recursal/Fanatic-Fandom huggingface dataset:
Tile Roof

A **Tile Roof** keeps the rain off the ground below.

## Usage

Like all other Roofs the Tile Roof requires support from a wall, and can extend a specific distance from walls without further support. The Tile Roof has a *Span* of 3, allowing the Roof to extend three tiles away from its support (measured along orthogonal crossings, not diagonally). When built from walls on opposite sides of a rectangular grid a roof gains a 'free' tile of span in the gap; as such a room with a Tile Roof can be 5 tiles wide in one direction without a need for further support in the room. Building Doors may temporarily interfere with the determination of span so players may want to finish the walls and doors before instructing Clanfolk to build the centre of the roof.

Heat loss from a room with a Tile Roof is less than that of a Mountain Room with unchanged roof. During Winter the Clanfolk will be more comfortable in rooms with a constructed roof rather than Mountain.

A roof may be constructed over an outdoor area to keep Rain off of Objects and Ingredients that should be kept dry. This can be managed from a single support column (similar to an umbrella), expanding out with no need for further walls. With a Tile Roof this can result in 36 tiles being sheltered from a single support.

NB. It is not possible to build Roofs that overhang Lake tiles.

## Acquisition

After making Planks, Tiles, and Nails the Clanfolk gain the ability to create Tile Roofs. The player can place blueprints for such over any area of the Map (aside from Lakes and Mountains), but only those tiles that would be supported by Wall tiles (or other roof tiles) will display as normal. If the tile would not be adequately supported it will show with a red icon. Clanfolk with sufficient Building Skills Priority will collect the required Ingredients and build roofing where it will be supported.
Seasons

**Seasons** are spans of time with similar weather conditions.

In the Clanfolk game each season lasts 10 days, making each year 40 days before the cycle starts again. Clanfolk will find some seasons better for Outdoor work and others (Winter) better for Indoor work, however most Jobs can be done all year round.

While Seasons will have broad characteristics, individual days of any season could *feel* more like a different season, e.g. an Autumn day may have Snow. Much of the player's first couple of seasons needs to be preparing their Clanfolk for the first Winter; without stockpiling Food and making warm homes/clothes their population will likely die of starvation or hypothermia.

After the first year the seasons still provide challenges to the player (and their clan) but with the basic infrastructure in place survival will seem easier than it did during the first winter.

### Summer

* Every new game starts on the first day of Summer with the Clanfolk chosen by (or randomly allocated to) the player located in a small area of the map. Typically close to a Lake and some Berry Bushes.
Demo games start in the same way and end just before the transition to Autumn.
* Clothing other than Linen (or Plaid) may result in the Clanfolk overheating.
* Visitors will be most likely to appear on the map.

### Autumn (Fall)

* Crops may no longer be planted. But will continue to grow.
* Daily temperatures will start to drop, leading to fewer occasions for Linen clothing being required.
* Mushroom growth is increased. Both in quantity and in speed of growth.

### Winter

* Crops will stop growing, and they will be reset to 0% growth until Spring.
* Snow will fall covering the ground, slowing movement on exposed tiles.
* Lakes will freeze, which prevent gathering and drinking from them directly, but allows walking across them.
* Water Troughs and Water Bowls will freeze if left outside or in unheated rooms. Livestock and pets May eat snow as a last resort, which lowers their Care Attribute.
* Water Dippers and Bathtubs will also freeze outside, but Wells won't.
* Clanfolk outside for any length of time without Furs or Wool clothing will get very cold very fast, potentially leading to hypothermia.
* Visitors will be least likely to appear on the map.
* Due to the reduced temperature Clanfolk will require more food than they did in prior seasons.
* Wolves may start to spawn at the beginning of this season starting on the first year.
* Wild Animals spawn rate will be reduced to a minimum.
* Clanfolk can still till soil before Spring.

### Spring

* Temperatures consistently rise above freezing again.
* Being outside will no longer be consistently unpleasant without Fur or Wool clothing. But clothing will still be desired the Clanfolk.
* Clanfolk may start Planting crops.
* Fishing (and using Eel Traps) will again be possible.
Supply Shelf

A **Supply Shelf** holds items for construction.

## Usage

A Supply Shelf will hold Work Bench related Ingredients, likely speeding work done by Clanfolk at the Bench.

