Original Post — Direct link

The game has changed in the year since my last housing showcase, and I have learned a few things since. Mounted animals are now hunting, and the 6 day curse still plagues most public servers. Here are my musings on what I tend to build in my 1st few days on any server.

Before we start with the basic build, it may behoove you to know that sharing housing is one of the best things you can do in this game. [assuming you vaguely trust the people you are sharing with]

Let us say you have 1 of each room fully kitted out giving you 25 housing per room. That would total 100 housing bonus. Now lets say your next door neighbor has a mirror copy, they also get 100 housing.

Now here is where it gets interesting. If you were to combine your two houses to one claim and both reside there, your housing would increase by 34% [(100+100)(1-.33)=134]

Lets say you read things on the internet, and you heard of that thing where you can have two rooms for yourself for 50% value on that room for a total of 150. Now imagine if you were to combine your two sets of rooms with your neighbors one set of rooms, you only went up by 11.6% or so to 167.5; but you can now split the cost of that 3rd room. or you could have 4 of each room total for housing of 184.25 [4th room only gives 25 before the 33% reduction}

For your starting day-1 house, you cant realistically expect to build 40 rooms and furnish them all to house the whole server, [although that would be hilarious] but a 10x10 house is a great footprint for the insanity we are about to unleash. Room size doesn't matter for most of what we are doing here, aside from kitchen equipment that can require minimum cubic space. As a result a 2 high room works fine, no need for 3 tall unless you are aiming for aesthetics as well.

9.5 house: just braziers, 1 bed, 1 latrine, 1 butcher table

Basic one room for each type

17.5 if you add 1 table and bench to each room

21.2 if you get 1 otter per room

Add a wolf to each room to get a total of 23.9

total 23.9 housing

Working with a carpenter or a mason to share housing will save you plenty of resources and time. another trick is to make a work party and tell them "I only need you to click, you dont need to spend any time making my furniture."

You can leave holes in the walls up to a 2x1 and they will not break the room status. [they can be horizontal or vertical as long as they don't intrude on the roof or floor] Do be careful to not make too many of these holes, as they will decrease your room tier.

this example is a 0.89 room despite not showing any blocks besides mortared stone

https://preview.redd.it/pwpord1ykvc81.jpg?width=3840&format=pjpg&auto=webp&s=79033866426cb2104cabf48db46942705305222a

https://preview.redd.it/4kr6lv2vkvc81.png?width=1580&format=png&auto=webp&s=54cb55f506b4177fcfbae7bd8e0c660a05447eaf

thankfully you only need to fill in a few of the doorways to make it a proper teir-1 room

this means you can have up to 12 doorways saving you 24 blocks or so when building your house

fairly cramped but great housing bonus for day 1!

I like to end day-1 on a server with a 2 floor house for a housing bonus of 35.85ish [40 if I grouped up and built 3 floors] This is generally more than half of the food bonus everyone has on the server, earning you your next stars earlier.

Note: it is fairly uncommon, but there sometimes are day-1 tailors and farmers who can make you salt baskets and washboards, and carpenters who can get you iceboxes but I never rely on them until day2-3.

Now Brain you might ask; "Why do you build multiple floors instead of a sprawling complex?"

Considering you need to place all the floor and roof blocks for it to be a room, stacking floors means you save 100 blocks per repetition of this build vs the 30-40ish if you made the houses adjacent. Oh and land claim papers are valuable.

Hewn logs can be placed as ladders for easy traversal between floors. They also count as solid blocks.

https://preview.redd.it/2093x3oelvc81.jpg?width=3840&format=pjpg&auto=webp&s=0edfa9c436f89a5508efd03d282cf02fc0bae779

My day 3-4 game housing needs to step its game up, and floor space is getting cramped; so we now move to rooms taking up more space. I generally go for a 10x10 or a 10x20 tower {2 tall floors are fine, but 3 tall can allow for better maneuverability in what will be cramped spaces.

this example is 2 rooms wide, 2x4 claim plots

Your masons can now make fireplaces, potters can make you toilets and sinks, and your hunters have lumber to taxidermize their kills. Carpenters can now make you iceboxes, fabric beds, and shelves. Your tailors will likely still be struggling to supply you with carpets, but that will depend on the butcher/hunter population on your server. Padded chairs are now the best thing to sit on until ashlar is invented, you will need tons of these things.

Bathroom and kitchen are now ~28.3 before softcap, giving me ~17.2 each.

Bathroom Values

Bathroom

Kitchen Values

Kitchen

Bedroom is now 22.3 before softcap, giving me ~15.7

Bedroom Values

Bedroom

General is weakest here with ~17.2 before softcap, dropping to ~13.9

General Values

General Room

As a result, my housing is now worth 64, 96,[if two of each room] 107.2[3 rooms for 2 people] or if you are masochistic 112[3 of each room to yourself]

At this point you can coast through mid-endgame knowing that you are multiple days ahead of everyone else on the server in star gain.

For those of you on long term or stupidly high collab servers that want better endgame t4 rooms, or just want more math written out, check MrBlacks housing guide on steam and the google doc linked therein.

(edited to fix 2 links)

External link →
over 2 years ago - /u/SLG-Dennis - Direct link

Originally posted by braingkk

There is a very fine line you need to walk on the matter. I once played on a server that had a custom mod that penalized you for eating a specific food combination too many times. The game intends for you to find convenient foods to eat, and build housing even giving you the numbers telling you what to put in your house. If the devs did not want you to put down more chairs, why does the 3rd chair still give 60% of the original value?

I had someone once tell me that I was exploiting by sharing housing with 2 other people despite the ingame wiki recommending that very thing. "However, the 'diminishing' rate of rooms is favorably affected by occupany"

I see loads of people complaining about crowded rooms. I have never seen a kitchen IRL that I could walk around easily w/o needing to push chairs out of my way or move something to access counter space. Clutter is a real thing, and while some like minimalism, actually look at a middle class person in your country and ask to walk around their house. There is clutter EVERYWHERE. 3 bookshelves in every room for books they cant bring themselves to throw out, some old teddy bear they got 20 years ago as a gift, the 20 deer heads on the wall, and that guitar in the corner they have never bothered to learn to play. If anything, the people making 'furniture tombs' are more real to life than you might think.

You'd love my kitchen then, you can walk around there freely and don't need to push stuff around either on counter or on the floor. I just hate crowded stuff. Actually, this is also how the kitchens of pretty much everyone I know look, aside of those few people that still live in their student home and hence don't really have a kitchen or it's extremely small. (Standard is having the kitchen separate from the eating room or having the kitchen as a separated part of the living room, with no eating room. There is other combinations, but that's rather when you have your own house or a flat in the more upper class)

So, given there are no chairs in my kitchen, you also can't push one around.

I always explicitly hated the crowded furniture rooms for the very reason it doesn't seem realistic to me at all. I guess we just know other people :D Or whereever you come from, the people do stuff in different ways :D