Buildings

**Buildings** is a command menu for instructing the Clanfolk to build shelter; and the shelters thus built.

Buildings will require Walls and Roofs at a minimum, with a Door (or Curtain/Gate) for Clanfolk access. They can be enhanced with Floors, Windows, and/or Vents. Animals can also gain access to Buildings if a valid means of access is included; Chickens will require a Critter Door, while larger Livestock can get through any doors if the Door Locks are set to *Animals*.

The menu for Buildings has four sub-menus that will populate with more options as the relevant Ideas are unlocked; **Roofs**, **Walls**, **Floors**, and **Other**.

Creation of any of these requires the Building Skill.

## Roofs

* Each Roof type has a *Span* that indicates how far from a wall the Roof can extend without further support, building between two walls grants one extra tile of span. e.g. A span of 2 (which is the minimum span in game) means the roof will always be supported 2 tiles away, with a bonus "free" tile if the Roof is built between Walls 5 tiles distant in a horizontal or vertical straight line.
* Digging into a Mountain does not get rid of the natural Mountain Roof until such time as the span (2) is exceeded. As such a Mountain room with one dimension having walls (either the initial rock or wall built by player command) separated by no more than 4 tiles will remain roofed, while a 5 wide/deep room may lose roof depending on where/when doorways are placed. Should a Mountain Roof collapse any Clanfolk under the collapsed roof will not be injured.
* Sparks cannot reach roofs directly, but objects, items or buildings that are on fire will catch the roof above them on fire, if it is flammable. From there, fire will spread to adjacent roofs, and back down to other objects or items underneath.
* Natural Mountain Roofs make any room dug underneath them slightly cooler, which can be useful during Summer - or dangerous during Winter. If removed, collapsed or replaced with other roofs, they cannot be placed back.
* Mixing Roof types is possible but may lead to issues regarding span.

## Walls

*Just like in-game, environment values in the table below are displayed between [brackets] for the indoors value, if it differs from the outdoors value.*

* Each of the listed **Walls** can be used to support a Roof, while neither of the **Fences** can do so.
* Line of sight is blocked by walls and fences, helping prevent the mood Afflictions due to public pooping.
* All walls let a little bit of Temperature through. Vents can be used to allow full temperature transfer between rooms.
* Environment ratings will impact how Clanfolk feel being near the wall (as long as they can see it), some ratings depend on Indoor/Outdoor location.

## Floors

*Just like in-game, environment values in the table below are displayed between [brackets] for the indoors value, if it differs from the outdoors value.*

* The three **Paths** are intended for Outdoor use and will display a little odd if used Indoors (not abutting the Walls as expected).
* Different **Floor** types will impact the speed of Clanfolk movement across them (e.g. Gravel Path is +25%), and all have Environment ratings (which is often different dependent on Indoor or Outdoor status).
* Floors may become dirty, reducing their environment rating. This happens in the following cases:
	+ when Clanfolk walk over natural ground, then over artificial floors, they transfer dust and dirt. This can be counteracted by placing Floor Mats near entrances in high traffic areas.
	+ Clanfolk also spread ash and dirt when transporting certain items such as Charcoal or Wood Ash.
	+ Animals are even dirtier, and they can't use Floor Mats. As such, they should be kept away from artificial floors (paths are fine, as they can't get dirty).
	+ When butchering animals or handling raw meat, blood is spilled on the floor.
	+ Fires will leave ash behind.
* Dirty floors can be cleaned by Clanfolk. Their Cleaning skill determines their cleaning speed.
* Natural floors and artificial paths will never be considered dirty.

## Other

* These all allow access to/from rooms, whether for Clanfolk (doors exempting the Critter Door), their animals (barn door, gate, critter door, straw curtain), air (vents), or light (windows).
* **Vents** and **Windows** must be built on the same tiles as Walls (either a wall built by Clanfolk or a Mountain tile left in place) and can be removed later without destroying the wall.
* Environment ratings will impact the mood of Clanfolk able to see them.
* Vents will equalize temperature between two rooms. They can be opened and closed without Clanfolk intervention (it happens instantly when clicking the toggle button).
	+ Vents can also be used to align the room to the outside temperature.
	+ Normally, room temperature cannot exceed 25°C; an open vent will allow it, which can be detrimental during Summer.
* **Doors** (except the Straw Curtain) have Door Locks which can be set to restrict who can use them. Animals and Clanfolk can only pass through a door which lock level is equal or lower than theirs. By default, the Branch Barn Door, Branch Gate and Straw Curtain are set to "Animals", while other doors are set to "Unlocked". Regular doors can be set to allow Animals too if needed.
* Conversely, all Clanfolk have keys which can be set to any level (humans of course cannot be restricted down to the "Animals" level).
* The levels are, from lowest to highest:
	+ "Animals" (everything can get through) - Animals are permanently set to this level
	+ "Unlocked" (all humans allowed) - Traders are permanently set to this level
	+ "Guests" (all humans except Traders) - Travellers are initially set to this level, but it can be lowered
	+ "Workers" (all humans except Traders and Travellers) - Workers are initially set to this level, but it can be lowered
	+ 3 levels of "Family Only".
* The 3 "Family Only" levels allow assigning different areas to certain family members. By default, all family members are set to the highest level.
* The Straw Curtain has the added property of an increased temperature transfer.
* The Critter Door doubles as a window for light transfer.