Wurm Unlimited

Wurm Unlimited

Xoyv May 31, 2018 @ 3:18pm
some help with workshop/room building?
so bought this game earlier today, gave it a few minutes to get myself adjusted, and now i want to go into planning

problem is, i'm not entirely sure what constructs and tools i would actually need for each room (kitchen, smithy, workshop), or how many of each one i would need

can anyone give me a bit of advice on this subject? or maybe even add on a couple other workshops that i missed?
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Showing 1-13 of 13 comments
Kitsune Dzelda May 31, 2018 @ 3:44pm 
Ahhh man, youre a newbie. Good times being befuddled and learning everything back then. :) Id recommend you afew resources, but how can you really process the scope of the game unless you see it for yourself?

Tell ya what, we have a Wurmpedia on Google, and you can press lemme see... N in game to bring up a list of things you can make in game. :) Recipes galore!

That said alot of what yer gonna want is going to be made of metal, tools I mean, so I suggest you find a nice cliff base to tunnel into, and go diggin round for iron preferably. Thanks to an update alot fo tools can be made form other metals, with various stat benefits, but irons the standard. :) You can make a campfire with woodscrap and kidnling to heat up the metals you mine, but youll probably get better results with a big ol forge. Set that up against a vein and mine away, and your forgell chug along happily and give you as much metal as you need. (Ah yes, dont forget the small and klarge anvils, thats what you use the glowing hot chunks of metal on to MAKE the tools!)

As for the ktichen, youll likely want what is called an fsb. In your recipe list though tis called a food storage bin. It holds lots of unprocessed foods for you. Like fish, meats, veggies you Forage up. You CAN cook them, and its a skill to do so, but I just like to nom them as is. :3 We have an oven for specialized cooking of foods if yorue a real afficiondo of foods though.

As for a workshop, working with wood needs a carving knife, saw, and hatchet respectively. The woodscrap from chopping trees up is quite useful for alot of stuff :)

Awww man though, yorue new, welcome to Wurm. Im glad to see ya. :) If you ever need help swing by Mythmoor Multiplayer Server. I have so many good memories of being int he position youre in.
Last edited by Kitsune Dzelda; May 31, 2018 @ 3:54pm
Xoyv May 31, 2018 @ 3:55pm 
truth be told, i kind of have a good understanding of the game, mostly due to knowing about outside resources like the wikipedia and guides

the thing i'm asking is design, not so much production

like example, a good kitchen would probably require one (or several?) oven, storage for food, and possibly a fruit press. but aside from that i'm not sure

just things like "what stations do i need and how many"
Kitsune Dzelda May 31, 2018 @ 4:06pm 
Oh! Usually one works for a solitary person, You can go endlessly with tools if youre not careful :P I usualyl keep them in a chest. For a smithy Id say Forge, iron vein nearby, small and large anvil, Bulk storage units or a Mass storag eunit if youve got good enough woodworking ability. And for a ktichen youve pretty much got the goods, minus a butchering knife. You wanna carry that with you. It gets very tiring carryign corpses around all day.

Plus the FBI keeps asking where I put them.
Xoyv May 31, 2018 @ 4:31pm 
alright, any other stations or rooms that i could need/use?
apothacary? stone mason/woodcarving?

...engineering workshop?
Kitsune Dzelda May 31, 2018 @ 4:35pm 
Roomswise? I unno, I had a stonemason shop and blacksmithery in the same room. Tbh, ROOM planning is kind of a thing thats done by the players whim, instead of via the games "progression" . If you want to actually do those jobs, you mostly sit in one spot and carve/chisel/smith for hours at a time, while chatting to friends ^^ Positioning of a good sotagre unit close ot your station is key. I sometimes keep a bsu under my forge just so I can easily reach metals and stuff ^^ I usually arm myself with a super useful tool thats not findable in game, called a book when I grind :P

generally whatever you want is what you should build. ^^
Monoxide May 31, 2018 @ 4:46pm 
I would say it really comes down to HOW much you want to use a specific skill. Example:

I cook quite a bit, and I have 3 ovens in the corner of a room. Each oven is in its own tile, and 3 is often more than I need (being that things work a little different than Wurm Online). When skilling, I use all 3. One heating up large quantities of meat (to reduce cook time) and the other two filled will pans/bowls to cook the meat. For general purposes, one oven is plenty. For further layout, I have my main (high quality) food storage bin between two ovens on the north wall. I have a large barrel full of water between the ovens on the other wall. I have 2 more FSBs in my kitchen; one holds lower quality materials, while the 3rd was made to appease our community fisher and give him a place to put his prized catches (that I have never used in cooking). Additionally, I have 5 planter racks; herbs are really important, and fennel has a number of additional uses compared to other herbs (oil, and if you start affinity cooking, its a herb that can get the modular number to 138 - but thats a WHOLE other discussion =p). I have a small barrel rack near the 3 ovens for easy access; this is for things like cooking oil, milk, passata (big one for me making pizzas), stock, gravy, and other liquids you might use often. Finally, the only thing I wish I 'had' in my kitchen is a storage unit for items (cant remember the name - I think large storage unit). Having a place to put extra pans/bowls/baking stones etc is not a bad idea.

The upper floor I just have 9 stills, one for each tile in a 3x3 room. Nothing special about that one, though.

