recursal/Fanatic-Fandom huggingface dataset:
The Family

The Family is a semi short story set 100 years before Friends, Not Foes. It is a tale of a Family of 5. Two human parents and their three adopted dragon-kin sons. Two Dragonborn and a Kobold. One day the mother is abducted in the night, leaving nothing but her comb behind. The Family set off on an adventure to save their mother from her mysterious abductors.

### The Characters

 Mast
 Plumbus
 Remmington
The Great Calamity

The forces of General Radahn faced off against the Dwarves of the Elden Hills. As punishment for their involvement in the conflict, he used his mighty hammer, infused with the destructive power of the Tyrant God Bane, and unleashed an unimaginable surge of destruction that cracked and scarred the land. The Dwarven Kingdoms were crippled, The free cities to the North were cloaked in Ash from the eruption of what would later be called the World Scar, and the Draconic Kingdom of Beverast was consumed by the sea.
Changelog

Here you can find the **Changelogs** for each update or patch.

## Update 6 Valentines Event (02.14.22)

- New limited time Tokens currency

- New limited time event world

- New limited time fish

- Bug fixes

- 2x Coins event

## Update 5 Sunken City (02.07.22)

- New Sunken City world!

- New Exclusive Fish!

- New Nightmare Upgrade!

- New Hats!

- New Fish!

- BUG FIXES!

- Monster Bubble respawn change: (faster, always 2 minutes x World #)

- Monster Bubble base reward Increase

- Scale Vendor health increased (new scales will last much longer)

## Update 4: Monster Clam (01.27.22)

The monster clam is visiting the ocean! Look up above the center of each map to see if it has spawned, you can't miss it!

- The Monster Clam drops PEARLS that scale based on the world

- The spawn time is random, and increases at higher level worlds

- The reward is SHARED, team up to take out its big health bar!

- Pearl enchantment bonuses apply!

FAN-ART:
Your fan art is now featured in the hub for all fish to see! Thank you for submitting all the incredible art, we'll be featuring more submissions very soon!

## Update 3: Dark Sea (01.23.2022)

- New Dark Sea World!

- New Nuclear Upgrade!

- New Hats!

- New Fish!

- MORE BUG FIXES!

- New Rank!

## Update 2: Bermuda Triangle (01.16.2022)

- New Bermuda Triangle world!

- New Exclusive skins! (2 New fish models!)

- New Apocalypse Upgrade!

- New Hats!

- New Fish!

- BUG FIXES!

- Upgrade scale change (easier)

- Shiny egg cost reduction!

- Hint notification! (rep and boost expiration)

## Update 1: Ethereal Depths (01.11.2022)

- Jellyfish Jurisdiction faction

- Brand new Ethereal Depths world

- Calamity upgrade

- Brand new fish to hatch

- INFINITY BUBBLE IN WORLD 4?!

## First Patch (01.10.2022)

Fixes

- Upgrade Rescale (overall less skins required)

- Console upgrade menu issue (among other things)

- Damage/Coin based enchantment fix

- Trade request hangup issue

- Teleport out of the map lol

- Deleting upgrades leaves a mark

- Lag with lots of skins

New Features

- Depth of Field (+Settings)

- Bubble Chat (+Settings)

- Egg Dispensers: Lower chance = higher damage

- Charmed rework (better chances!)

- Mobile camera zooming

- New Rank!
Dark Sea

**Dark Sea** is the eighth **world** of Fish Sim.

The eighth world cost ??? to access.

There are three types of bubbles in the Dark Sea zone:

### Coins Crate

Coins Crate are the second to worst bubble type of Dark Sea. They have 3,777,000 hp.

### Coins Chest

Coins Chest are the best bubble type of Dark Sea, with 4,960,000 hp.

### Seashell

You can get Pearls from seashell bubbles. They have ??? hp.

## Upgrade Machine

### Nuclear Upgrade (World 8):

In the einth world, next to the hub portal, there's a Nuclear upgrade machine which requires 3 same skins with Apocalypse rarity and costs 5,000 pearls to upgrade.
Atlantis

**Atlantis** is the second **world** of Fish Sim.

The Second World cost 6k to access.

There are three types of bubbles in the Atlantis zone:

### Coins Crate

Coins Crate are the second to worst bubble type of Atlantis. They have 2,440 hp.

### Coins Chest

Coins Chest are the best bubble type of Atlantis, with 5,940 hp.

### Seashell

You can get Pearls from seashell bubbles.

## Upgrade Machine

### Platinum Upgrade (World 2):

In the second world, next to the hub portal, there's a platinum upgrade machine that requires 3 same skins with shiny rarity and costs 5,000 pearls to upgrade.
Meliora Wiki

**Welcome to the Meliora Wiki!**
Meliora is a fantasy world where a number of Dungeons & Dragons stories are set

We're a collaborative community website about Meliora that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## The Timeline

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Mountain

**Mountain** is a Terrain type in *Clanfolk*.

Mountains will be spread across the Map, the amount will be dependant on the initial setup options chosen during Game Creation.

