Zone the room instead of drawing a blueprint

The default layout is four zones plus one reserved edge, arranged around the walk a material actually takes.

Zone plan for a compact Carpenter workshop that can growTop-down planning sketch: the entrance at the bottom has raw-material storage beside it, the Workbench and Carpenter sit at the center, the Table Saw and Kiln are one carry away to the right, finished-goods storage is at the back and a reserved growth side waits at the lower right. Arrows show the material walk: in through the entrance, work at the center, out to storage. Zone relationships, not measured dimensions or a game map.Entrance storageraw materials inWorkbench + Carpentercentral craftingTable Saw · Kilnone carry awayFinished-goods storageoutbound stacksReserved growth sidethe next station lands hereentranceBeds and comfort furniture live in a separate rest area — not inside the workshop zones.
Original planning sketch of zone relationships and walking paths — not measured dimensions or a game map. Swipe the diagram to inspect each part.

Nothing here is a measured dimension: size each zone to your own altar coverage and taste. What matters is the order — in through the entrance, work at the center, out to storage — and the reserved side that keeps the next station cheap to add.

Once the pieces are placed, walk the room: entrance to the Workbench and Carpenter, across to the saw and kiln, and over to the reserved side. If any leg of that walk is blocked, adjust the layout before filling it — keep the paths real; no fixed dimensions are required.

Know the three stations you are placing

  • Workbench game icon

    Workbench

    The general crafting station — first place in the core.

  • Table Saw game icon

    Table Saw

    The Wood Plank station; it joins once the saw route is done.

  • Kiln game icon

    Kiln

    The Fired Brick station; both later stations come from a sheltered Carpenter.

The saw and the kiln are not day-one requirements — they join when their production chains matter to you.

Build the core, then add stations

Core first; the layout stays useful because the growth side is planned, not improvised.

  1. Shelter plus Workbench

    A covered spot and the first station.

  2. Bring in the Carpenter

    The craftsperson opens the workshop’s production chain.

  3. Add the Table Saw

    When Wood Planks start mattering — the saw route is its own guide.

  4. Add the Kiln

    When Fired Bricks and roof tiles enter the plan.

  5. Keep one side free

    The reserved edge absorbs the next station.

Let the storage mechanics do the walking

Start with ordinary chests for the zones and carry materials between them yourself. A Magic Chest makes its stored materials available for crafting and building at the base — that is material access, not automatic transport into a station: what a station consumes still follows that station’s own input and storage UI. The Quick Stack Station is the separate deposit direction, moving matching backpack stacks into accepting chests within its 16-metre radius.

The Magic Chest guide and the Quick Stack guide cover the two mechanics; the workshop job is only to position their pieces sensibly.

Expand when a station queue demands it

Add a station when a production chain or a queue asks for it, not when a blank wall bothers you. The reserved side takes the new station without moving the core.

Beds and comfort furniture belong to a separate rest area — the roof and shelter guide and the Rested guide cover those checks. Mixing the rest area into the workshop zones is how a compact room turns into a cramped one.

Continue your build

Sources and version