a roof and a floor to your house. Right-click the ground with your mallet activated and click &amp;quot;plan floor,&amp;quot; then right-click the ground again and click &amp;quot;plan roof.&amp;quot; Then right-click each plan with your mallet activated and plan a type of floor and roof. A [[Wooden plank floor|Wooden Plank Floor]] is probably easiest along with a [[Wood shingle roof|Wood Shingle Roof.]] You'll need 3 [[Small Nails|Small Nails]] and about 15 [[planks|planks]] (some of which will need to be carved into [[wood shingle|wood shingles]] to complete both the floor and the roof.&lt;br /&gt;
&lt;br /&gt;
When all this is done so is your house, w00t! {{smiley}}&lt;br /&gt;
&lt;br /&gt;
Your house is now complete with a roof, floor and finished walls. It's probably quite simple; but when you're a more skilled player you could make something much better, fancier and with more than one floor! See [[Multi-storey housing|multi-storey housing]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Inner walls ===&lt;br /&gt;
Inner walls can only be planned once all the exterior walls of a house are complete.  To plan inner walls activate a [[mallet]] or [[trowel]], right-click a tile border inside the house and select ''Plan'' &amp;gt; ''Inner wall''. On the wall plan select a wall type and continue as explained above.&lt;br /&gt;
&lt;br /&gt;
Note: Only the owner of the house writ can add inner walls, and they require 30 Carpentry skill to plan (and possibly to also build).&lt;br /&gt;
&lt;br /&gt;
== Repairing your house ==&lt;br /&gt;
Your house walls may become damaged in time by decay, or can be damaged by someone trying to break into your house (except on Freedom servers). To see the damage on one of your walls, right click the wall and select examine. This will display [[quality]] and [[damage]] of the wall.&lt;br /&gt;
&lt;br /&gt;
To repair your house walls, activate a [[plank]], right-click your house wall, and select '''repair'''.&lt;br /&gt;
&lt;br /&gt;
== Improving your house ==&lt;br /&gt;
The higher the [[quality]] of your walls, the slower they [[decay]], and the harder it is to break them for an attacker. To see the quality of one of your walls, right click the wall and select examine. This will display [[quality]] and [[damage]] of the wall.&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' To improve your house walls, activate a [[Plank]], right-click your house wall, and select '''Improve'''. Success and amount of improvement depends on your [[carpentry]] skill.&lt;br /&gt;
&lt;br /&gt;
== Managing your Writ and Securing your Home ==&lt;br /&gt;
&lt;br /&gt;
A [[Writ of Ownership]] will appear in your [[inventory]] the moment you click 'Finalize Building'. Writs are used to control who has access to your home or building, to lock or unlock all doors with a [[door lock]] on them, to change the name of the building, or to destroy the whole structure (and the writ with it). Just right-click the writ and select 'Manage'. Add other players to your friend list, and they will appear on your writ management screen. To allow access, simply select them as guests. :) Writ also acts as a key for all the doors on your building.&lt;br /&gt;
&lt;br /&gt;
'''No player can pick up items from a finished house without being added as a guest on the writ of the building. Any player can get inside a finished house (but not pick anything up) unless relevant doors are locked with a [[door lock|door lock.]]'''&lt;br /&gt;
&lt;br /&gt;
Writs cannot be dropped, even if you die, but can be [[trade]]d to another player.&lt;br /&gt;
&lt;br /&gt;
== [[Stone house]]s ==&lt;br /&gt;
&lt;br /&gt;
It's possible to build a house made of stone following the guide above ([[Account Types|premium players]] only), however the material requirements are different :&lt;br /&gt;
&lt;br /&gt;
*Skill requirement : 30 Masonry.&lt;br /&gt;
*[[Trowel]] for building the stone walls.&lt;br /&gt;
*20 x [[Stone Brick]] for each segment of wall.&lt;br /&gt;
*20 x [[Mortar]] for each segment of wall.&lt;br /&gt;
&lt;br /&gt;
Basically once you have planned the layout of your structure you activate the [[Trowel|iron trowel]] and start building the walls. It is even possible to mix stone and wooden walls in the same house (based on which tool you start the wall with).&lt;br /&gt;
&lt;br /&gt;
== External Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://webdepp.sense-net.at/~toni/wurm/housecalc.php Web-based Calculator by Toni]&lt;br /&gt;
*[http://forum.wurmonline.com/index.php?/topic/75908-new-house-calculator/ Windows / Java Web Applet Calculator by Warlander] which supports doughnut and multi-floor houses&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Babel/H]]&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79285</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79285"/>
		<updated>2013-05-20T20:07:02Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Plan your house correctly, or you will waste a lot of time and effort. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
* You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
&lt;br /&gt;
* A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now to the Building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79284</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79284"/>
		<updated>2013-05-20T20:06:20Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Plan your house correctly, or you will waste a lot of time and effort. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard house expansion will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