## Features

* Clanfolk may not cross over Mountain at all, needing instead to walk around them.
* The edge of a Mountain has a lighter colour displayed compared to the internal tiles (which are a greyish brown) indicating where the Clanfolk can interact with it.
	+ Giving the Clanfolk Mine Mountains Jobs will result in Large Rocks and Stones being deposited on the ground as the Mountain tiles are removed. An overhanging Mountain Roof may remain over some tiles if the Mountain is not completely removed.
	+ If the visible tiles have either Yellow or Brown streaks through them there is Gold or Iron in the tile. Mining those tiles will result in Gold or Iron Ore in addition to the Rocks and Stones.
* By mining just some of the tiles in a Mountain the player can lead to Rooms being created inside the Mountain.
	+ A Door of some sort must be added at the entrance(s) or the area will be considered Outside.
	+ The size of the room can be at most five (5) tiles on the short side due to Roofspan.
	+ The ambient temperature will remain lower than fully constructed rooms, so the player should be aware of the heating requirements in Winter if wanting to use the room(s) for accommodation or working space.
	+ Using the room as a freezer instead makes it easier to keep cold.
Sniper Tower

File:HeroImage Sniper Tower.png
這是一個未完成的頁面，快幫我們完善它吧！

> Sniper Towers come with an accurate marksman inside who'll train his high-powered rifle at any nearby attacker.
>
>

## Trivia

* Despite being called Sniper Tower, it does not house a Sniper on top. Instead, it appears to house what looks like a Rifleman from Boom Beach.
Grunts

> Calls a group of brave (or perhaps just reckless) robo-soldiers onto the battlefield for support. I'd buy that for a dollar!
>
>

## Tips

* Grunts can act as mass units to bodyblock shots. Use this to your advantage and have them tank shots from Cannons, Boom Cannons, and other heavy hitters.
* Unlike other machines, Grunts can be healed with the Medic or Heal (they can also gain extra health from these abilities), and can block incoming damage behind cover.
Bubbles

**Bubbles** are the way players gain coins and pearls. To collect coins from a bubble, you can press E near the bubble on a desktop, tap it on mobile. In every world there are 4 types of bubbles : 3 coins ones, each one harder than the other and clam ones, A bubble that give you pearls when you pop it. There is also the Infinity Bubble found in Crystal Cove.

### Bubbles Stats

The table below shows the stats for every bubbles in each world respectively.
Upgrades

You can **upgrade** your skins by combining them in the upgrade machine! Each world have their upgrade machines and each of them can upgrade different skin tier. If you have the Easy Upgrade gamepass, you will be able to upgrade your skins to any tier by using any upgrade machine in the game.

## Upgrade Machine

### Shiny Upgrade (Coral Reef):

In the starter area, next to the hub portal, there's a shiny upgrade machine that requires 3 same skins and costs 3,000 pearls to upgrade.

### Platinum Upgrade (Atlantis):

In the second world, next to the hub portal, there's a platinum upgrade machine that requires 3 same skins with shiny rarity and costs 3,000 pearls to upgrade.

### Magma Upgrade (Krakens Lair)

In the third world, next to the hub portal, there's a magma upgrade machine that requires 3 same skins with platinum rarity and costs 3,000 pearls to upgrade.

### Radioactive Upgrade (Crystal Cove):

In the forth world, next to the hub portal, there's a radioactive upgrade machine which requires 3 same skins with magma rarity and costs 3,000 pearls to upgrade.

### Void Upgrade (Mariana Trench):

In the fifth world, next to the hub portal, there's a radioactive upgrade machine which requires 3 same skins with radioactive rarity and costs 3,000 pearls to upgrade.

### Calamity Upgrade (Ethereal Depths):

In the sixth world, next to the hub portal, there's a calamity upgrade machine which requires 4 same skins with void rarity and costs 3,000 pearls to upgrade.

### Apocalypse Upgrade (Bermuda Triangle):

In the seventh world, next to the hub portal, there's a Apocalypse upgrade machine which requires 3 same skins with calamity rarity and costs 3,000 pearls to upgrade.

### Nuclear Upgrade (Dark Sea):

In the einth world, next to the hub portal, there's a Nuclear upgrade machine which requires 3 same skins with Apocalypse rarity and costs 3,000 pearls to upgrade.

### Abyss Upgrade (Golden Reef):

In the ninth world, next to the hub portal, there's a Abyss upgrade machine which requires 3 same skins with Nuclear rarity and costs 3,000 pearls to upgrade.

### Nightmare Upgrade (Sunken City):

In the tenth world, next to the hub portal, there's a Nightmare upgrade machine which requires 4 skins with Abyss rarity, and costs 4,000 pearls to upgrade.

### Radiant Upgrade (Cursed Depths):

In the eleventh world, next to the hub portal, there's a Radiant upgrade machine which requires 5 skins with Nightmare rarity, and costs 5, 000 pearls to upgrade
Bermuda Triangle

**Bermuda Triangle** is the seventh **world** of Fish Sim.

The seventh world cost 100m to access.

## Bubbles

There are three types of bubbles in the Bermuda Triangle zone:

### Stack Of Coins

Stack Of Coins have 1,390,000 hp. They are the weakest bubble of Bermuda Triangle.

### Coins Crate

Coins Crate are the second to worst bubble type of Bermuda Triangle. They have 1,777,000 hp.

### Coins Chest

Coins Chest are the best bubble type of Bermuda Triangle, with 2,370,000 hp.

### Seashell

You can get Pearls from seashell bubbles. They have 1,420,000 hp.

