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There are 2 primary purposes for player homes in Eco:
There are 2 primary purposes for player homes in Eco:
# Most [[:Category:Crafting Stations|crafting stations]] must be placed in an enclosed room to function.
# Most [[crafting stations]] must be placed in an enclosed room to function.
# Adding [[furniture]] to a home will provide players with a passive [[Skill Points|Skill Point]] boost.
# Adding [[furniture]] to a home will provide players with a passive [[Skill Point]] boost.
Early in the game, each room can serve both these functions, as lower-tier crafting stations can share space with furniture. Some crafting stations, however, such as the [[Anvil]] and [[Assembly Line]], will disable the skill point gains from furniture, requiring specific rooms if the furniture bonuses are to be preserved.
Early in the game, each room can serve both these functions, as lower-tier crafting stations can share space with furniture. Some crafting stations, however, such as the [[Anvil]] and [[Assembly Line]], will disable the skill point gains from furniture, requiring specific rooms if the furniture bonuses are to be preserved.


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When determining how many SP/day a given piece of furniture will give you, there are three different kinds of diminishing returns you must consider:
When determining how many SP/day a given piece of furniture will give you, there are three different kinds of diminishing returns you must consider:
====Category Diminishing Returns====
====Category Diminishing Returns====
The first is *category* diminishing returns. Each piece of furniture belongs to a category, and each item past the first in a given category yields less value than the previous. For instance, both [[Stuffed Jaguar|Stuffed Jaguars]] and [[Carved Pumpkin|Carved Pumpkins]] are in the "decorative" category, so putting both in a room will count for less.
The first is *category* diminishing returns. Each piece of furniture belongs to a category, and each item past the first in a given category yields less value than the previous. For instance, both [[Stuffed Jaguars]] and [[Carved Pumpkins]] are in the "decorative" category, so putting both in a room will count for less.


You can calculate for yourself the diminishing returns as follows: First, take all the items in a given category and put them in a list, ordered with the highest valued items on top with the lowest at the bottom. The top item contributes its full value. Each item underneath it takes the penalty listed under "Repeats yield X% less value each" once for *each* item above it. Sum the items in the list to get the value for the category. Sum the categories in the room to get the total value for the room.
You can calculate for yourself the diminishing returns as follows: First, take all the items in a given category and put them in a list, ordered with the highest valued items on top with the lowest at the bottom. The top item contributes its full value. Each item underneath it takes the penalty listed under "Repeats yield X% less value each" once for *each* item above it. Sum the items in the list to get the value for the category. Sum the categories in the room to get the total value for the room.


Example 1: A room has two stuffed jaguars, a carved pumpkin, and a small rug in it. We create a list of all the "Decoration" objects in the room, and order them by their value: The two stuffed jaguars are at the top of the list with a value of three, and the carved pumpkin is at the bottom with a value of 1. The first stuffed jaguar contributes its full 3. The second stuffed jaguar says "Repeats yield 90% less," so its value of 3 is reduced to 0.3. The Carved Pumpkin says "Repeats yield 60% less," and there are two items above it in the list. Its value of 1 is reduced by 60% for the first jaguar (leaving it at .4) and by 60% *again* for the second jaguar (leaving it at .16) The [[Rug Small|Small Rug]], despite being decorative, actually belongs to its own category of "rugs", so it is alone in its own list and contributes its full .5 value. The total value for the room is 3.96.
Example 1: A room has two stuffed jaguars, a carved pumpkin, and a small rug in it. We create a list of all the "Decoration" objects in the room, and order them by their value: The two stuffed jaguars are at the top of the list with a value of three, and the carved pumpkin is at the bottom with a value of 1. The first stuffed jaguar contributes its full 3. The second stuffed jaguar says "Repeats yield 90% less," so its value of 3 is reduced to 0.3. The Carved Pumpkin says "Repeats yield 60% less," and there are two items above it in the list. Its value of 1 is reduced by 60% for the first jaguar (leaving it at .4) and by 60% *again* for the second jaguar (leaving it at .16) The [[Small Rug]], despite being decorative, actually belongs to its own category of "rugs", so it is alone in its own list and contributes its full .5 value. The total value for the room is 3.96.


Example 2: We put a third stuffed jaguar into the room. Now there are three stuffed jaguars in the list, followed by the carved pumpkin. As before, the first stuffed jaguar contributes its full 3 and the second stuffed jaguar yields 0.3. The third jaguar is reduced by another 90%, for .03. The Carved Pumpkin now has its value of 1 is reduced by 60% *three times*, bringing it to 0.064. The [[Rug Small|Small Rug]], being in its own category, is unaffected. The end result is that adding the third jaguar has *lowered* the room's value from 3.96 to 3.89, showing that more furniture is not always better if it "conflicts" with other furniture with low diminishing returns.
Example 2: We put a third stuffed jaguar into the room. Now there are three stuffed jaguars in the list, followed by the carved pumpkin. As before, the first stuffed jaguar contributes its full 3 and the second stuffed jaguar yields 0.3. The third jaguard is reduced by another 90%, for .03. The Carved Pumpkin now has its value of 1 is reduced by 60% *three times*, bringing it to 0.064. The [[Small Rug]], being in its own category, is unaffected. The end result is that adding the third jaguar has *lowered* the room's value from 3.96 to 3.89, showing that more furniture is not always better if it "conflicts" with other furniture with low diminishing returns.


