Editing Housing
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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 [[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 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. | ||
== Rooms and Crafting == | |||
A room is a space that is completely enclosed with blocks. Gaps in walls for windows and doorways can be up to 2 blocks wide and 1 block tall or 2 blocks tall and 1 block wide. A doorway does not need to have a [[Door]] installed. Gaps in the ceiling, such as for stairs or a ladder, will combine a room with the one above it or invalidate the room completely if open to the sky. | |||
Checking the "Status" tab of a crafting station placed within the room will display any issues preventing the table from functioning. | |||
All crafting stations and furniture take up a certain amount of room volume, distinct from the physical "footprint" of the object. Crafting station volume requirements are generally much higher than furniture volume requirements. | |||
=== Ownership === | |||
By default, a crafting station on private property claimed with a [[Land Claim Stake]] will only be usable by the property owner. This can be changed in the "Auth" tab of the crafting station. Adding player names, demographics or ''Everyone'' to the [[auth]] list will allow others to use the crafting station. | |||
Crafting stations that are not on claimed property are usable by anyone, even if they are within a partially claimed room. | |||
{{See|Auth}} | |||
=== Building Materials === | |||
Most crafting stations will only function if they are placed inside a room composed of a certain amount of blocks from a specific "tier" of building materials. | |||
Raw materials that can be stacked, such as [[Dirt]] and [[Stone]], can be used to make room walls, ceilings, and floors, but they are Tier 0 and will lower the Room Tier. | |||
Below is a List of Block Tiers if a Block has a Variant it may not be shown in the list. For example, Mortared Granite is a variant of Mortarted Stone so it won't appear. | |||
More Information:[[:Category:Block Tier|Block Tiers]] | |||
1. The | ==== Tier 0 ==== | ||
<dpl> | |||
category = Tier_0 | |||
category = Block | |||
namespace = | |||
</dpl> | |||
==== Tier 1 ==== | |||
<dpl> | |||
category = Tier_1 | |||
category = Block | |||
namespace = | |||
</dpl> | |||
==== Tier 2 ==== | |||
<dpl> | |||
category = Tier_2 | |||
category = Block | |||
namespace = | |||
</dpl> | |||
==== Tier 3 ==== | |||
<dpl> | |||
category = Tier_3 | |||
category = Block | |||
namespace = | |||
</dpl> | |||
==== Tier 4 ==== | |||
<dpl> | |||
category = Tier_4 | |||
category = Block | |||
namespace = | |||
</dpl> | |||
== Furniture and Skill Points == | |||
[[File:SkillPointHouse.png|thumb|The pie chart on the right displays the value balance of the 4 room types. This player is receiving 80 [[skill points]] per day from their housing bonus.]] | |||
Housing is one of several ways players can gain passive [[Skill Points]]. To start gaining SP, [[furniture]] must be placed in rooms. Each furniture has a "Skill value", representing how many SP per day a player would receive if that furniture is in their house and activated (meaning there's a green light in the upper-left corner of the furniture's GUI when you right click it.) Ensuring that the furniture is activated will depend on the furniture in question: Most furniture must be placed on solid ground, most fuel consuming items must be fuelled, items requiring electrical or mechanical power must be powered, etc. | |||
At the most basic level, you can assume that adding furniture to rooms on land you own will increase your SP bonus from housing, but the math can get complicated. | At the most basic level, you can assume that adding furniture to rooms on land you own will increase your SP bonus from housing, but the math can get complicated. | ||
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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" | There are four "categories" or 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. | 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. This, putting a [[bloomery]] in your bedroom will nullify its SP yields entirely. | ||
The first room in each of the four useful categories provides its full value to a player's housing SP bonus. Each room past the first in any given category is subject to a 50% penalized value. Thus, if you have two bathrooms, one at value 8 and one at value 6, your total score for bathrooms will be 11. (8 + 50% of 6). | The first room in each of the four useful categories provides its full value to a player's housing SP bonus. Each room past the first in any given category is subject to a 50% penalized value. Thus, if you have two bathrooms, one at value 8 and one at value 6, your total score for bathrooms will be 11. (8 + 50% of 6). | ||
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In practice, however, the nature of the asymptotic hard cap makes 320 unachievable. Players can never actually get there; they can only get arbitrarily close. Players must choose at what point the diminishing returns are strong enough that it is no longer worth improving their housing. For instance, two copies of a four room complex that has an adjusted value of 30/room can give a player 180 SP/day, which is a highly respectable amount and should be sufficient even for late game. | In practice, however, the nature of the asymptotic hard cap makes 320 unachievable. Players can never actually get there; they can only get arbitrarily close. Players must choose at what point the diminishing returns are strong enough that it is no longer worth improving their housing. For instance, two copies of a four room complex that has an adjusted value of 30/room can give a player 180 SP/day, which is a highly respectable amount and should be sufficient even for late game. | ||
=== Furniture Value === | === Furniture Value === | ||
Information | Information Coming Soon... | ||
=== Ownership === | === Ownership === | ||
Players only receive SP bonuses from furniture placed on land they own. Only the [[Deed]] holder receives the bonus, meaning players cannot share housing SP bonuses. | |||
However, players can still share a room by claiming different plots within the same room and placing their furniture on those plots. For players who are working closely together, this is a good way of conserving building materials. | |||
Note: This section is outdated as property deeds now allow for multiple residents | |||
=== Room Types === | |||
You can only define the room type if you own the land where the room is. Otherwise, the room will not be recognized as a type of room, even if there is a room-specific item in there. You don't have to own the entirety of the room, just a part of it is enough. | |||
{{Main|Category:Room}} | |||
Current Rooms in Eco: | |||
<dpl> | |||
category = Room | |||
namespace = Category | |||
shownamespace = false | |||
ordermethod=titlewithoutnamespace | |||
</dpl> | |||
=== Available Furniture === | |||
==== Bathroom Furniture ==== | |||
A bathroom is defined as any room containing any of the following items: | |||
{{HousingTable|category = Bathroom}} | |||
====Bedroom Furniture==== | |||
A bedroom is defined as any room containing any of the following items: | |||
{{HousingTable|category = Bedroom}} | |||
====Kitchen Furniture==== | |||
A kitchen is defined as any room containing any of the following items: | |||
{{HousingTable|category = Kitchen}} | |||
====General Furniture==== | |||
General is a room containing '''only''' furniture that is not specific to any of the other rooms. | |||
The general furniture can be used in any room in order to get more Skill Points. | |||
The following are General items: | |||
{{HousingTable|category = General}} | |||
====Industrial Furniture==== | |||
Industrial items will remove '''all''' Skill Point Value of a room to 0 and turn the room into an Industrial Room regardless of any other items. | |||
All items in this list are Industrial items: | |||
<dpl> | |||
category = Industrial | |||
ordermethod=titlewithoutnamespace | |||
format = {| class="wikitable"¶!Items,¶|-¶|[[%PAGE%]],,¶|} | |||
</dpl> | |||
[[ja:Housing]] | |||
[[Category:Housing]] | [[Category:Housing]] | ||