## Upgrade Machine

### Apocalypse Upgrade (World 7):

In the seventh world, next to the hub portal, there's a Apocalypse upgrade machine which requires 3 same skins with calamity rarity and costs 5,000 pearls to upgrade.
Hats

**Hats** are the main way of gaining speed in Fish Sim. You can find a hat shop in every world to the left of the Eggs. The hat increases your speed based on the world in which you found it. There are 4 hats in each world, 3 with speed equal to 5 x World Number, and 1 with speed equal to 5 x World Number + 1.
Clanfolk game

**Clanfolk** is a Simulation/Strategy video game.

Early Access Release occurred on Steam, 2022 July 14/15 (depending on Time Zone), with a demo available.

Players take on the task of growing a small colony of Clanfolk in the Scottish highlands during pre-industrial times. Environmental concerns are the primary difficulties, food shortages and cold weather during the first winter likely causing the most problems.

Developer: MinMax Games Ltd.

Publisher: Hooded Horse

System Requirments.

MINIMUM:

Requires a 64-bit processor and operating system

OS: Windows XP/Vista/7/8/10

Processor: 2.6 Ghz Dual Core

Memory: 2 GB RAM

Graphics: 1GB 3D DirectX 9 Compatible video card

DirectX: Version 9.0c

1. ↑ https://store.steampowered.com/app/1700870/Clanfolk/
Fire Fighting

**Fire Fighting** is a Job that can be given to Clanfolk.

Most of the time things catching on Fire will be bad for the Clanfolk, Fire Fighting Jobs will serve to reduce the spread of that fire.

Depending on their proximity to any fire Clanfolk may proceed to fight fires automatically, although it is sometimes better to manually direct them to start putting out fires at a specific location, for example near highly flammable buildings or objects. With Water Jugs available those will likely be used but Clanfolk may resort to  stomping out the Fire if need be. It is slower and causes injuries, reducing the Clanfolk's Health.

At the bottom right of the screen the player may disable the automatic fire fighting globally; at the bottom right of Clanfolk' info card, it may also be disabled individually.
Cat

A **Cat** is an animal in *Clanfolk*.

Whether wild or tamed, Cats will hunt and eat Rats and bunnies they find on the map.

## Acquisition and Care

At game setup the player may choose to add Cat(s) to the starting resources, during the game Traders may also buy and sell Cats.
Wild Cats may be tamed during the game through the use of Pet Food Bowls so they come to live in the village instead of Dens.

Once the Clanfolk have tame Cat(s) they require care to remain healthy.

* Cat Beds provide them with a place to sleep, that will improve their Care and Health attributes. (A Pet Zone would achieve similar but not as well.)
* Pet Food Bowls can be used to feed the cats. Although they will still hunt Rats in the colony, or nearby rabbits if they haven't hunted recently enough.
* Water Bowls can be used to provide water, especially useful in winter.
* As with all other living things Cats will require warmth.

## Life Stages

Cats are either female (Queen) or male (Tomcat), and have several life stages. Baby or Juvenile Cats are sold cheaper by Traders than Adults, as are Senior Adult Cats, or Adult Cats that are sold with lower Health or Care values.

 Senior | 34 - 513 | Senior Queens can no longer become pregnant

After a Pet Cat dies the the Clanfolk may bury it in a Pet Grave.

## Trader Prices

Like other *Animals*, the price (in  Coins) of Cats bought and sold by Traders is dependent on their sex, life stage, and Health & Care levels. In general, animals are bought and sold for higher prices if they are adult females of breeding age, and have full Health and Care values.

Mountains and Coast Traders may buy Cats from the players Clan.
Forest and Plains Traders may sell Cats to the Players Clan at 2 Stars Reputation.

### Standard Cat Buy and Sell Prices

The following buy and sell prices assume full Health and Care values:

### Discount Cat Buy and Sell Prices

Livestock are sometimes offered for sale by Traders with low Health or Care values at greatly reduced prices:
If purchased, these animals can be re-sold at a higher (full) price once their basic needs are met.

## Gallery

A KittenA Queen (female cat)A Tomcat (male cat)An Adult male Tomcat sleeping on his backA short-lived bug fixed by V0.267 which caused cats to appear to be wearing pantsWild Cats live in densGrave for Pet Cats
Environment

The **Environment** is an indication of how nice Clanfolk believe their surroundings to be.

## Description

The term "Environment" is used in various contexts:

* The Environment value of an outside area or a room (displayed as "Local Area" or "Room" respectively, in the top-left info box of the Main Game Screen);
* That of a specific tile ("Environment" in the info box);
* That of Buildings, Items, or Objects, which will apply to the tile they are placed on;
* And lastly, the eponymous Attribute for each Clanfolk. The Environment Attribute ranges from -5000 to +5000, and directly impacts Mood, such that 2 Environment points = 1 Mood point, whether positive or negative.

A *good* Environment score will improve the Mood of all Clanfolk in the area, including Visitors from other Clans. While Traders' Mood has no importance, that of Workers and Travellers will influence their Satisfaction, and the Work Speed of Workers.

All environment values are neutralized in complete darkness, since Clanfolk can't see anything. Complete darkness only occurs in a room without any windows or light sources, or at night in a room without a light source (even if the room has a window).

To the top-right of the Main Game Screen, the Environment Overlay can be toggled on/off; it colors all tiles on the map (red is ugly and cyan is beautiful).

## Environmental Factors

Many factors have an impact on the Environment of an area, and some are dependent on Inside/Outside distinctions. The majority of Items and Objects have no impact on Environment; a few notable ones that do are listed below.

*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.*
Brick Wall

A **Brick Wall** can be used in building rooms.

## Usage

Like other Walls (but not fences) a Brick Wall can support a Roof, and may potentially have windows, vents, etc. built into it.