To avoid category diminishing returns, try to fill your home with a variety of different furniture categories that have a low % penalty on yields when repeated.
To avoid category diminishing returns, try to fill your home with a variety of different furniture categories that have a low % penalty on yields when repeated.
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Note that there is a *hard asymptotic cap* on furniture yields. For instance, if you have spam a piece of furniture with a 50% reduction, then no matter how many repeats of that furniture you have, you will never achieve more than 2x that furniture's base value by spamming that piece of furniture.
Note that there is a *hard asymptotic cap* on furniture yields. For instance, if you have spam a piece of furniture with a 50% reduction, then no matter how many repeats of that furniture you have, you will never achieve more than 2x that furniture's base value by spamming that piece of furniture.
====Material Diminishing Returns====
====Material Diminishing Returns====
The second type of diminishing returns is *material* diminishing returns. The room's value, as calculated above, may be reduced depending on the tier of the room. As mentioned above under building materials, each room has a tier based on what materials were used to construct it. Each room can only support 5 value worth of furniture per tier of the room. (For instance, a tier 3 room can support 15 value worth of furniture.) Rooms made of mixed materials can yield decimal tiers, such as a [[brick]]/[[Mortared Sandstone|mortared sandstone]] room being tier 1.39 and supporting 6.95 worth of furniture.
The second type of diminishing returns is *material* diminishing returns. The room's value, as calculated above, may be reduced depending on the tier of the room. As mentioned above under building materials, each room has a tier based on what materials were used to construct it. Each room can only support 5 value worth of furniture per tier of the room. (For instance, a tier 3 room can support 15 value worth of furniture.) Rooms made of mixed materials can yield decimal tiers, such as a [[brick]]/[[mortared sandstone]] room being tier 1.39 and supporting 6.95 worth of furniture.


Any value *past* what the room can support is affected by diminishing returns, on *top* of the category diminishing returns listed above. This is a reduction on the value of the room. The first 100% of the soft cap counts as 100%, the second 100% of the soft cap counts as 50%, the third 100% of the soft cap counts as 25%, etc. Thus, like the Category Diminishing Returns, there is an asymptotic hard cap to the value of any room: No matter how much furniture you have in a room, you cannot get more than twice the value of the room's soft cap.
Any value *past* what the room can support is affected by diminishing returns, on *top* of the category diminishing returns listed above. This is a reduction on the value of the room. The first 100% of the soft cap counts as 100%, the second 100% of the soft cap counts as 50%, the third 100% of the soft cap counts as 25%, etc. Thus, like the Category Diminishing Returns, there is an asymptotic hard cap to the value of any room: No matter how much furniture you have in a room, you cannot get more than twice the value of the room's soft cap.
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Room diminishing returns works like category diminishing returns, except that it applies to rooms instead of pieces of furniture.
Room diminishing returns works like category diminishing returns, except that it applies to rooms instead of pieces of furniture.


There are four "categories" of rooms: Kitchens, Bathrooms, Bedrooms, and General Rooms. To determine what kind of room a given room is, the game looks for any furniture that is in a given category. For instance, a [[Latrine]] has a "Room Category" of "Bathroom," so including it in a room will turn that room into a bathroom. The exception is furniture in the "General" category; this can be added to any room without changing the room type, and a room is considered a "general" room if it entirely lacks bedroom, bathroom, or kitchen specific furniture. If furniture conflicts (such as a [[Wooden Latrine|Latrine]] and a [[Wooden Straw Bed]] in the same room) then the room's type will be determined by which category has the highest total base value. All furniture from the other room category (such as bathroom furniture in a bedroom) will be disabled and their yields will be 0.
There are four "categories" of rooms: Kitchens, Bathrooms, Bedrooms, and General Rooms. To determine what kind of room a given room is, the game looks for any furniture that is in a given category. For instance, a [[Latrine]] has a "Room Category" of "Bathroom," so including it in a room will turn that room into a bathroom. The exception is furniture in the "General" category; this can be added to any room without changing the room type, and a room is considered a "general" room if it entirely lacks bedroom, bathroom, or kitchen specific furniture. If furniture conflicts (such as a [[Latrine]] and a [[Wooden Straw Bed]] in the same room) then the room's type will be determined by which category has the highest total base value. All furniture from the other room category (such as bathroom furniture in a bedroom) will be disabled and their yields will be 0.


There is one special room category for furniture: "Industrial" Any industrial furniture in a room will automatically make that room industrial, regardless of what other furniture is in the room. All industrial rooms contribute 0 room score, regardless of their contents. Thus, putting a [[bloomery]] in your bedroom will nullify its SP yields entirely.
There is one special room category for furniture: "Industrial" Any industrial furniture in a room will automatically make that room industrial, regardless of what other furniture is in the room. All industrial rooms contribute 0 room score, regardless of their contents. Thus, putting a [[bloomery]] in your bedroom will nullify its SP yields entirely.
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