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There are 2 primary purposes for player homes in Eco:

  1. Most crafting stations must be placed in an enclosed room to function.
  2. 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.

Rooms and Crafting[edit | edit source]

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[edit | edit source]

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. Template:Hatnote

Building Materials[edit | edit source]

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:Block Tiers

Block Tier
Hardwood Hewn Log1
Hewn Log1
Mortared Granite1
Mortared Limestone1
Mortared Sandstone1
Mortared Stone1
Softwood Hewn Log1
Copper Pipe2
Hardwood Lumber2
Iron Pipe2
Softwood Lumber2
Corrugated Steel3
Reinforced Concrete3
Steel Pipe3
Ashlar Basalt4
Ashlar Gneiss4
Ashlar Granite4
Ashlar Limestone4
Ashlar Sandstone4
Ashlar Shale4
Composite Birch Lumber4
Composite Cedar Lumber4
Composite Ceiba Lumber4
Composite Fir Lumber4
Composite Joshua Lumber4
Composite Lumber4
Composite Oak Lumber4
Composite Palm Lumber4
Composite Redwood Lumber4
Composite Saguaro Lumber4
Composite Spruce Lumber4
Cotton Carpet4
Flat Steel4
Framed Glass4
Nylon Carpet4
Wool Carpet4

Furniture and Skill Points[edit | edit source]

In the Skill Points HUD, the housing graph 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 fueled, 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.

Diminishing Returns[edit | edit source]

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[edit | edit source]

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.

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 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.

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[edit | edit source]

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.

Room Diminishing Returns[edit | edit source]

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 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.

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).

A players total SP due to housing is equal to the sum of the four categories of rooms.

Improving your Housing Score[edit | edit source]

To summarize the above: to gain a higher room value, you must increase the quality of your rooms. You can do this by:

  1. Adding more furniture or replacing the furniture you already have with higher value versions so your base SP yield increases.
  2. Adding a range of different furniture types to a room so you lose as little as possible due to Category Diminishing Returns.
  3. Balancing your room types so you lose as little as possible to Room Diminishing Returns.
  4. Use higher tier building materials so you lose as little as possible due to Material Diminishing Returns.
  5. Ensuring that any industrial furniture items, such as a Blast Furnace or Bloomery, is stored in its own room.

Hypothetical Maximums[edit | edit source]

In theory, a tier 4 room can support 20 value of furniture, and asymptotically approaches an adjusted value of 40. A player can have four such rooms, for a total value of 160, and as a player build duplicates of these rooms, they will asymptotically approach a total of 320 SP/day.

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[edit | edit source]

Information coming soon ...

Ownership[edit | edit source]

Deeds can support multiple residents and allows duplication of each room without incurring duplicate room penalty. IE: A deed with 2 residents can have 8 rooms (2x kitchen, 2x living room, 2x bedroom, 2x bathroom) without incurring a room penalty.

Adding residents incurs a new penalty that reduces total housing bonus (table coming soon ...). Though the penalty is far less than the additional rooms and rewards more residents. IE: 3 residents incurs a 50% reduction of housing bonus but allows 3x the rooms without penalty; theoretically a tier 1 soft-capped house with 12 rooms would provide a bonus of 30 while a tier 1 soft-capped house of 4 rooms would provide a bonus of 20 as a sole resident.

Room Types[edit | edit source]

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. Template:Hatnote Current Rooms in Eco:

Available Furniture[edit | edit source]

Bathroom Furniture[edit | edit source]

A bathroom is defined as any room containing any of the following items:

Item Room Type Value Dim. Return % Dimensions (X,Y,Z)
Towel RackBathroomHanger1.510%8
Large Bath MatBathroomRug250%4
Small Bath MatBathroomRug150%2
Small SinkBathroomSink270%6
Wooden LatrineBathroomToilet1.510%4
Washing MachineBathroomWashing520%4

Bathtub Small Sink Toilet Wooden Latrine

Bedroom Furniture[edit | edit source]

A bedroom is defined as any room containing any of the following items:

Item Room Type Value Dim. Return % Dimensions (X,Y,Z)
Cast Iron BedBedroomBed430%18
Cast Iron Royal BedBedroomBed4.520%24
Nylon Futon BedBedroomBed520%12
Wooden Fabric BedBedroomBed430%18
Wooden Straw BedBedroomBed340%12
Hardwood Lumber DresserBedroomDresser350%12
Hewn DresserBedroomDresser150%12
Lumber DresserBedroomDresser350%12
Softwood Lumber DresserBedroomDresser350%12
Hewn NightstandBedroomNightstand2.560%4

Hewn Dresser
Hewn Nightstand
Wooden Straw Bed

Lumber Dresser

Wooden fabric Bed

Kitchen Furniture[edit | edit source]