Walls will obstruct movement, and line of sight, so can be used to prevent the *Public Poop Shame* Affliction.

With Walls completely surrounding an area aside from one or more door(s), and Roofing covering that entire area (including the wall tiles), Clanfolk can create Rooms. Once rooms have been made sleeping inside is more pleasant and the Clanfolk will tend to feel a mood boost inside.

## Acquisition

Once the Clanfolk have made Clay Bricks they are able to build Brick Walls; the player may find the blueprint command in the Buildings sub menu.

Lengths of wall can be set in blueprint at once, after the command is given a Clanfolk member with sufficient Building Skills Priority will collect the required Ingredients, head to the work site and start constructing the wall, potentially multiple tiles in succession.
Mining

**Mining** is a Skill that all Clanfolk have.

Among the 14 Skills that all (non-baby) Clanfolk have, the Mining Skill determines how well they will mine Mountain tiles or Gravel Ground on the Map.

* Clanfolk with higher Skill will take less time to perform relevant tasks than less skilled individuals. Most Adults will have reached level 2 or 3 as a minimum.
* If they have any smiley faces beside the Mining icon they will gain mood when performing these tasks.
* If this is their disliked skill (1-3 sad Red faces), having to do such tasks will lead to a reduction of Mood. It may also be at 0 (zero) skill.
* Experience gained from these jobs will be greater than normal if the Clanfolk member has x2, x4, or x8 multiplier on the icon. And they can potentially reach levels higher than 10 further reducing the time they take to do such tasks.

## Relevant Jobs and Tasks

* **Mine Mountains** - remove Mountain tiles and produce Stones and Large Rocks (potentially also Iron Ore or Gold Ore).
* **Mine Gravel** - gain Stones from the Gravel Ground, in a perpetual fashion.
* Stones and Large Rocks production at the Stone Quarry.
* Iron Ore extraction from Bog Iron at the Bog Iron Crusher.
Mountain Roof

A **Mountain Roof** is the result of digging into a Mountain.

During the game the player may direct the Clanfolk to mine into Mountain tiles with a Stone or Iron Pick, creating caves. As long as the interior dimensions of such caves never surpass four tiles across at the narrow point the cave will remain roofed with a portion of the mountain. If the player is careful with where they direct the Clanfolk to dig a width of five tiles may remain roofed. Should the Clanfolk dig a section that is six or more tiles at the narrow point the Mountain will collapse over the *weak* point(s) and expose the area to the outside environment. (No Clanfolk will be harmed but the roofing is permanently lost.)

If a door is placed at the cave entrance, the cave becomes a Room. Such rooms will be harder to heat than those constructed completely by the Clanfolk due a cooling effect the Mountain Roof will have. Conversely, such a room is much easier to cool, and may be used as a *freezer*, storing food where it will not rot. This will require bringing in Ice Jugs and not heating the room at all.
Current Coin

The **Current Coin** is a count of how wealthy the Players Clan is.

The Clanfolk have a treasury (not depicted on the Map) that will fluctuate through interaction with Visitors:

* Renting of rooms to Travellers that stay in the colony for a night. (≈ 30-40 gain)
* The purchase and sale of goods when Traders visit.
* Payment to Workers each day they are hired for. (≈ 30-40 spend)

At Game Creation the player will have an amount of Coin available to *purchase* Clanfolk, Livestock, and either/or Dried Mushrooms and Smoked Meat. With the *Custom* setting that is 2000 coin, the other settings have presets that have been paid for already. Most setting will see the player start with less than 100 Coin.

N.B. While Gold Ore can be mined and converted to Gold Ingots, this currently has no effect on the wealth of the Clan unless it is sold to Traders.
Job Board

A **Job Board** is required for Workers to visit the Player's Clanfolk.

## Usage

As long as the Board is not set to *Hidden* there is a chance of Workers from other Clans visiting the player's Clanfolk looking for a chance to earn some Coin. Any such Workers will require access to food, Water, a Bed, and payment each day, but will spend the working day doing Jobs like other Clanfolk would.

When the Board is Hidden the game effectively ignores this entire possibility.

Having the Job Board outside, exposed to the elements, could lead to low Satisfaction of the Workers. Putting the board inside a Room with Decorations and a fire, could improve their Satisfaction.

## Acquisition

After constructing a Vacancy Sign the Clanfolk may construct a Job Board. Once the order is given by the player one of the Clanfolk with sufficient Building Skills Priority will start taking the require Ingredients to the location and then build the Board.

## Notes

* The Job Board is probably the Object that requires the most trips to deliver its ingredients, with 10 trips: one for each Large Rock, and one for each other ingredient. As such, it is recommended to build it near the ingredients storage, especially Large Rocks. The sign can be packed up and moved afterwards.
Fish Stew

**Fish Stew** is an advanced meal in *Clanfolk*.

## Usage

Fish Stew may be consumed by Clanfolk when they are hungry, providing the "Ate Fish Stew" effect: Skill Experience x2 for Building, Crafting, Mining, Lumber, Farming, Harvest, and Hunting, for 900s (half a day).

## Acquisition

After the Clanfolk have built a Kitchen and have acquired all the ingredients, the player may direct them to produce Fish Stew. Someone with sufficient Cooking Skills Priority will collect the required ingredients, then spend the time cooking.
An Auto Supply may be set to try and ensure the colony has a minimum count of Fish Stew available for the Clanfolk to eat, but it does not guarantee the requisite ingredients.