## Acquisition

After constructing a Work Bench Clanfolk will gain the ability to construct a Supply Shelf, the player need only place the blueprint found in the Storage section of the Objects menu. When someone with sufficient Building Skills Priority takes on the task they will collect the required Planks, etc. and build the Supply Shelf
Corner Table

A **Corner Table** is used to place Rushlight Kits on.

## Usage

* Corner Tables have a *Light Decor Slot* that can have Rushlight Kits placed on them, which provides sparkless light to the immediate surroundings (1 tile radius).
* The table itself doesn't have any environment value.

## Acquisition

Once Nails have been crafted for the first time, the player can place a blueprint on the Map, and when a Clanfolk member with sufficient Building Skills Priority takes up the task they will collect the required Planks and Nails then go build the Corner Table.

## Known Bugs

* As of version 0.448, a bug prevents the Rushlight Kit's environment value to be correctly applied. Lighting functions correctly.
Wood Wall

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

## Usage

Like other Walls (but not fences) a Wood 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 Nails and Planks they are able to build Wood 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.
Pig

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

Pigs are among the starting Livestock the player may choose for their Clan. At game setup the player may choose to add Pigs to the starting resources, during the game Traders may also buy and sell Pigs.

## Animal Husbandry

Like all Livestock, Pigs have the basic needs of Health, Food, Water, Care and Manure. To maintain Care, Pigs require an Animal Bed to sleep on, and access to food and water. If the bed is inside a room, a Pig will only be able enter through an Animal accessible gate/door (e.g. Branch Barn Door, although Door Locks on other doors can be set to *Animals*). As long as they can get to a Lake, Pigs will deal with their own water needs. Pigs will eat grasses growing wild, harvested Hay, and grains and seeds.
During winter a Water Trough can be kept indoors to provide water that is not frozen. A Hay Trough and/or Grain Trough can provide feed. Pigs can eat ice in winter if needed, but this will make them cold reducing their Care level.

## Life Stages

Pigs are either female (Sows) or male (Boars), and have several life stages.

## Slaughter

Pigs may be slaughtered to obtain Raw Meat, Fresh Hides, and Pluck. This task is completed by a Clanfolk member with sufficient Hunting Skills Priority, and requires either a Stone or Iron Axe. After slaughter, the dead Pig can be butchered on a Butcher Block by a Clanfolk member with sufficient Hunting Skill.

 Adult / Senior | 60 | 8 | 5

## Trader Prices

Like other Livestock, the price (in  Coins) of Pigs 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. Pregnant Livestock command a premium sale price.

As the Coast Clan is the only Clan willing to sell Pigs to the players Clan, and only after reaching 3 stars Reputation, making other trades with them will allow purchase sooner.
Traders from the Forest Clan may buy Pigs from the players Clan.

### Standard Pig Buy and Sell Prices

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

### Discount Pig 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

PigletSow {Adult Female}Boar (Adult Male}
Wood Floor

A **Wood Floor** is an advanced flooring that the Clanfolk can build on the map.

## Usage

* Walking along a Wood Floor gives Clanfolk a 25% boost to their walking speed, allowing them to get places quicker.
* Having a Wood Floor will improve the Environment rating of a room (but does nothing for outdoor environment ratings).

## Acquisition

With the Ideas for both Planks and Nails unlocked the Clanfolk can be directed to build Wood Floors, first clearing the ground upon which the floor will be built if needed. The required components will be collected and taken to the relevant location before the member starts making the floor on the specified tile(s).
Water Bowl

A **Water Bowl** provide pets with something to drink.

## Usage

To be considered well taken care of Pets require their needs to be met. A Water Bowl serves to meet the Water need of Cats and Dogs in the colony. A Clanfolk member will periodically refill it with water from a Water Jug.

An empty Water BowlFull Water Bowl
Wool Cloak

A **Wool Cloak** is a clothing item.

## Usage

* When the Map temperature drops below the level they find comfortable, Clanfolk will make their way to currently unused Clothing in the colony and put it on. A Wool Cloak will likely be chosen ahead of any other Cloaks due to a better comfort level.
* Forest Traders may buy Wool Cloaks from the players Clan.

## Acquisition

* After building a Tailor Bench and having Wool Cloth in supply Clanfolk can be instructed to produce Wool Cloaks, either a specific number or via Auto Supply. (NB. Auto Supply does not guarantee the components will be available.) A Clanfolk member with with sufficient Clothes Skills Priority will collect the required Cloth and Wool Hanks and go craft the Cloak.
* Mountains Traders may sell Wool Cloaks to the players Clan at 4 stars 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
Wattle Fence

A **Wattle Fence** is an easily discovered Wall.

