Talk:Construction

The prices at the sawmill aren't fixed, the saw I bought was 13 gp, not 65. They probably just don't vary unless a bunch of them are bought. I'm hoping it's that way with the cloth, too.

Can someone confirm this? "After using a servant's services seven times, you will need to pay him again." Thanks, Fetttson 22:19, 3 June 2006 (UTC)
 * From the discussion in tip.it forums, it seems that payment is required for serving food, indeed for any task which requires talking, but may be avoided when the item can just be "used with". Ace of Risk 16:40, 4 June 2006 (UTC)
 * That's not true. To get the number seven, I counted while using noted oaks, unnoted oaks, and created oak armchairs with the butler. I didn't once talk to him to get him to do something. Fetttson 17:22, 4 June 2006 (UTC)

Maximum dimension
I have actually noticed that the maximum dimension for any floor is 9x9 because my house is 6 rooms wide, and to the left there is enough space for 2 more rooms (16 foot steps), and to the right there is enough space for 1 more room (8 foot steps) Can anyone confirm this?

Looking good
This page is looking good. Might be one of the biggest soon. Cool.--Richard1990 13:56, 3 June 2006 (UTC)

K or 1,000?
Most of the costs in Construction are well into the thousands. Perhaps, to make it easier to read, we could make 100,000 100K; 250,00 250K etc.

Experience and Materials
Should the 'Experience' section be combined with the 'Materials' section, so we dont have two tables?

Hotspots
Can someone with knowledge on the subject please tell me how many hotspots of each type their are in a room of a player owned house? The knowledge base lists the hotspots, but I don't know how many of each their are. For example, I believe there are three chair hotspots, each of which can have a chair. However, there appears to be multiple places to put curtains but if you put them in one spot it covers them all. So if anyone with a high enough level could tak the time to document this information I would greatly appreciate it and it would be beneficial for the wiki. -- Couchpotato99 06:24, 7 August 2006 (UTC)


 * indent I agree. I would also like to nkow how many door hotspots there are, and what their positions are.  This would help me plan a house in teh future. Waterga74 03:49, 6 February 2009 (UTC)

House Location Info
Added a chart showing the pros and cons of living in Rimmington, Taverley, Pollivineach, Rellekka, Brimhaven, and Yanille. DavidOwnz 12:04, 15 January 2007 (UTC)

with some work and some images this article could be really good, im going some construction soon so I might add some info or images.

Servants
The payments of Servants is a little wrong, but I'm not sure how to phrase it concisely for the main article, so maybe someone else can do that.

In the main article is says that the servant has been used seven times, they need paying again. This is only true the first time, and even then, they don't actually need paying that time.

Basically, each payment for the servant will cover the cost of using the servant eight times. However, the servant will ask for payment one use before you must pay him (or you loose him). You can pay him when he first asks, or you can wait until the next turn, when you must pay him.

In other words:

Opps, forgot to sign. 15:37, 25 May 2007 (UTC)

Building mode
There is little information about the constraints on adding rooms in building mode. The following rules seem to apply:
 * formal gardens can be created anywhere on the map without any connection to existing rooms.
 * other rooms can only be attached to existing structures.
 * levels require a connecting element (stairs).
 * each roomtype has its own door pattern. If adjacent room share a door location, the wall and door will be removed.
 * rooms adjacent to a garden have a normal door.
 * re-building of rooms leading to another level can be tricky (no experience with that)
 * tearing down a room, destroys all building materials (with only a few exceptions).
 * many useful rooms lack an option for connecting to levels. With the tight room limit, levels can easily become a limiting factor.

I'm not clear if this set of "rules" is valid or complete. Perhaps it's better to have a discussion before updating the main page. --Miw 08:37, 8 June 2007 (UTC)

In the long run, would this information be better on the Player-owned house? Just a thought. Anyway, other comments, which you can merge into your list as you feel appropriate: I know not all these are "rules", but some are more "tips", but it's a dump of what I can think of at the moment. 09:59, 8 June 2007 (UTC)
 * 1) How do you create a formal garden without a connecting room? I've only build rooms by clicking on the door hotspots of an adjacent room.
 * 2) I think you can have other unconnected rooms by building normally, and then removing the connecting rooms (unless JaGeX changed it, because I have done this during a re-building process)
 * 3) I think (but not tested) that gardens and formal gardens can only be built on the ground floor.
 * 4) I think dungeon rooms (but not tested) can only be built underground.
 * 5) levels require a connecting element (stairs, or ladder in case of Throne Room to Oubliette)
 * 6) To connect to a level above or below, the connecting stairs/ladder should be built first, then the room (option offered when going up/down the stairs/ladder).
 * 7) Normal stairs can go up or down, but not both
 * 8) Spiral stairs can be built both up and down
 * 9) The stairs rooms (quest hall, skill hall, dungeon room) cannot be rotated when building, so if you want the stairs to have a given orientation (e.g. north to south, east to west, etc), then you may have to build the room from the correct direction first. By default, the "down" stairs goes way from the door the first room was built from, but the "up" stairs goes towards the door (i.e. wrong way around).
 * 10) If adjacent room share a door location, the wall and door will be removed (just have doorway).
 * 11) Rooms adjacent to a garden, formal garden or unbuilt square have a normal door.
 * 12) Re-building of rooms leading to another level can be tricky. Care should be taken to remove and, in particular, add the room via the connecting element. This is needed to ensure the rooms on the two floors are connected properly.
 * 13) Some rooms (such as the Parlour) do not have much use once you have a study, dining room, etc.
 * 14) Consideration should be given to what rooms should be placed close together for usefulness, or what rooms to place near the entrance portal (e.g. chapel for when doing bones on alter).
 * 15) The quest hall also acts as a useful portal (via the amulet of glory mounted on the wall), so if connecting levels using a quest hall and skill hall pair, the quest hall may be more useful on the ground floor than the skill hall is.
 * 16) If the "wall" in the study (i.e. side without the door hotspots) is placed against another room, then the "telescope" in the study (when built in the hotspot on that wall) is used, it gives a message about seeing another wall (rather than the stars).