*You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both.&lt;br /&gt;
&lt;br /&gt;
== Now to the Building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79283</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79283"/>
		<updated>2013-05-20T20:05:45Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Plan your house correctly, or you will waste a lot of time and effort. ==&lt;br /&gt;
&lt;br /&gt;
Once you build your house, that's it...  You cannot move it or knock down a wall and expand it (though I heard this will possibly be a future option).  So really take time and think about what size you want, how doors you want, how many windows, what material etc.  &lt;br /&gt;
&lt;br /&gt;
*You can later knock down individual walls with body strength 21, but only to replace them with another wall.  &lt;br /&gt;
&lt;br /&gt;
* Another thing you don't realize when you are new is that you don't necessarily need to rush to build a roof.  If you leave the roof off you can later build additional floors on top of it as your carpentry rises.  Though having a roofless house does make it not so homely.&lt;br /&gt;
A good strategy is to first build a small starter house on your optimal location.  Then after you deed it work on your dream mansion, and have both. &lt;br /&gt;
&lt;br /&gt;
== Now to the Building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79282</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79282"/>
		<updated>2013-05-20T19:50:51Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Plan your fencing correctly, or you will get locked out of your house. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a [[body strength]] of 21 to knock down fences or walls.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Now to the Building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79281</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79281"/>
		<updated>2013-05-20T19:50:03Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Now to the Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Now to the Building. ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79280</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79280"/>
		<updated>2013-05-20T19:49:47Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== Now to the Building ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]].  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79279</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79279"/>
		<updated>2013-05-20T19:49:04Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Location, location, location! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  Make sure any house tile of yours is at least 10 tiles between your house and: 1) any other settlement’s [[perimeter]]; and 2) anyone else’s house.   That way you can claim the area later with your [[deed]] if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the exact center of your own settlement then you will  want to build even further away.  If you do eventually plop down a [[settlement token]] it will be a minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boating?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79278</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79278"/>
		<updated>2013-05-20T19:44:55Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: /* Don’t be in a rush to build your first house. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First, before you choose a location, are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on!&lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s [[perimeter]], and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79277</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79277"/>
		<updated>2013-05-20T19:43:55Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[large padlock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on! &lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s [[perimeter]], and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79276</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79276"/>
		<updated>2013-05-20T19:43:01Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many mistakes like these can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[gate lock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on! &lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the event they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s [[perimeter]], and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79275</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79275"/>
		<updated>2013-05-20T19:40:04Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many of these mistakes can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[gate lock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on! &lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the even they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s [[perimeter]], and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of [[terraforming]] the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed [[fence]] are surrounding your house.  Because if you die and are unable to retrieve your body and lose the key to your gate fence, you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to [[copper]] then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79274</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79274"/>