## Usage

* A Wattle Fence can be used to separate cropland from Animals, thus preventing the Animals from eating crops.
* As the Wattle Fence blocks line of sight for the Clanfolk it can be used to surround early Poop Holes and prevent the *Public Poop Shame* Affliction.

NB. As it is a Fence the Wattle Fence is incapable of supporting a Roof. It can still be used in room construction, if combined with walls acting as "pillars".

## Acquisition

To be able to build a Wattle Fence the Clanfolk must have Gathered at least 200 Branches. After this requirement is reached the player may instruct the Clanfolk to construct lengths of Wattle Fence, leading to Clanfolk with sufficient Building Skills Priority collecting Branches, taking them to the designated location, and building the Wattle Fence. When more than one tile is to be covered with Fence the Clanfolk will likely bring enough Branches for multiple sections and build them in succession.
Tools (Stockpile)

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

## Usage

Instead of having the Clanfolk leave their Tools on the ground where they finish working a Tools (Stockpile) will encourage them to bring the tool home. Each tile will hold a single tool, but multiple tools of a type may be stored in the stockpile.
Clanfolk with sufficient Hauling Skills Priority may collect tools left behind by other members and return them to the stockpile.

With significant progress down the Idea Chart the Tools Stockpile can be superseded in part by a Tool Rack. Which will both hold more Tools per tile, and will be stocked earlier due to default priority.
An Instrument Rack will also be used with higher priority.

## Acquisition

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

In game Tools Stockpile
Flax Fibres

**Flax Fibres** are a part of the Linen production process.

### Usage

Flax Fibres can be processed at a Spinning Wheel in batches of 25, to produce 25 Linen Hanks. The Linen Hanks can then be used to manufacture Linen Cloth, used for Clothing.

### Acquisition

* Cured Flax Stems can be processed into Flax Fibres at a Flax Dressing station, by a Clanfolk member with sufficient Clothes Skills Priority.
* Plains Traders may sell Flax Fibres to the players Clan after reaching 2 Stars 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
Tartan Rug

A **Tartan Rug** is used to improve the environment.

## Usage

With a Tartan Rug on the floor the Environment will be improved. It can be placed underneath most Objects.

## Acquisition

Once a Decorative Tartan has been crafted 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 Decorative Tartan and Straw then go craft the Tartan Rug.
Rain

**Rain** is a weather condition in the *Clanfolk* game.

After the first couple of days in game Rain may start to fall on the Map. (There is a programmed guarantee that the first two days are rain free.) Many Objects and Items will suffer negative effects if not undercover when the rain begins.

* Objects may cease to be operable, the most obvious being the Cooking Fire, although many others also become unusable.
* Items may start to rot quicker when wet, food is especially prone to this problem. While rain is falling objects that are negatively effected get a water drop icon on their picture to indicate the problem.
* The Clanfolk themselves will suffer a mood debuff if working in the rain.
* Visitors (Traders, Travellers, Workers) will also suffer a debuff if they are waiting outside in an unsheltered area due to sign location. Putting signs inside a room can eliminate this issue.

While putting susceptible Objects and Items inside completely roofed Rooms will keep them dry, it is also possible to build *umbrella* like shelters. A single column wall tile supporting many tiles of roof over areas that should be kept dry.
The amount of area that can be sheltered from one support will depend on the Roof type but even the smallest span will allow shade over 20 tiles. (Example below/)

Many Storage objects will be watertight allowing items to be stored outside without them deteriorating due to Rain.

Snowfall during Winter will have similar effects but will also cause cooling that can also impact operation of various objects.

Crops planted in Tilled Soil (normally subject to Auto Water) will be *watered* by rainfall, negating the need for Clanfolk to Water the fields, reducing their workload.

#### "Umbrella" construction

Stone Roof, or Mountain Roof, each with span of 2, can be used to create an *Umbrella* covering 20 tiles. The central wall tile can be roofed or not as the player chooses.

Straw, Thatch, and Tile Roof all have a span of 3; leading to 36 tiles covered by similar *Umbrella* structure.

A Wood Roof has a span of 4 and can be used to create an *Umbrella* that will cover 68 tiles.
Clean Hide

**Clean Hides** are part of the Leather production process.

## Usage

Clean Hide can be processed at a Bark Wash to produce Leather, which can then be used in clothing. (As of version 0.259, only the Leather Tunic is available.)

