Difference between revisions of "Guides:House Planning Guide"
Dreadlordnaf (talk | contribs) |
Dreadlordnaf (talk | contribs) |
||
Line 21: | Line 21: | ||
* 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. | * 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. | ||
− | * 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. | + | * 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. |
== Plan your fencing correctly, or you will get locked out of your house. == | == Plan your fencing correctly, or you will get locked out of your house. == | ||
− | 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. | + | 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. |
* 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. | * 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. | ||
− | * 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. | + | * 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. |
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 "how do I build a house?" guide.|House Building Guide]] Good luck! | 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 "how do I build a house?" guide.|House Building Guide]] Good luck! |
Revision as of 20:40, 20 May 2013
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.
Don’t be in a rush to build your first 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.
- 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.
- 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.
- 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!
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.
- 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.
- 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.
- 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.
- 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.
Plan your fencing correctly, or you will get locked out of your house.
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.
- 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.
- 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.
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: House Building Guide Good luck!