Bad911 Posted February 16, 2012 Share Posted February 16, 2012 I tore my entire house out a long time ago and I need to rebuild it because all the costumes I'm hoarding is seriously cluttering my bank. So, I decided to fix it up, but I want only the important things prioritized. I just don't remember which things are important. Which rooms are useful and which rooms are just "show off" rooms? E: Could anyone answering also list them in order of usefulness? I know a parlor will allow you to make a bookcase, but I hardly consider it that useful. Some more information: I like training with oak larders. Isn't there a specific way to position the servant bell? Argh, I can't remember anything. Link to comment Share on other sites More sharing options...
Lord Paul Posted February 16, 2012 Share Posted February 16, 2012 This is mainly designed for slayer, but tbh, there aren't many other useful rooms. In order, I'd go with chapel > portal rooms > quest hall > menagerie > workshop > skill hall > study > costume room. I'd consider that, along with whatever rooms you need to train construction, sufficient. I never messed with a servant bell when I trained construction. :blink: Working on max and completionist capes. 2435/2475 Link to comment Share on other sites More sharing options...
Bxpprod Posted February 16, 2012 Share Posted February 16, 2012 Things *I* consider essential:-- Costume room: Saves a TONNE of bankspace- Menagerie: See previous- Guilded altar- Kitchen with top shelves if you want to tea boost for effigies (not that they exist)- Study (or whatever its called): Telescope for star hunting + altar to make tabs on.- Dining room: Because I train by making mahogany tables. [bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER Link to comment Share on other sites More sharing options...
Bad911 Posted February 16, 2012 Author Share Posted February 16, 2012 This is mainly designed for slayer, but tbh, there aren't many other useful rooms. In order, I'd go with chapel > portal rooms > quest hall > menagerie > workshop > skill hall > study > costume room. I'd consider that, along with whatever rooms you need to train construction, sufficient. I never messed with a servant bell when I trained construction. :blink:How did you call your servant? Wouldn't you have to wait until he wandered up to you? Then again, how do people train with oak doors when they can't use a servant bell downstairs? I also hear that you should isolate your workshop so that you can close the door for when you make flatpacks so that the servant can't wander? E: Why is a skill hall important?Things *I* consider essential:-- Costume room: Saves a TONNE of bankspace- Menagerie: See previous- Guilded altar- Kitchen with top shelves if you want to tea boost for effigies (not that they exist)- Study (or whatever its called): Telescope for star hunting + altar to make tabs on.- Dining room: Because I train by making mahogany tables. Thank you both, freakin useful. Planning out my house right now. :thumbsup: Link to comment Share on other sites More sharing options...
Lord Paul Posted February 16, 2012 Share Posted February 16, 2012 Skill hall is pretty useless, but it's nice for showing off slayer drops and having a staircase. :razz: I suppose it should be put last... And for training, I would just find my servant wandering around the house initially and then have him fetch something. He then appears right next to you with the supplies, and does so every time thereafter. Working on max and completionist capes. 2435/2475 Link to comment Share on other sites More sharing options...
Bxpprod Posted February 16, 2012 Share Posted February 16, 2012 Derp. I forgot teleport rooms and quest (I think?) room for glory + portals.But one would hope youd have them anyway :D [bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER Link to comment Share on other sites More sharing options...
Corvus Posted February 16, 2012 Share Posted February 16, 2012 My personal rating of the usefulness of rooms from most to least useful:Garden/Formal GardenChapelCostume roomMenageriePortal chamber (Canifis + 2 others if you are on regular magic. Varrock, Watchtower, Camelot on Ancient magic. Varrock, Lumbridge and Canifis if you use Lunar magic mainly)Quest hallWorkshopKitchen2x BedroomDungeon (Stairs)Dining roomStudy (eagle)Portal Chamber(pick up another 3 portals)Study (demon)Anything unlisted up until this point except the parlourPortal chamber (last portal)Parlour (The parlour has nothing unique about it, so unless you really really want a rocking chair don't waste the space) I personally use the Dungeon (Stairs) to train construction with a combination of the butler and oak doors. Thanks to DrCue at DeviantArt for the signature source Link to comment Share on other sites More sharing options...
Hobgoblinpie Posted February 16, 2012 Share Posted February 16, 2012 My house is laid out so that I have: (3 rooms wide, rooms given in their positions) Skills Hall - Study - Portal RoomCombat Hall - Formal Garden - ChapelWorkshop - Menagerie - KitchenN/A - Costume Room - N/A Since I have 99 con I have no use for a servant, but yeah, the layout works very nicely. Though It would make more sense to switch the Skills Hall and Study around, if you want to use the chapel a lot. POH Agility Course, Please Support! Link to comment Share on other sites More sharing options...
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