## Acquisition

After the Clanfolk have built a Hide Scraper, Ashed Hide can be processed to Clean Hides by a Clanfolk member with sufficient Clothes Skills Priority.

 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
Rat Trap

A **Rat Trap** is used to capture/kill Rats in the colony.

## Usage

A Rat Trap can be placed in the colony and if a Rat passes through the tile it will likely be caught. Rats will eat grains and other food in the colony so the player will want to reduce their number. Having traps at the entrance to store rooms will serve to kill some of the rats. A Clanfolk member with Hunting Skills Priority will remove dead rats and reset the traps. (Traps can be supplemented by Pet Cats who will move around while hunting.)

Rat Trap that has been setupRat Trap that has triggered
## Acquisition

Rat Traps are made in Work Zones and Work Benches and unlock after day three begins. If the player sets Auto Supply the Clanfolk will try to keep at least the given number in store (not counting those in use) but it doesn't guarantee the 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
Serving Basket

A **Serving Basket** is a place to store food.

## Usage

Clanfolk directed to collect food on the map will haul that food to a Serving Basket (in preference to Stockpiles) as a way to store it in a tidy spot that takes up less space. The serving basket can only store fruits and vegetables and if selected, has a toggle to restrict which foods can be stored in it. (See Meat Rack for storage of other food.)

## Acquisition

After collecting and storing 50 Berries on the map, triggered by the Gather Berries Job, Clanfolk will gain the ability to construct Serving Baskets. (They must have also unlocked Straw.) The Player can select the basket from the Storage portion of the Objects menu and a Clanfolk member with appropriate Buildings Skills Priority will collect the building materials and then construct the basket.

### Additional

A Serving Basket is largely superseded by Pantry Shelves, as the Shelves serve the same general purpose but store more Food, including meats and cheeses.
Traders

**Traders** are Clanfolk that can visit the players Clan.

After creating a Vacancy Sign the player is able to instruct Clanfolk to build a Trading Post. Once constructed the Clanfolk may be visited by one or more Traders who will, upon arriving at the Post, stand patiently and wait to be interacted with. (They can be interacted with before arriving at the Post.) Rate of visitation changes based on season in game, Summer has the most visitors, Winter the fewest.

Clicking on a Trader will bring up two rows of Items that they are interested in either buying (lower row) or selling (upper row). If the Clan has enough Current Coin the player can purchase any/all of the items being sold by the Trader. Items can be sold to the Trader based upon the items they wish to buy, and how much Coin the Trader has on hand (see Reputation below). There is no physical limit to how much the Trader can carry. Most items are sold in 'lots' such that, for example, Stones are purchased/sold as a batch of 100 for a cost of 10 Coin. If the player makes a mistake or changes their mind about any sale or purchase it may be reversed at no cost, until the Trader departs.

Satisfaction of Traders will be altered by a number of things, including the Environment of the area the Post is constructed and whether it is raining. (e.g. Traders will be displeased at waiting in the rain, or have a more pleasant time waiting inside near a Cooking Fire with decorations on the wall.) Buying and selling items will also improve their satisfaction (value of traded items \* 10), and the reputation gained when they leave the map.

## Reputation

Each Clan will have a more or less favorable view of the player's Clan depending on Reputation. Increasing the Reputation will provide more trading options with that Clan (when more stars are obtained), and increase the likelihood of traveller visits. Reputation doesn't change the items that one Clan will buy from the player, but each Clan has a different list of such items (see table below). Items they sell, however, are based on the number of stars. Additionally, the amount of Coin they bring is also increased with the number of stars. They have 200 Coin at 0 stars, 300 at 1 star, 500 at 2 stars, 750 at 3 stars, 1000 at 4 stars.

Increasing the number of stars require the following reputation:

* From 0 to 1 stars: 100 Reputation
* From 1 to 2 stars: 250 Reputation (350 total)
* From 2 to 3 stars: 500 Reputation (850 total)
* From 3 to 4 stars: 1000 Reputation (1850 total)

Once the players' Clan reaches a higher Star rating they won't drop a rank if their reputation drops and reputation can't fall into negative values.