Our forge area is pretty basic as well; it also counts as our woodworking and tailoring area - 2 forges have been enough for us to do everything we need. Between the forges I have a large tub of water for quenching. On the east wall, we have bulk storage bins for bulk crafted items like nails, shafts, planks, etc. On the north wall next to the forges, we have a crate rack to store various quality levels of ore. We usually dont mix anything more than 10ql in difference, so having multiple storage areas helps. Bulk storage bins work, but the crate rack works better at least for us. However, to properly use a crate rack, you will need 23 strength to load the crates. If you are playing alone with low characteristics, this might pose a challenge.

If I get around to it, I may post some pictures for you. Honestly, though, I think you'll develop a plan of your own, start there, realize you need/want more, then expand. Part of the process, really =p
bob_2059 May 31, 2018 @ 4:52pm 
For a smithy Id say Forge, iron vein nearby, small and large anvil, Bulk storage units or a Mass storag eunit if youve got good enough woodworking ability.
whetstone
pelt
access to water
2x hammers

You'll need to make a stone chisel in order to make the whetstone.

Kitchen:
Oven
Food Storage Bin (FSB)
Larder
knife, fork, spoon
baking sheet(s)
frying pan(s)
saucepan(s)
cauldron(s)
pottery bowl(s)
plus I pretty much guarantee I'm leaving things out, as I'm not a cook

An oven is not a forge is not a campfire. They're the same in the sense that they're burning and a source of heat, but they function differently in-game. It's harder to cook in a forge or a campfire than it is in an oven. Ores will drop in quality (QL) if smelted in an oven or a campfire, but not in a forge.

Build yourself a large cart fairly early on. It requires 20.10 mind logic to command, but that's not a big deal because you'll be there or real close by the time you finish making it. Rope at least one, preferably two critters to pull the cart. Bison, bulls (not cows) and horses work. You can mix types- both don't have to be the same. There's no need to un-hitch them, if you park the cart on grass they'll graze when they get hungry.

For your woodworking area, several crates or BSBs (Bulk Storage Bins) to hold supplies. Your main tools will be the carving knife and a saw, both of which you start with. To improve carpentry items, you'll also need a file, mallet and a pelt. The same pelt you use for metalworking can be used here.
Speaking of pelts, both pelts and whetstones take environmental damage in any container other than a magic chest- which are expensive items to start with. However, if you keep them in your inventory they do not decay. Once you find a good pelt, don't set it down.

Make a butchering knife early on. Other tools can be used for butchering animal carcasses, but with worse results.

Wood scraps left over from carpentry are useful. You can make kindling from them to start fires, and you can use the scraps themselves to fuel fires.

When digging, click on a tile then click on a tile border. Play around with the 'flatten' and 'level' commands on a tile, and the 'flatten border' and 'level border' commands on a border to learn what they do.

Tiles you're going to build on have to be completely level. Tiles you're going to farm on have to be "close" to level.

If you plant grass BEFORE you plan a building, that grass will always be there- even after you build a floor over it. Animals can then graze inside your buildings.
Xoyv May 31, 2018 @ 5:01pm 
wait so planting grass then building leaves the grass behind for animals, but waht about pre-existing grass?
bob_2059 May 31, 2018 @ 7:37pm 
Pre-existing works, too. But it's unlikely you're going to stumble upon level tiles. You'll probably have to level them yourself, which will turn them to dirt.

alright, any other stations or rooms that i could need/use?
apothacary? stone mason/woodcarving?
You'll probably want a place to store masonry supplies, for example a crate rack full of crates of rocks. It's up to you, but personally I don't have a "masonry shop". The majority of the masonry work I do has to be done on-site and can't be built in a shop and then transported.
Last edited by bob_2059; May 31, 2018 @ 7:50pm
Monoxide May 31, 2018 @ 10:43pm 
Originally posted by Xoyv:
wait so planting grass then building leaves the grass behind for animals, but waht about pre-existing grass?

As a follow up - if you do 'plant' grass, the intended way is to plant thatch made from grass clippings with a leggat. Though you can also plant any sprout, then cut the sprout. Its a little work around that I found to be easier as I had tons of sprouts, and making thatch was really time consuming.

Also, if youre looking for a server, I know this guy named bob that hosts one with some friendly/knowlegable people. Only thing to consider is that he may start following you around on forum posts.
Last edited by Monoxide; May 31, 2018 @ 10:45pm
bob_2059 Jun 1, 2018 @ 12:43am 
As a follow up - if you do 'plant' grass, the intended way is to plant thatch made from grass clippings with a leggat.
Leggat + reed also makes thatch.
Though you can also plant any sprout, then cut the sprout. Its a little work around that I found to be easier as I had tons of sprouts, and making thatch was really time consuming.
IMO *any* method is really time consuming and frustrating with low skill. :)
Once you get your skills up, I find flowers are the most convenient way since they're re-usable.

Only thing to consider is that he may start following you around on forum posts.
Paranoid much?

Jeez, how do you do work in that place? There's no light!
If you ask nicely, I can give you some lamps next time you're over.
Monoxide Jun 1, 2018 @ 8:08am 
Originally posted by bob_2059:
I can give you some lamps next time you're over.

Thats Silent's job. Of course his mine has lamps that I blessed so they are always lit, but the kitchen? Nooooo. However, "darkness" in wurm is not very noticeable to me. I wish it was.
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Date Posted: May 31, 2018 @ 3:18pm
Posts: 13