 Raw Wool •  Clean Wool •  Wool Hank •  Wool Cloth •  Plaid Cloth
 Fur Cloak •  Fur Hat •  Fur Tunic •  Leather Bottoms •  Leather Tunic
 Wool Cloak •  Wool Hat •  Wool Shirt •  Wool Tunic •  Plaid

Items
Auto Fertilize

**Auto Fertilize** is a game setting that attempts to keep plants fertilized.

If Crops are being grown on Tilled Soil the Auto Fertilize setting will result in Clanfolk automatically fertilizing those crops. How long it takes from fertilizer running out to Clanfolk reapplying more will depend on the Priority of this task and the Farming skills priorities of the Clanfolk.

As long as the setting is not turned off, and there is enough Fertilizer in the colony, the player will not need to do anything more to have the crops fertilized.

This can reduce the need for the player to consistently check on whether crops have used up their fertilizer and are needing more.

The icon to set priority is found at the bottom right of the Main Game Screen.
Gather Clay

**Gather Clay** is a Job that can be given to Clanfolk.

Once the Clanfolk craft their first Stone Hoe the player gains the ability to give them Gather Clay Jobs. Selecting an area of shoreline on the coast of a Lake designates tiles to be harvested, there is no limit to how many times the same tile can be used. One or more of the Clanfolk that have sufficient Gathering Skills Priority will acquire a Hoe and go dig up Clay once the command is given.

Piles of 50 Clay will be left by the coast (if close enough to other piles they may join automatically) until a Clanfolk member with sufficient Hauling Skill priority starts to collect that Clay and deliver it to one of the Stockpiles or, once built, a Clay Bin. Clanfolk dealing with other tasks (e.g. building walls, or refiling a Kiln) may go and collect the required Clay from piles left on the coast if that is closer than stored Clay.

The speed with which each batch of Clay will be dug up depends on a couple of things:

* the Hoe used (an Iron Hoe will be nearly twice as fast as Stone)
* the Clanfolk doing the digging (higher Gathering skill and better Mood reduce time taken)
Idea Points

**Idea Points mode** is an experimental, optional game mode in *Clanfolk*.

Idea Points mode can only be enabled during Game Creation, by ticking the corresponding checkbox at the bottom of the World Settings window, after clicking on "New Game". It cannot be turned on or off later in that world.

## Description

When it is active, some Ideas will require spending Points to unlock, in addition to the regular requirements. This means progression will be slower than a regular game, and careful points spending will be required to be ready for the first Winter.

The current Idea Points count, as well as XP, are displayed on the Ideas Menu icon, in the Command Menu. Inside the menu itself, the entire Idea tree is visible from the start in this mode, along with any Idea Points costs, displayed at the top right of each relevant idea.

5 free Points are provided immediately when starting a new game.

## Generating Experience

Clanfolk generate Idea Points Experience (XP) while working; each individual completed task will grant Idea Points XP, and once enough XP is accumulated, one Idea Point is gained. Each subsequent Point costs more XP than the last.

Clanfolk with high Skills and high Mood generate more XP. Conversely, those with low Skills, low Mood, or working Overtime, generate less XP.

A new Object, exclusive to Idea Points mode, can be built: the Tinkering Bench allows Clanfolk to focus exclusively on building up their Skills and generating Idea Points XP. Seven Skills can be trained at the cost of some resources, but 350 Idea Points XP are generated per completed task, regardless of the selected Skill.

## Idea Points Costs

Below is a list of all buildings, objects, and items that require Idea Points to unlock. Links are sorted from top to bottom in the Ideas Tree. Everything that is not on this list doesn't require Idea Points.

## Gallery

The World Settings menu and the Idea Points tooltipThe Ideas menu with Idea Points mode onThe Tinkering Bench menu
Floor Mat

A **Floor Mat** is a way to reduce mess on Indoor floors.

## Usage

When placed outside a Room, any Clanfolk moving over the Floor Mat will wipe their feet, reducing the amount of dirt they track onto the indoor floor. Animals will not use a Floor Mat so there is no benefit to such in areas frequented by animals.
As long as all entrances to a room have a Floor Mat (or pathing that passes over at least one Floor Mat) the dirt accumulating on the floor will be reduced from what it would be, leading to a slower degradation of Environment rating.
The more often Clanfolk pass over the Mat the sooner it will require upkeep due to wearing out.

## Acquisition

After Clanfolk make their first Sleep Mat the player can direct them to place Floor Mats. On tiles adjacent to doors the Floor Mat will rotate to be on the tile edge.
A Clanfolk member with sufficient Building Skills Priority will collect Straw and craft the mat.
Mulch Path

A **Mulch Path** is a place for Clanfolk to walk.

## Usage

* When walking across a Mulch Path Clanfolk experience an increase in walk speed compared to bare Soil.
* Like the other *Paths*, the Mulch Path is not intended for internal use and will not adjoin walls in the same way the *Floors* will. The environmental impact is also negative when used inside.
* Like the other *Paths*, and unlike *Floors*, the Mulch Path cannot get dirty.

## Acquisition

To be able to build a Mulch Path the Clanfolk must have created Bark. After this requirement is reached the player may instruct the Clanfolk to construct lengths or sections of Path, members with sufficient Building Skills Priority will collect the required components and start building the path.
Grain Trough

A **Grain Trough** is a place for Animals to eat.

## Usage

After constructing Grain Troughs the grain feeding Livestock will eat there when they cannot graze outdoors, such as during the winter.