About this skill.........
Should we put something on the page of construction to warn players about the 'risk' of this skill? I consider construction an experimental skill because there have been MANY glitches in this skill, in which some of them have been FATAL. I know that at lower levels of construction, you dont need to worry about it that much. But when you get higher and higher in construction(Combat ring, dungeon, exc.) you should be VERY careful, as you may lose your stuff if you die.--Pkthis 14:18, 14 June 2007 (UTC)

I think that warning should be placed on the Player owned house page, not construction. 10:46, 16 June 2007 (UTC)

There has been less chance of this since nov. 2007, and I presume you're talking about the day of the devil? For the record, what happened there is Cursed You was the first person to get 99 construction, and had a house party. The place got packed, so he kicked 'em out. The server couldn't handle it all, and people in the dungeon who had the ability to attack other players there had the chance to attack others outside of it. Durial321 was banned because of this, and the bug has been fixed. Spooky stuff, really - it happened on 6/6/06! :O Napster964 17:01, 4 February 2008 (UTC)
 * You realize that conversation was over 6 months old, right? And yeah, the bugs have been mostly fixed by now. 17:22, 4 February 2008 (UTC)

costs per strategy
I like the table in Construction showing strategies for raising construction and associated costs. However for strategies 3..5, as far as I can see, no allowance is made for the duelling rings and runes used up in the process.

Is there a useful way to indicate a cost for these? Or can we do no better than warn that these items may have additional costs associated with them? Hv 15:29, 27 June 2007 (UTC)

Leveling tips
Anyone know a lot about Construction and know the best ways to level it? It would be good to have a guide on how to level best, from 1 to 99 preferably. Possibly a couple guides, one being the fastest regardless of cost, the other something for those with a slightly lower budget. Also, some advice on room placement could be useful. 18:29, 9 July 2007 (UTC)

Cost Effecient Leveling
I have calculated such things, and I know that Oak Planks are considered the most cost effective method of Leveling Construction, because their Cost Per Plank / Experience makes them the single cheapest experience. 250 gp per plank, and 60 experience each, places them at just over 4 gp per experience point. For comparison, Magic Stones are about 1000 gp per experience point. 1diehard1 12:47, 16 July 2007 (UTC)1diehard11diehard1 12:47, 16 July 2007 (UTC)

Book of knowlegde / Xp Lamp Question
If you don't have a house built, can you use a Book of knowlegde / Xp Lamp to raise your Construction level? Mathwiz908 13:29, 31 May 2008 (UTC)


 * Yes, you can use a Genie lamp and a Book of knowledge to raise construction, but IMHO it would be a waste of your time and a valuable resource, especially at low levels. At construction level 1, it would require six books of knowledge in order to go up to level 2 construction.


 * If you don't want to spend any money at all raising construction, gather some planks at the spawn locations and build some basic flatpack chairs with bronze nails. You can borrow a friend's house (come to my house if you want... I'll let you in!) and use their workshop without having a house of your own.  Two crude wooden chairs (4 planks) get you to level 2, and it would be trivial to get to about level 10 using a similar method and only a few planks.


 * More to the point, construction is so easy to level up especially at the lower levels that it seems like a waste to use the book of knowledge for this purpose. But the short answer is that yes, you can use those lamps and books to raise construction.  --Robert Horning 13:05, 2 June 2008 (UTC)

It has been a while since I posted on the wikia (in fact i completly forgot about this post in particular), but i though i should let people know that so far, with out building anything, i got to level 50 with the help of penguin points. Also note i just started on penguins this week and most of the xp is with xp lamps from quests. Mathwiz908 02:52, 7 January 2009 (UTC)

Training
For the section regarding medium speed training, wouldn't it be better to suggest building things on your work bench? That way at least you have a chance of getting some of your money back.


 * As somebody who has level-60 construction, I would say that flat-pack furniture is a waste of your time.... assuming you are hoping to "get your money back" by building that sort of furniture. It sells incredibly slowly in the Grand Exchange, and the price is falling at the maximum rate possible on nearly every form of flat pack furniture.  Even gilded furniture is nearly worthless as new treasure trails "rewards" are flooding an already tight market for the expensive flat-pack items.