## Potential Trades

All goods are bought and sold at the same base price, meaning the player can choose to buy Tools from the mountain clan and sell them to other clans without monetary loss (and gain some reputation as they do so). It should be noted that some items are bought by more than one Clan, making them more reliable income sources. Such is the case of Chicken, Smoked Fish and Nails, which are bought by three different Clans. Other items, such as Shears or Clay Jugs, may not be sold.
Masonry Place

A **Masonry Place** is a place for storing Blocks, Bricks, and Tiles.

## Usage

Instead of using Ingredients or General Stockpiles the player may wish to have Clanfolk store Stone Blocks, Clay Bricks, and/or Tiles in a Masonry Place, which can hold many more of each on one tile. Six slots exist in the Place, each of which may hold a single item type. With no alteration of Priorities the Masonry Place will be delivered to ahead of any Stockpiles.

## Acquisition

After crafting their first Bricks Clanfolk can be directed to build a Masonry Place on the Map. With the command given a Clanfolk member with sufficient Building Skills Priority will collect Logs and build the Masonry Place.
Sack Cloth Shirt

A **Sack Cloth Shirt** is an uncomfortable clothing item.

## Usage

When the Map temperature drops below the level they find comfortable Clanfolk will make their way to currently unused Clothing in the colony and put it on. Sack Cloth Clothing is the least welcome choice for the Clanfolk but will be chosen ahead of no clothing when the temperature drops.

## Acquisition

After creating their first Sack at a Clothes Zone or Tailor Bench, the Clanfolk gain the ability to craft Sack Cloth Shirts (and Sack Cloth Bottoms). When given the command a Clanfolk member with sufficient Clothes Skills Priority will collect the required Straw and start crafting the Sack Cloth Shirt.
If the player chooses to use it the Auto Supply option will lead to the Clanfolk trying to keep a minimum number of Sack Cloth Shirts in supply.

 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
Wardrobe

A **Wardrobe** is a place to store Clothes

## Usage

Instead of just leaving Clothing on the ground after removing it Clanfolk can instead put it in a Wardrobe. If locked, or in a room that is locked, then only some Clanfolk will be able to use the Wardrobe.

## Acquisition

After constructing a Tailor Bench Clanfolk will gain the ability to construct a Wardrobe, the player need only place the blueprint found in the Storage section of the Objects menu. When someone with sufficient Building Skills Priority tasks on the task they will collect the required Planks, etc. and build the Wardrobe
Zones

**Zones** is a Command Menu that can be used to create and edit Zones.

## Description

Zones are used to confine Clanfolk to a specific area. There are two sub-types of zones: Work Zones, and Home Zones. Each individual Zone can have both sub-types defined.

* Members of a **Work Zone** will only complete selected Jobs within that zone. Specific Jobs can be turned on or off for each Work Zone.
* Members of a **Home Zone** will only satisfy their personal needs within that zone, save for emergencies.

Three automatic member addition options can be turned on or off for each Zone:

* Add Family: Partners and babies will be added to this Zone if a parent or partner is already a member.
* Add Workers: Any newly hired Worker will be added to this Zone.
* Add Guests: Any newly accepted Guest will be added to this Zone.

The Jobs toggles are used for Work Zones, and determine which Jobs are to be restricted to that Zone. Jobs that aren't toggled on will not be affected, and members of that Zone will be able to perform those Jobs outside of it.

There is no size limit for Zones, and areas can be separate on the map. A Clanfolk can be a member of any number of Zones, and they can and will still freely travel between any separate areas of any Zone(s) they are a member of, as needed. Zones can overlap.

Zones are completely optional, and are merely a convenience tool for players that wish to fine-tune their settlement.

## Examples

* A Work Zone can be used to prevent crafters from walking across the map to collect crafting resources; they shall only do so within their Zone. Haulers can then bring the resources inside that Zone for crafters to use.
* A specific Zone can be set for hired **Workers** to work and/or live in.
* A Home Zone can be used for inns, to restrict Guests to a specific area.

## Creating a Zone

To create and setup a functional Zone, the player should:

* Click on  **New Zone**
* Click on  **Add Tiles**, next to the Home or Work Zone icons, then select the desired area on the map
* In the case of a Work Zone, toggle on the desired Jobs
* Click on  **Add Member** (top left of the Zone information window), then click on the desired Clanfolk in the world, or in the Clanfolk list

* Members are displayed next to the  **Add Member** button, and can be removed by right-clicking on them
* Work or Home areas within a Zone can be shrunk by clicking on  **Remove Tiles**, and selecting the desired tiles to remove from an area
* Work or Home areas within a Zone can be deleted by clicking on  **Clear All Tiles**
* The entire Zone and its areas can be deleted by clicking on  **Remove Zone** (bottom right of the Zone information window)
* The Zone can be renamed by clicking on its name (top of the Zone information window), and its icon edited by clicking on it (top left, underneath the Add Member button).