Up to three animals can feed at one time.

## Acquisition

Once Clanfolk have made a Water Trough, the player can designate spaces on the Map to have Grain Troughs built. Clanfolk with sufficient Building Skills Priority will then proceed to take Planks and Nails to that/those location(s) and build the Trough(s).
Log Wall

A **Log Wall** can be used in building rooms.

## Usage

Like other Walls (but not fences) a Log Wall can support a Roof, and may potentially have windows, vents, etc. built into it.

Walls will obstruct movement, and line of sight, so can be used to prevent the *Public Poop Shame* Affliction.

With Walls completely surrounding an area aside from one or more door(s), and Roofing covering that entire area (including the wall tiles), Clanfolk can create Rooms. Once rooms have been made sleeping inside is more pleasant and the Clanfolk will tend to feel a mood boost inside.

## Acquisition

Once the Clanfolk have acquired Log(s) they are able to build Log Walls; the player may find the blueprint command in the Buildings sub menu.

Lengths of wall can be set in blueprint at once, after the command is given a Clanfolk member with sufficient Building Skills Priority will collect the required Ingredients, head to the work site and start constructing the wall, potentially multiple tiles in succession.
Clear Stumps

**Clear Stumps** is a Job that can be given to Clanfolk.

After the Clanfolk craft their first Stone Axe the player gains the ability to give them Clear Stumps Jobs. Clanfolk with sufficient Lumber Skills Priority will acquire an Axe and head to the designated area and start clearing Stumps, leaving Logs on the ground.
NB. Until Trees have been cut down (with the Clear Trees Job) there likely won't be Stumps to clear.

The speed with which each Stump will be cut down depends on a couple of things:

* the Axe used (an Iron Axe will be nearly twice as fast as Stone)
* the Clanfolk doing the chopping (higher Lumber skill and better Mood reduce time taken)

Clearing Stumps will reduce the amount Mushrooms grow on the map.
Ingot Bin

A **Ingot Bin** is a place to store Ingots.

## Usage

Instead of relying on Stockpiles to store Ingots (Iron and/or Gold) the Clanfolk can instead use an Ingot Bin. With default priorities the Ingot Bin will be delivered to ahead of any Stockpile.
Six slots exist in the Bin, each will only store one Ingot type but multiple slots may store the same Ingot type.

## Acquisition

After Clanfolk have crafted their first Planks and Iron Ingots they can be instructed to build a Ingot Bin on the Map. Once the player has placed the blueprint someone with sufficient Building Skills Priority will collect the required Items and build the Ingot Bin.
Door Locks

**Door Locks** are used to limit movement of Clanfolk and animals.

For many reasons the player may want to restrict the movement of Clanfolk (and Animals) across the map. Doors have a number of levels they can be set to, restricting movement through them through the use of locks.

The levels are, from least restrictive to most:

* "**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.
* "**Family Only**" (3 levels) - no Visitors, just the players Clan members.

Branch Barn Doors, Branch Gates and Straw Curtains will be automatically set to "Animals" upon construction, all other doors are automatically set to "Unlocked". The player may change the level of any door (aside from the Curtain) after clicking on it, an icon over each door will show what level it is currently set to when any door is selected. .
Auto Replant

**Auto Replant** is a game setting that attempts to replant crops when fields are empty.

If Crops are being grown on Tilled Soil the Auto Replant setting will result in Clanfolk automatically Planting those fields again when they become empty. How soon after the previous harvest the Replant will take place will depend on the set Priority of this task as well as the Clanfolk Farming Skills priority.

As long as the setting is not turned off, and there are seeds of the relevant type(s) in the colony, the player will not need to do anything more to have the crops replanted.

This can reduce the need for the player to consistently check on whether crops have been cleared and fields are ready to be planted again.

As with normal planting jobs, Autumn and Winter will prevent this task taking place.

The icon to set priority is found at the bottom right of the Main Game Screen.
Gather Branches

**Gather Branches** is one of the first four Jobs that can be given to Clanfolk.

On the Jobs menu the player can find the Gather Branches command and then select a box around one or more Trees on the Map. Individual Trees may be selected instead, bringing up the Job to be clicked.
Any Clanfolk with sufficient Gathering Skills Priority may then proceed to clear those trees of their loose Branches and leave them on the ground. The higher the Gathering skill the Clanfolk member has the faster they will clear each tree.

Each tree may have up to five loose branches at a time, and will eventually regrow more so that the tree can be cleared of loose branches repeatedly.
Command Menu

The **Command Menu** is where most commands to the Clan will be given from.

N.B. The term *Command Menu* does not appear in game. It is used here (on the wiki) for convenience.

At the bottom of the Main Game Screen a menu bar with icons will be displayed. Two more icons get added as the Clanfolk unlock new Ideas. (i.e. Planting and Stockpiles do not show in the menu to start.) Most of the options are present at game start but will be limited in what options they provide. (e.g. The Jobs sub-menu only has four options to begin with, many more are added as the game progresses.)

By the end of the first day the complete menu should be displayed as the Clanfolk should have done enough to populate all first level options.

When clicking an option on the menu it will either bring up a new overlay screen (e.g. Ideas shows the Ideas Tree which can be scrolled through), or a new menu bar above the Command Menu showing the relevant sub-menu (e.g. Buildings will bring up a second row with options for Roofs, Walls, Floors, Other). A third menu level will be displayed for Buildings, Objects, Planting.
Heather Wreath

A **Heather Wreath** is used to improve the environment.