		<updated>2013-05-20T19:37:50Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many of these mistakes can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a [[gate lock]] for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home.  [[Small carts]] do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like a [[clay shaper]], and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First are you interested in joining an existing [[settlement]]? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on! &lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the even they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s [[perimeter]], and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of terraforming the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed fence are surrounding your house.  Because if you die and lose the key to your gate fence you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to copper then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79273</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79273"/>
		<updated>2013-05-20T19:32:58Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
(Better formatting and linking on this page currently in the works)&lt;br /&gt;
&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  '''Great idea but before you do that STOP!'''  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many of these mistakes can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a lock for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home  Small carts do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like spindles etc, and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First are you interested in joining an existing settlement? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on! &lt;br /&gt;
&lt;br /&gt;
== Location, location, location! ==  &lt;br /&gt;
With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the even they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s perimeter, and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of terraforming the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
== Plan your fencing correctly, or you will get locked out of your house. ==&lt;br /&gt;
&lt;br /&gt;
Don’t make the mistake I did when I first built and have an enclosed fence are surrounding your house.  Because if you die and lose the key to your gate fence you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to copper then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]  Good luck!&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79272</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79272"/>
		<updated>2013-05-20T19:28:43Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;House Planning Guide&lt;br /&gt;
&lt;br /&gt;
(Better formatting and linking on this page currently in the works)&lt;br /&gt;
&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  Great idea but before you do that STOP!  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
== Don’t be in a rush to build your first house. ==  &lt;br /&gt;
&lt;br /&gt;
If you place it wrong or build it wrong many of these mistakes can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a [[large cart]].  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a lock for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home  Small carts do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
*  Next get your [[carpentry]] to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like spindles etc, and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
*  First are you interested in joining an existing settlement? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on! &lt;br /&gt;
&lt;br /&gt;
4.  Location, location, location!  With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the even they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s perimeter, and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of terraforming the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
5.  I suggest your first small house be wood.  It’s just MUCH simpler to do.  Then after that you can work on your dream stone mansion if you like.&lt;br /&gt;
&lt;br /&gt;
6. Lastly, don’t make the mistake I did when I first built and have an enclosed fence around your house.  Because if you die and lose the key to your fence you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to copper then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
7. Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79271</id>
		<title>Guides:House Planning Guide</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Guides:House_Planning_Guide&amp;diff=79271"/>
		<updated>2013-05-20T19:26:46Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: Created page with &amp;quot;House Planning Guide  (Better formatting and linking on this page currently in the works)  So you’ve seen all the cool houses people in Wurm Online have and you want to buil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;House Planning Guide&lt;br /&gt;
&lt;br /&gt;
(Better formatting and linking on this page currently in the works)&lt;br /&gt;
&lt;br /&gt;
So you’ve seen all the cool houses people in Wurm Online have and you want to build your own?  Great idea but before you do that STOP!  Consider the points below and it will make your efforts much more worthwhile in the long run, less frustrating, and less likely to cause you do have to abandon and re-build later.&lt;br /&gt;
&lt;br /&gt;
1. Don’t be in a rush to build a house.  If you place it wrong or build it wrong many of these mistakes can not be fixed and you will have wasted a lot of effort. &lt;br /&gt;
 &lt;br /&gt;