The Zones menu
Stone Roof

A **Stone Roof** keeps the rain off the ground below.

## Usage

Like all other Roofs the Stone Roof requires support from a wall, and can extend a specific distance from walls without further support. The Stone Roof has a *Span* of 2 allowing the Roof to extend two tiles away from its support (measured along orthagonal crossings, not diagonally). When built from walls on opposite sides of a rectangular grid a roof gains a 'free' tile of span in the gap; as such a room with a Stone Roof can be at most 5 tiles wide in the short direction without a need for further support in the room. Building Doors may temporarily interfere with the determination of span so players may want to finish the walls and doors before instructing Clanfolk to build the centre of the roof.

Heat loss from a room with a Stone Roof is less than that of a Mountain Room with unchanged roof. During Winter the Clanfolk will be more comfortable in rooms with a constructed roof rather than Mountain.

A roof may be constructed over an outdoor area to keep Rain off of Objects and Ingredients that should be kept dry. This can be managed from a single support column (similar to an umbrella), expanding out with no need for further walls. With a Stone Roof this can result in 20 tiles being sheltered from a single support.

NB. It is not possible to build Roofs that overhang Lake tiles.

## Acquisition

After acquiring their first Log the Clanfolk gain the ability to create Stone Roofs. The player can place blueprints for such over any area of the Map (aside from Lakes and Mountains), but only those tiles that would be supported by Wall tiles (or other roof tiles) will display as normal. If the tile would not be adequately supported it will show with a red icon. Clanfolk with sufficient Building Skills Priority will collect the required Logs and Large Rocks and build roofing where it will be supported.
Smithy

The **Smithy** is where Clanfolk forge Tools and other Items from Iron.

## Usage

After it has been built the Smithy menu can be used to create build orders. Some number of Nails, Iron Hoes, etc can be added to the build queue and a Clanfolk member with high enough Crafting Skills Priority will start collecting required components and then building the Tools.
The Auto Supply can also be used to try and ensure the colony has at least a minimum of each type of item. It does not guarantee the requisite components will be kept in supply however.

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

## Acquisition

After making their first Planks at a Timbery the Clanfolk gain the ability to build a Smithy. The player can choose where on the Map to have them build it, and then, once all the required components are in supply, a Clanfolk member with sufficient Building Skills Priority will collect those components and take a minute to build the Smithy.
Tallow

**Tallow** is a crafting ingredient in *Clanfolk*.

## Usage

* Tallow is used to craft Rushlight Kits, a short radius, sparkless light source.
* Making Tallow also produces Cooked Meat, at no additional cost compared to the basic Cooked Meat recipe (save for the Clay Bowl which is reusable).
* It may be consumed by Clanfolk as a last resort, if no other food is available.
* An empty Clay Bowl is recovered after the 5 units of Tallow it contains have been used.

## Acquisition

After Clanfolk have built at least one Clay Bowl and a Cooking Fire, the player may instruct them to make Tallow at any cooking station. Someone with sufficient Cooking Skills Priority will collect the required ingredients, then spend time cooking.

 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
Peat Bog

**Peat Bog** is a Terrain type in *Clanfolk*.

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

## Features

* Clanfolk may collect Bog Iron from the surface of a Peat Bog.
* Harvest Peat Jobs may be placed on Peat Bog and Clanfolk will use either a Simple Peat Spade or Iron Peat Spade to collect Wet Peat Bricks
* After being harvested Peat will very slowly grow back, and may contain more Bog Iron.
* If Rooms are built over Peat Bog a -20 to the Environment results until other flooring is constructed. When outside there is a neutral environment rating.
Task List

The **Task List** shows the player all the Tasks the Clanfolk currently have assigned.

The order of Tasks will rearrange as the game progresses, with those at the top of the listing being those that are most likely to be dealt with first. When the Player gives the Clanfolk Jobs, the new tasks are added to the Task List, as are tasks taken on with the commands to build Objects or Buildings, and use of those Objects.