## Usage

With a Heather Wreath on the wall the Environment will be improved. It can be placed on the left, right or bottom side of a bare wall.

## Acquisition

Once Heather has been harvested for the first time, the player can place a blueprint on the Map and when a Clanfolk member with sufficient Crafting Skills Priority takes up the task they will collect the required Heather then go craft the Heather Wreath.
Loom

A **Loom** is a place to convert Hanks into Cloth.

## Usage

* Clanfolk can use a Loom to turn Linen Hanks into Linen Cloth.
* Wool Hanks can be processed into Wool Cloth or Plaid Cloth.

Once they are unlocked, the following items can be crafted at the Loom.
Crafting time corresponds to a Clanfolk Member with Clothes level 0 and neutral Work Speed.

IdleIn Use
## Acquisition

After the Clanfolk have met all pre-requisites (Linen Hank, Planks, Twine, Nails) the player may place a Blueprint for a Loom on the Map. Once all the required Ingredients are in the colony supply a Clanfolk member with sufficient Building Skills Priority will collect those ingredients and build the Loom.
Hay Seed

**Hay Seed** is used to grow crops in *Clanfolk*.

## Usage

* As with other crops, planting Hay Seed will allow growing more of itself. Five seeds are used per planted tile, and when fully grown will result in a harvest of Ten Hay; a three-fold increase can be obtained by planting on Tilled Soil (15 from 5). A Thresher is then used to return Seeds.
* Animals can eat Hay Seed from a Hay Trough. They may also eat Hay Seed left on Grain Pallets or in Stockpiles.

## Acquisition

* After building a Thresher, Clanfolk can be ordered to create either Hay Seed or Straw. (Both orders have the same result, with the different orders existing due to the Auto Supply option.) 25 Hay will be collected and broken down to 25 each of the Seeds and Straw. The Speed of production will be increased if the Clanfolk member performing the task has a high Farming Skill.
* Plains Traders may sell Hay Seed to the players Clan at 1 star Reputation.

 Raw Wool •  Clean Wool •  Wool Hank •  Wool Cloth •  Plaid Cloth
 Fur Cloak •  Fur Hat •  Fur Tunic •  Leather Bottoms •  Leather Tunic
 Wool Cloak •  Wool Hat •  Wool Shirt •  Wool Tunic •  Plaid

Items
Clothing (Stockpile)

A **Clothing (Stockpile)** is a place for the Clanfolk to store clothing.

## Usage

Having a Clothing (Stockpile) will encourage the Clanfolk to leave unworn Clothing in one area instead of simply discarding it wherever they remove the item(s).
Clanfolk with sufficient Hauling Skills Priority may collect discarded clothing from across the Map if it was discarded away from the stockpile.

Each individual item of clothing will occupy a single tile in the stockpile but multiple similar items may be stored on multiple tiles.

A Clothing Basket will allow storing more clothes in a smaller space early game. With significant progress down the Idea Chart the Clothing (Stockpile) can be superseded even more by a Wardrobe. Each of those objects will, by default, have a higher priority than the stockpile so should be filled first.

## Acquisition

After the Clanfolk create their first Sack Cloth Clothing the player gains the ability to designate a Clothing (Stockpile) on the Map. This only requires the player to click and drag a box, no Clanfolk is required to do anything.

In game Clothing Stockpile
Add Fertilizer

**Add Fertilizer** is a Job that can be given to Clanfolk.

To promote plant growth the player may give Add Fertilizer Jobs to their Clanfolk, with Tilled Soil an Auto Fertilize task may save the player effort. Clanfolk with sufficient Farming Skills Priority will collect Fertilizer and spread it over the Crops.

Fertilizer can be spread on any Soil tile to accelerate natural grass growth, which will grow even without planting grass.

Clans that have Livestock will have an easier time producing the Fertilizer. Rotten Food and Toilets can also be used in Fertilizer production.
Berry Bush

**Berry Bushes** are a food source in *Clanfolk*.

## Usage

* Clanfolk as a whole may be given Gather Berries Jobs and those with sufficient Gathering Skills Priority will gather Berries from those bushes in the indicated area.
* If the player has previously caused Bushes to be planted in Tilled Soil Clanfolk will automatically harvest from those bushes as long as the Auto Harvest option has not been turned off. The harvest from such Bushes will also be higher than those growing "wild".

## Acquisition

After enough Berries are gathered the Clanfolk gain the ability to plant bushes on the Map, planting is only possible on Soil (Tilled or not). With enough time those bushes will eventually grow enough to produce berries of their own.
Planting on Tilled Soil will provide a bonus to both growth speed and yield.
Food

Disambiguation page for: FoodThe following is a list of links to pages that might have a similar title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Food** may be a reference to one of a number of things in the game.

* Category:Foods - all items that are considered food. Most likely the intended use.
* Food (Stockpile) - a place for *Clanfolk* to Haul and store items that fall into the food Category
* Food (Attribute) - an indication of how hungry *Clanfolk* are
* The *Food* value of a food item, indicating how much a *Clanfolk* will replenish their food Attribute by eating the item.
Linen Cloth

**Linen Cloth** is the end of the Linen production process.

## Usage

* Once enough Linen Cloth and Linen Hanks have been manufactured they can then be used to manufacture Linen Clothing at a Tailor Bench.
* Coast Traders may buy Linen Cloth from the players Clan.