* If you are in the mood to build something that will have permanence and will benefit you in the long-run, and will allow you to store items you find securely then consider first building a large cart.  Large carts can hold a lot of stuff, can be dragged around and relocated, can be securely locked if you make a lock for it (don’t forget to do this), and you will eventually want one anyway so will be useful for the rest of the game.  Think of them like a mobile home  Small carts do not provide these security advantages so be aware if you build one of these.&lt;br /&gt;
&lt;br /&gt;
2.  Next get your carpentry to level 8 minimum before you even think about building.  Carpentry level 8 will allow you to build a 2x1 size house.  Too many people rush at carpentry 5 to build a house and end with a 1x1 shack that is just too small to be useful.  If you need to raise carpentry try building the large cart first and/or build wood items like spindles etc, and improve them.  You can even wait longer and get to carpentry 12 to make a 2x2 house.&lt;br /&gt;
&lt;br /&gt;
3.  First are you interested in joining an existing settlement? If so ask some people there or ask in general chat if any settlements are looking for new recruits.  This can make a lot of location problems a non-issue since you will already be settling on an established deed.  If you will not be settling on an established deed then read on! &lt;br /&gt;
&lt;br /&gt;
4.  Location, location, location!  With this I mean analyze your location before plunking down.  A common mistake newbies make is building too close to someone else’s house, or perimeter.  If you do that you will never be able make a deed later on to encapsulate your house and you may upset your neighbors in the even they had expansion plans.  I did this with my first house and it was frustrating because I put a lot of time and pride into that first house and later realized it could never be deeded on a settlement of my own since I built it too close to both another house and another settlement’s perimeter.   Double click on the ground to see if it is in someone else’s territory then start counting from there how many tiles away you want it. &lt;br /&gt;
&lt;br /&gt;
*  If you don’t want to join an existing settlement then at minimum make sure any house tile of yours is at least 10 tiles between your house and 1) any other settlement’s perimeter, and 2) anyone else’s house.   That way you can settle it on your own deed later if you wish.  10 is the bare minimum though and that is cutting it close.  You may want to go further out just in case they expand their territory.  And if your hope is that one day your new house might be the center of your own settlement then you will  want to build out even further. &lt;br /&gt;
&lt;br /&gt;
* Take a look around before you build. Do you want to eventually make a permanent settlement here?  Even if you don’t know it can’t hurt to plan toward this.  See if there will be room to expand and build a fenced area and or eventual settlement around or behind you.  If you do eventually plop down a settlement token it will be at minimum 5 tiles deeded in every direction, and an additional 5 for the perimeter .  So Including your center tile this will result in an area of 10 tiles out from the center of your settlement which needs to be free  in order to make it your own claimed territory.&lt;br /&gt;
&lt;br /&gt;
* Consider what you are looking for in a location. Do you want a mine but don’t want to dig a huge hole in the ground looking for rock? Then build by one of the public mines or areas with exposed rock.  Like fishing and boat?  Then look by the water, etc.   Take your time and find a good dream location.  You can’t undo the location of your house once you place it down.  But you can modify the terrain any way you wish given enough time.  Don’t worry about building near water for drinking purposes.  Later on you can build a well or fountain on your own place.&lt;br /&gt;
&lt;br /&gt;
* Don’t rule out abandoned places.  A lot of areas have been settled and then abandoned long ago leaving large areas of nicely terraformed land.  If their buildings and deeds are gone you can move in.  While this takes some of the thrill out of terraforming the place from scratch, it will most likely already have plenty of flat land which makes it much easier if you are new and want to build.  You can then terraform it later and radically redesign it in your own image.&lt;br /&gt;
&lt;br /&gt;
5.  I suggest your first small house be wood.  It’s just MUCH simpler to do.  Then after that you can work on your dream stone mansion if you like.&lt;br /&gt;
&lt;br /&gt;
6. Lastly, don’t make the mistake I did when I first built and have an enclosed fence around your house.  Because if you die and lose the key to your fence you cannot get back in to your house since you can’t get past the locked gate!  You also won’t be able to knock the fence down either if you are new or f2p since you need a body str of 21.&lt;br /&gt;
&lt;br /&gt;
* Either make an enclosed gated areas  where you can farm etc, separate from your house or ideally make a front and back door on your house. Then have your house be the “gate” to the enclosed fence area that is connected to it.  That way you can always get in and out of both your house and fenced area in a worst case scenario. Just make sure to put a back door gate on your fenced area though in case you want to later on lead in animals or park your carts.&lt;br /&gt;
&lt;br /&gt;