A kitchen is defined as any room containing any of the following items:

Item Room Type Value Dim. Return % Dimensions (X,Y,Z)
Bakery OvenKitchenCooking330%24
Cast Iron StoveKitchenCooking230%24
Butchery TableKitchenFood Preparation250%18
MillKitchenFood Preparation250%18
IceboxKitchenFood Storage1.530%8
RefrigeratorKitchenFood Storage530%4
Salt BasketKitchenSpices1.540%4

Bakery Oven
Cast Iron Stove
Salt Basket

General Furniture[edit | edit source]

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:

Item Room Type Value Dim. Return % Dimensions (X,Y,Z)
Adorned Ashlar Basalt BenchSeatingChair350%6
Adorned Ashlar Basalt ChairSeatingChair270%4
Adorned Ashlar Stone BenchSeatingChair350%6
Adorned Ashlar Stone ChairSeatingChair270%4
Ashlar Basalt BenchSeatingChair2.550%6
Ashlar Basalt ChairSeatingChair1.770%4
Ashlar Stone BenchSeatingChair2.550%6
Ashlar Stone ChairSeatingChair1.770%4
Composite Birch BenchSeatingChair2.550%6
Composite Birch ChairSeatingChair1.770%4
Composite Hardwood BenchSeatingChair2.550%6
Composite Hardwood ChairSeatingChair1.770%4
Composite Lumber BenchSeatingChair2.550%6
Composite Lumber ChairSeatingChair1.770%4
Hewn BenchSeatingChair150%6
Hewn ChairSeatingChair0.570%4
Hewn Softwood BenchSeatingChair150%6
Hewn Softwood ChairSeatingChair0.570%4
Lumber BenchSeatingChair1.550%6
Lumber ChairSeatingChair170%4
Mortared Granite BenchSeatingChair150%6
Mortared Granite ChairSeatingChair0.550%4
Mortared Stone BenchSeatingChair150%6
Mortared Stone ChairSeatingChair0.550%4
Softwood Lumber BenchSeatingChair1.550%6
Softwood Lumber ChairSeatingChair170%4
Adorned Ashlar Basalt TableSeatingTable3.560%8
Adorned Ashlar Stone TableSeatingTable3.560%8
Ashlar Basalt TableSeatingTable360%8
Ashlar Stone TableSeatingTable360%8
Composite Birch TableSeatingTable360%8
Composite Hardwood TableSeatingTable360%8
Composite Lumber TableSeatingTable360%8
Hewn Softwood TableSeatingTable160%8
Hewn TableSeatingTable160%8
Lumber TableSeatingTable260%8
Mortared Granite TableSeatingTable160%8
Mortared Stone TableSeatingTable160%8
Softwood Lumber TableSeatingTable260%8

Item Room Type Value Dim. Return % Dimensions (X,Y,Z)
Carved PumpkinDecorationDecoration140%2
Decorative AnchorDecorationDecoration140%2
Decorative Glass Buoy BlueDecorationDecoration140%2
Decorative Glass Buoy RedDecorationDecoration140%2
Decorative Hanging BuoyDecorationDecoration140%4
Decorative Life PreserverDecorationDecoration140%2
Decorative Ship WheelDecorationDecoration140%2
Galaxy VaseDecorationDecoration140%2
Large Cotton Bunting RedDecorationDecoration140%2
Large Cotton Bunting RegalDecorationDecoration140%2
Large Nylon Bunting GreenDecorationDecoration140%2
Large Nylon Bunting PurpleDecorationDecoration140%2
Orange VaseDecorationDecoration140%2
Plant VaseDecorationDecoration140%2
Purple VaseDecorationDecoration140%2
Red VaseDecorationDecoration140%2
Round PotDecorationDecoration140%4
Small Cotton Bunting RedDecorationDecoration0.540%1
Small Cotton Bunting RegalDecorationDecoration0.540%1
Small Nylon Bunting GreenDecorationDecoration0.540%1
Small Nylon Bunting PurpleDecorationDecoration0.540%1
Square PotDecorationDecoration140%4
Swirl VaseDecorationDecoration140%2
Ashlar Large Basalt FountainDecorationFountain310%
Ashlar Large Stone FountainDecorationFountain310%
Ashlar Small Basalt FountainDecorationFountain1.510%
Ashlar Small Stone FountainDecorationFountain1.510%
Rug LargeDecorationRug250%12
Rug MediumDecorationRug150%8
Rug SmallDecorationRug0.550%6
Limestone Bison StatueDecorationStatue130%30
Limestone Otter StatueDecorationStatue0.260%6
Limestone Owl StatueDecorationStatue0.260%4
Limestone Wolf StatueDecorationStatue0.550%8
Stuffed AlligatorDecorationStatue310%12
Stuffed BisonDecorationStatue310%12
Stuffed ElkDecorationStatue310%12
Stuffed GoatDecorationStatue310%12
Stuffed JaguarDecorationStatue310%12
Stuffed WolfDecorationStatue2.520%12