 * Also, pay attention closely to what is being suggested in the medium-fast method of skill training: Building larders.  These give some fairly high experience... better than most typical oak furniture.  It certainly is much faster gaining experience this way than with limestone or clay.  Larders can't be flat-packed, so the workbench isn't an option in this case.


 * Keep in mind the suggestions are idealized and just suggestions. Most people will want to work on parts of their house and build rooms or change things that will end up costing more, but will earn experience.  Especially with the "cheap" methods of training, it would be discouraged unless you were a 'bot, and that is against the terms of service rules anyway.  --Robert Horning 12:49, 4 June 2008 (UTC)

Large Teak Bed
"A lesser known alternative is to create your own teak planks (providing you buy the teak logs) and bolts of cloth to create Large teak beds which give 480 experience points a piece. These may be flatpacked and sold at upwards of 1472, 2 gp more than you spend making the bed."

The cloth alone costs 650 per, how is this possibly correct?
 * If it's incorrect, why not remove it? -- 04:42, 12 June 2008 (UTC)

Taverly Disadvantage Incorrect
On the page it says that the taverly hotspot is far from a bank, this is inaccurate, it is a short walk to the Rogues' Den Bank from there. The bank is closer to it than draynor to rimmington, I don't know much about tables so I won't edit, but this kind of needs to be changed... --Darunian 17:11, 20 June 2008 (UTC)

House loading time
When a house gets very large the loading time can get very long. Has anyone experimented with house loading times? What factors affect this; is it simply the numbers of rooms, or the amount of stuff in a room. Does an upstairs floor slow things down?


 * I'm pretty sure it has to do with the number of rooms. I recently added a throne room, 2 formal gardens, and a oubliette on. The house time is noticeably much longer. Although I'm sure those other factors affect it too. 00:01, 24 August 2008 (UTC)


 * From an implementation point of view, the POH is a player specific game instance, which is generally not pre-loaded (unlike world areas that are the same for all players). Hence, the server needs some time to retrieve the house data and build a world area for it. One would assume that this creates the entire house in one big go, as there are no extra delays when entering a new house level. From an implementation point if view, the house world area computation is roughly proportionate to the number of rooms. This matches in-game reports on loading time. As all decoration spots require processing time even when nothing is added, this would not affect processing a lot. Miw 07:34, 28 August 2008 (UTC)

F2P Changes?
what happens to all the items in your house when you turn back to free-to-play? are they lost or "dormant"? Freekinkool1 00:33, 9 December 2008 (UTC)


 * Items within your player-owned house? They merely become inaccessible to you as you can't enter your POH (even if it is located in Rimmington).  If you become a member again, all of the stuff in your POH will become available to you again.
 * If you are going from member to F2P, it would be an excellent strategy to store as much of your armor in your costume room as you can, as well as try to sell off as much of your member-only equipment and supplies. --Robert Horning 14:06, 9 December 2008 (UTC)

House types and ideas
This is merely an idea on weither or not the rs wiki should include a housing style guide for those who wish to have a stylish house that is still functional. I am also wondering if this(if it comes to fruitation) should include, but not limited to type of houses and festive designs. i would gladly help spearhead a page on such a topic or an article as i have noticed that i rebuild my house quite often and construction is my favorite skill. 97.73.64.157 04:35, 13 January 2009 (UTC)


 * Absolutely! I've seen several floor plans here on the wiki that have suggested some interesting variants of ideas, some functional, and some have an interesting aesthetic and artistic flair.  As you get into the higher levels of construction and start to have more rooms and kinds of rooms available, you certainly have some flexibility in terms of the design.... and can make some mistakes along the way.


 * You might want to check out Category:Player-owned house plans for some ideas with this style/architecture guide for player-owned houses. This is just a bunch of existing player-owned house plans that have been generated by users of this wiki... some of them current but a few that are out of date.  It is at least a source of material for such a guide, and you might be able to suggest some alternative floor plans as well.


 * I really do think this is an outstanding idea! --Robert Horning 10:30, 13 January 2009 (UTC)

Getting there fast?
When I was looking through the "Getting there fast section" and started training accordingly, I noticed that the method to get from 46 to 52 wasn't all that fast. You have to get the butler to go out twice to do it and when he comes back you can only make 2 and then you have to ask and wait again. But when I was doing 38-46 I only had to ask once and when he came back and when he did you could ask again and then you would collect and repeat and almost never have to wait, because your building 4 at a time, unless your asking him to bank the flat-packs. If the banking didn't take so long it would be faster but it doesn't. Also it's cheaper and it takes a long time to get the bolts of cloth but a short time to get teak planks. So is it really a quicker method or just something with more exp and costly and takes a while to get all the materials for? Should we change it to have the same method from 38-52 or keep it? Please comment on this. ≈  Dbzken (Talk) (Contribs)(Edits) ≈ 08:25, 28 January 2009 (UTC)