## Acquisition

* Linen Hanks can be processed in a Loom to become Linen Cloth by a Clanfolk member with sufficient Clothes Skills Priority.
* Plains Traders may sell Linen Cloth to the players Clan after they reach 3 star Reputation.

 Raw Wool •  Clean Wool •  Wool Hank •  Wool Cloth •  Plaid Cloth
 Fur Cloak •  Fur Hat •  Fur Tunic •  Leather Bottoms •  Leather Tunic
 Wool Cloak •  Wool Hat •  Wool Shirt •  Wool Tunic •  Plaid

Items
Food (Stockpile)

A **Food Stockpile** is a place Clanfolk can store Food.

## Usage

Having a Food (Stockpile) in the colony will allow Clanfolk with sufficient Hauling Skills Priority to bring Food to a central location instead of leaving it where it was harvested, cooked, etc. Multiple food types may be stored in the stockpile but only one stack type will be stored per tile. (More than one tile may have the same food type.)
If the stockpile is not sheltered (under a roof) food stored there will deteriorate with rainfall (or snow).

With progress down the Idea Chart, the Food Stockpile can be largely superseded, as dedicated Storage  is usually 6 times more space efficient: Serving Baskets, Meat Racks, Pantry Shelves, Serving Tables, Bowl Stands, Jug Pallets, and Dish Racks may be used to store their respective items.

Valid items for the Food Stockpile

## Acquisition

At game start, the Clanfolk will Gather Berries and gain access to this Idea. After that happens the player need only click and drag a box on the Map to designate it as a Food (Stockpile), no Clanfolk action is required.

In game Food Stockpile
Mushroom Rack

A **Mushroom Rack** is a place for Clanfolk to dry mushrooms.

## Usage

After constructing Mushroom Racks the Clanfolk may bring Mushrooms to them provided the player queues the task to be done. Dried Mushrooms will result after sufficient time passes, allowing them to be stored indefinitely.

## Acquisition

Once Clanfolk have Picked 50 Mushrooms, Gathered Branches, and crafted Twine, the player can designate spaces on the Map to have Mushroom Racks built. Branches and Twine will be collected by a Clanfolk member with sufficient Building Skills Priority and a Mushroom Rack will be built on the selected location(s).
Grass

**Grass** is used in animal husbandry.

NB. The game uses *Grass* and *Hay* largely interchangeably.

## Usage

Once reaped the Clanfolk acquire Hay, useful for feeding Animals or making Straw.

## Acquisition

Once found on the Map, and with a Sickle in the colony, the player can create a Clear Grass Job for their Clanfolk over one or more tiles of Grass. One or more members of the Clan will collect a Stone or Iron Sickle and go to start reaping the Grass.

Planting more Grass is accomplished by giving Clanfolk the Farming command and it can be fully grown within a season. Hay Seed must remain in supply and not have been eaten by Animals. Five Hay Seed are used per tile and the basic work time is 4 seconds per tile planted. If the Hay Seed is planted on Tilled Soil there will be automatic tending (watering, fertilising, etc.) by Clanfolk with sufficient Farming Skills. If the fertility of a tile is raised via decomposing items or manually fertilizing empty tiles grass may spawn without the use of seeds.
Dry Peat Brick

**Dry Peat Bricks** are a Crafting Ingredient in *Clanfolk*.

## Usage

* Dry Peat Bricks can be burned at a Tiled Peat Stove to provide long lasting heating, and/or to cook Brose.
* Dry Peat Bricks are also used for building Thatch Roofs and Peat Walls.
* Coast and Plains Traders may sell Dry Peat Bricks to the players Clan.

## Acquisition

* Dry Peat Bricks are obtained by drying Wet Peat Bricks. Drying progresses constantly when the wet bricks are not being rained on or carried, and takes 1103s.
* Forest and Mountains Traders may buy Dry Peat Bricks from the players Clan.

 Raw Wool •  Clean Wool •  Wool Hank •  Wool Cloth •  Plaid Cloth
 Fur Cloak •  Fur Hat •  Fur Tunic •  Leather Bottoms •  Leather Tunic
 Wool Cloak •  Wool Hat •  Wool Shirt •  Wool Tunic •  Plaid

Items
Gravel Path

A **Gravel Path** is an easily discovered Floor that the Clanfolk can construct.

## Usage

* When walking across a Gravel Path Clanfolk experience a 25% increase in walk speed compared to bare Soil.
* Like the other *Paths*, the Gravel Path is not intended for internal use and will not adjoin walls in the same way the *Floors* will. The environmental impact is also negative when used inside.
* Like the other *Paths*, and unlike *Floors*, the Gravel Path cannot get dirty.

## Acquisition

To be able to build a Gravel Path the Clanfolk must have Gathered at least 100 Stones. After this requirement is reached the player may instruct the Clanfolk to construct lengths of Path, which they will bring Stones to and build up to six tiles worth of Path in succession.
Eel Trap

**Eel Traps** are a food source in *Clanfolk*.

## Usage

Clanfolk with sufficient Hunting Skills Priority can harvest Raw Eels that have been caught in a Trap. Once the Trap has been cleared it will catch more Eels over time.
If the harvest is not kept to a manageable level the Lake can be depopulated. It will rebuild again if left to replenish.

Auto Supply for an Eel Trap can be set to catch a particular number of Eels per day, aiding in the management of Eel numbers in the Lake.

## Acquisition

After obtaining Straw for the first time the Clanfolk gain the ability to build Eel Traps. The player can instruct Clanfolk to build one (or more) on the coast of Lakes.