Item Room Type Value Dim. Return % Dimensions (X,Y,Z)
Candle StandLightingLights1.470%2
Ceiling CandleLightingLights1.470%2
Electric Wall LampLightingLights2.570%2
Large Festive Paper LanternLightingLights270%2
Large Paper LanternLightingLights270%2
Modern Double Street LightLightingLights370%
Modern Street LightLightingLights370%
Small Paper LanternLightingLights270%1
Steel Abstract FixtureLightingLights370%8
Steel Ceiling LightLightingLights370%4
Steel Floor LampLightingLights370%3
Steel Hanging FixtureLightingLights370%8
Steel Hanging LampLightingLights370%8
Steel Kitchen LampLightingLights0.870%2
Steel SearchlightLightingLights350%
Steel Square FixtureLightingLights370%8
Steel Table LampLightingLights370%2
Stone BrazierLightingLights170%
Tallow CandleLightingLights0.870%2
Tallow LampLightingLights1.270%2
Tallow Wall LampLightingLights1.270%2
Torch StandLightingLights0.870%
Wall CandleLightingLights1.270%2
Wooden Ceiling LightLightingLights270%2
Wooden Floor LampLightingLights270%3
Wooden Kitchen LampLightingLights150%2
Wooden Table LampLightingLights270%2

Industrial Furniture[edit | edit source]

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:

Maximizing housing points[edit | edit source]

As of current version, Update 9.7.6, it is possible to each 30 points (which is diminished from 40 points actually) for each type of 4 rooms (Bedroom, Living room, Toilet and Kitchen) by combining different furniture of each sub-class to minimize diminishing and maximize points.

House size[edit | edit source]

Example of minimum house size to reach 30 points of each rooms:

  • Bedroom: internal size 12 x 8 x 4
  • Living: internal size 11 x 8 x 4
  • Toilet: internal size 15 x 8 x 4
  • Kitchen: internal size 11 x 8 x 4

By tiling these 4 rooms in a square, the minimum overall size is: House foundation: 29 x 19 = 551 tiles Additional tiles per floor: 551 (roof) + 540 (wall) = 1091 tiles per floor (eg, Level 1: 1642, Level 2: 2733, Level 3: 3824 tiles, etc)

Bedroom furniture[edit | edit source]

  • Futon bed: 1
  • Fabric bed: 3
  • Nightstand: 7
  • Lumber dresser: 6
  • Couch: 1
  • Animal mount: 1 (interchangeable with shelf or fireplace as long as the 'Living' component is maximized)

Living room furniture[edit | edit source]

  • Shelf: 5
  • Adorned fireplace (fueled): 2
  • Upholstered couch: 3
  • Padded chair: 4
  • Animal mount: 3 (avoid wolf mount)

Toilet furniture[edit | edit source]

Toilet is the easiest to score high point due to low diminishing.

  • Water closet: 2
  • Bathtub: 1
  • Large toilet mat: 5 (not to be confused with general rug)
  • Towel rack: 2
  • Industrial Sink: 1 (need inlet and outlet pipes, and need to turn on)
  • Small sink: 8
  • Washing machine: 1
  • Washboard: 4

Kitchen furniture[edit | edit source]

  • Metal stove: 1 (need exhaust pipe and fueled)
  • Modern Stove (fueled), Kitchen, Bakery Oven (fueled), Mill (need nearby windmill): 1 each
  • Butchery: 4
  • Salt basket: 4
  • Fridge: 4 (fridge is 10% worse compared to industrial fridge so you no need to keep foods in it)

Note: Industrial fridge provide no housing points, but it is 10% better than fridge. Put outside of rooms to save space.

Common furniture[edit | edit source]

Put the items below in EACH rooms.

  • Large rug: 2. Toilet need 3 more large rugs, Living room only need 1 more.
  • Steel ceiling lamp: 3. Toilet 1 more.
  • Limestone statue: Bison, wolf, owl and otter - 1 each. Toilet need 4 more small statue. Also swap limestone bison for stuffed bison.
  • Seating: 2 adorned table + 2 bench. Toilet need 6 more adorned chair
  • Large fountain: 1. Toilet need 1 more.

Summary[edit | edit source]

With the above setup you can get 120 points per 'floor', or up to 225 points if you build 4 floors. It is no longer possible to reach over 264 points (no matter how many copies of rooms or furniture) as of current update.