Basic Buildings/Furniture with functions which could be placed anywhere in the tribal (or guild) area
A warehouse would contain some number, lets say 50, slots. A warehouse would be opened similarly to a basket.
Each slot in a warehouse can hold either a pack or a [stack of items which can be carried in the back slot]. Unlike the back slot the limit for stacking in a warehouse would not be 4 (1 for logs) it would be much larger, lets say 40 (10 for logs).
Increased healing/stamina regenration
Can be 'critically hit' by an attacker while sitting.
Greater Increased healing/stamina regenration
Greater Increased comfort
Can be instantly killed by an attacker while sleeping. This would be done using an action like 'slit throat' or 'smother' or similar.
Tables can hold items which can be held in a pack.
Crafting with items stored in a table would give a slight advantage in terms of quality to crafting withought a table.
Different tables can have additional features based on the materials with which they were made which would potentially carry over to items crafted at that table.
Crafting at a table will reduce the wear of the tools used.
Buildings and furniture with special functions could be associated with certain crafts. In order to create items which make crafting more efficient players could form crafting guilds for the skill they wish to benefit.
IMO crafting/trade guilds should be formed by players similarly to tribes, but membership in a tribe is mutually exclusive from membership in a guild. A player can join multiple guilds, but would not be able to join two guilds for the same craft/trade or more than some number, lets say 3 guilds.
In order to start a guild, a player would need to be a grandmaster (lvl 100) in the craft/trade the guild is associated with.
Guild Ranks would be determined primarily by level in the associated craft and secondarily by amount of actions performed in the guild area.
If many guild members of a certain rank are present a 'totem'/'alter'/'beacon' for guildhall of a certain caliber may be placed.
The guild halls would have construction projects distinctive to that craft which could only be placed in the radius of the guild hall.
A value you could be associated with each project to limit the amount of benefit could be received from a certain guild hall at once, the limit would increase with more grand guild halls.
For example, the leathercraft area could have tanning racks and barrels, stretching racks, dying benches, painting benches, carving benches and stamping benches, Splitting Benches.
Toolcrafters who join guilds of other crafts would be able to make higher quality tools for that craft, based on their rank.
Guilds could form across several tribes but many separate potentially rival guilds could form.
Guilds can have a number of guild halls, however if they are not maintained they may be overrun by zombies as outlined in this post.
The furniture placed in a guild hall would have functions such as
-improving quality of materials (eg: tanning and stretching racks),
-Modify Materials (e.g. splitting bench + 1 bear leather => 1 split bear leather + 1 split
-improve the quality of a crafted items (crafting in the proximity of a stamping bench will
improve the quality of -items which required a punch to make)
-upgrade/repair items which have been crafted
-dissassemble crafted items for a portions of reduced quality materials.
-create items which cannot otherwise be crafted, (eg: thread => cloth via loom, dirt => mud bricks via kiln)
-create items en mass with higher yield per material (100 thread => 75 string via spinning wheel)
-storing items in fixed positions to streamline crafting; a work bench could have slots for the tools and certain materials which lack variety (such as thread) associated with that workbench. While the workbench is active by a player, the tools in the bench will be used for crafting unless alternate tools are selected from the back slot.