* If you have access to copper then you can always copy your keys and put the spares in a bank to address this issue also.&lt;br /&gt;
&lt;br /&gt;
7. Ok now that you have all this planning done, time to build! For that you can consult other articles on here on the process of actually building, such as this one: [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]]&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Useful_links_for_beginners&amp;diff=79270</id>
		<title>Useful links for beginners</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Useful_links_for_beginners&amp;diff=79270"/>
		<updated>2013-05-20T19:23:03Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
; [[Abbreviations]] : Some of the most common abbreviations used in-game.&lt;br /&gt;
; [[Alternative Characters]] : Rules for creating and using alternative characters.&lt;br /&gt;
; [[Basic Knowledge]] : This contains some important information about Wurm Online and how it differs from other online games.&lt;br /&gt;
; [[Beginner faq|Beginner FAQ]] : This contains some frequently asked questions - check if your question is here before you ask on the forums or IRC.&lt;br /&gt;
; [[Healing]] : A guide on how to heal yourself when you get wounded.&lt;br /&gt;
; [[:Category:Helpful players|Helpful players]] : A list of helpful players on each server.&lt;br /&gt;
; [[House Planning Guide]] : Read this BEFORE you plan to construct a home.&lt;br /&gt;
; [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]] : A guide on how to construct a house.&lt;br /&gt;
; [[Guide To Cooking|Guide to Cooking]] : A guide on how to prepare food.&lt;br /&gt;
; [[Server Types|Guide to the Servers]] : Summarizes the major differences between off of the servers that players may settle on.&lt;br /&gt;
; [[Maps]] : A list of player-made maps.&lt;br /&gt;
; [[Possibilities as a Wurmian]] : Advice on things you should (or should not) do when you are new to Wurm.&lt;br /&gt;
; [[Religion]] : A guide on religion and its effects.&lt;br /&gt;
; [[Tile types]] : An explanation of the different tiles found in Wurm.&lt;br /&gt;
; [[Secure storage]] : A guide on how to store goods to prevent theft.&lt;br /&gt;
; [[Settlement]]s: All the important information about founding and managing a settlement.&lt;br /&gt;
; [[Skills]] : A guide on skills, skill gains, and their effects. &lt;br /&gt;
; [[Characteristics]] : What characteristics affect, and how they are raised. &lt;br /&gt;
; [[Tutorials]] : How-to style guides made by wurmians.&lt;br /&gt;
; [[Tips for Skills]] : Some tips for helping to gain in the more commonly used skills.&lt;br /&gt;
&lt;br /&gt;
Or go directly to the [[Complete DB|complete database]], a database of all items, creatures and more on Wurm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/U]]&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
	<entry>
		<id>https://www.wurmpedia.com/index.php?title=Useful_links_for_beginners&amp;diff=79269</id>
		<title>Useful links for beginners</title>
		<link rel="alternate" type="text/html" href="https://www.wurmpedia.com/index.php?title=Useful_links_for_beginners&amp;diff=79269"/>
		<updated>2013-05-20T19:20:33Z</updated>

		<summary type="html">&lt;p&gt;Dreadlordnaf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main Page]] :: '''{{PAGENAME}}'''&lt;br /&gt;
&lt;br /&gt;
; [[Abbreviations]] : Some of the most common abbreviations used in-game.&lt;br /&gt;
; [[Alternative Characters]] : Rules for creating and using alternative characters.&lt;br /&gt;
; [[Basic Knowledge]] : This contains some important information about Wurm Online and how it differs from other online games.&lt;br /&gt;
; [[Beginner faq|Beginner FAQ]] : This contains some frequently asked questions - check if your question is here before you ask on the forums or IRC.&lt;br /&gt;
; [[Healing]] : A guide on how to heal yourself when you get wounded.&lt;br /&gt;
; [[:Category:Helpful players|Helpful players]] : A list of helpful players on each server.&lt;br /&gt;
; [[The &amp;quot;How to Plan a House?&amp;quot; guide.]] : Read this BEFORE you plan to construct a home.&lt;br /&gt;
; [[The &amp;quot;how do I build a house?&amp;quot; guide.|House Building Guide]] : A guide on how to construct a house.&lt;br /&gt;
; [[Guide To Cooking|Guide to Cooking]] : A guide on how to prepare food.&lt;br /&gt;
; [[Server Types|Guide to the Servers]] : Summarizes the major differences between off of the servers that players may settle on.&lt;br /&gt;
; [[Maps]] : A list of player-made maps.&lt;br /&gt;
; [[Possibilities as a Wurmian]] : Advice on things you should (or should not) do when you are new to Wurm.&lt;br /&gt;
; [[Religion]] : A guide on religion and its effects.&lt;br /&gt;
; [[Tile types]] : An explanation of the different tiles found in Wurm.&lt;br /&gt;
; [[Secure storage]] : A guide on how to store goods to prevent theft.&lt;br /&gt;
; [[Settlement]]s: All the important information about founding and managing a settlement.&lt;br /&gt;
; [[Skills]] : A guide on skills, skill gains, and their effects. &lt;br /&gt;
; [[Characteristics]] : What characteristics affect, and how they are raised. &lt;br /&gt;
; [[Tutorials]] : How-to style guides made by wurmians.&lt;br /&gt;
; [[Tips for Skills]] : Some tips for helping to gain in the more commonly used skills.&lt;br /&gt;
&lt;br /&gt;
Or go directly to the [[Complete DB|complete database]], a database of all items, creatures and more on Wurm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Babel/U]]&lt;/div&gt;</summary>
		<author><name>Dreadlordnaf</name></author>
		
	</entry>
</feed>