Tasks are broken down by the Skills that are required to complete them (e.g. all Mining tasks will be grouped, as will all Harvest tasks etc.) with a complete count for the Skill and subcounts for related tasks.
Remove Tilled Soil

**Remove Tilled Soil** is a command for Clanfolk.

Because Tilled Soil leads to automatic work assignments for the Clanfolk (Water, Fertilize) the player may decide that they would rather soil not be Tilled. This command will revert that Tilled Soil back to normal grassland.

Crops, Trees, and Berry Bushes can still be grown on normal soil, the speed of growth and size of harvest will both be reduced in comparison.
Leather Tunic

A **Leather Tunic** is a clothing item.

## Usage

* When the Map temperature drops below the level they find comfortable, Clanfolk will make their way to currently unused Clothing in the colony and put it on. A Leather Tunic will likely be chosen ahead of Sack Cloth Tunic due to a better comfort level.
* Mountains and Coast Traders may buy Leather Tunics from the players Clan.

## Acquisition

* After building a Tailor Bench and having Leather in supply Clanfolk can be instructed to produce Leather Tunics, either a specific number or via Auto Supply. (NB. Auto Supply does not guarantee the supply of components.) A Clanfolk member with with sufficient Clothes Skills Priority will collect the required Leather and Linen Hanks and go craft the Tunic.
* Forest Traders may sell Leather Tunics to the players Clan at 4 stars Reputation.

### Additional

* Wool Tunics provide a better warmth boost than Leather Tunics, and require less materials. If the Player's Clan has access to Wool Tunics, they may consider the Leather production chain to be inefficient.

 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
Vegetable Soup

**Vegetable Soup** is an advanced meal in *Clanfolk*.

## Usage

Vegetable Soup may be consumed by Clanfolk when they are hungry, providing the "Vegetable Soup" effect: +30% Movement Speed 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 Vegetable Soup. 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 Vegetable Soup 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
Straw Wall

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

## Usage

Like other Walls (but not fences) a Straw 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 constructed a Thresher they are able to build Straw 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.
Tilled Soil

**Tilled Soil** is good for growing plants.

## Usage

Plants will have a 50% higher yield if grown on Tilled Soil compared to bare ground. So, Oats, Flax and Grass have their yield increased from 10 per tile to 15 per tile; Trees and Berry Bushes increase the yield from 5 per tile to 8 per tile (Branches and Berries respectively). Vegetables (Broad Beans, Kail, Neeps, Onions) will also grow more than they do in the wild.

Once Soil is Tilled Clanfolk can be directed to plant Oats, Flax, Grass, Trees or Bushes in the Soil, and any members of the Clan with sufficient Farming Skills Priority will take seeds from the colony supply and sow them into fields. If seeds are insufficient the Clanfolk will plant what they can and the Map will display a pale blue icon on the tile indicating an order that cannot be followed.

## Acquisition

After crafting their first Stone Hoe Clanfolk gain the ability to Till Soil on the Map; Coastline and the stony gravel area around Mountains cannot be tilled. Once the player designates land to be Tilled, (command found in the Planting menu), Clanfolk with a high enough Farming Skills Priority will acquire a Hoe and start converting the land.

## Tips

The auto-jobs (Auto Water, Auto Fertilize, Auto Harvest) only trigger for Tilled Soil, so while growing plants is possible on normal grassland the Clanfolk will need more micromanagement.

Clanfolk will attempt to avoid walking across Tilled Soil and trampling the growing plants, when they do walk across the soil it is at a reduced speed.

Plants growing in Tilled Soil
Smoked Meat

**Smoked Meat** is a food item in *Clanfolk*.

## Usage

* Smoked Meat will be consumed by Clanfolk when they are hungry, although they will prioritize shorter-lasting food.
* Mountains and Plains Traders may buy Smoked Meat from the players Clan.

## Acquisition

* Smoked Meat is obtained by smoking Raw Meat at a Meat Smoker. A Clanfolk member with sufficient Cooking Skills Priority will collect Meat and take it to the Smoker, but does not need to stay at the Smoker as the food is processed.
* Coast and Forest Traders may sell Smoked Meat to the players Clan at 2 stars Reputation.

## Additional

Smoked Meat has a lower Food value, but lasts longer than Cooked Meat: as such, smoking meat instead of cooking it means getting -33% nutritional value and +400% lifespan. Unlike cooking stations, the Meat Smoker doesn't require continual presence of an operator, meaning it is less labor-intensive. Smoked Meat also takes up 5 times less space than cooked meat, and uses half as many Branches to produce.

Smoked Meat is one of two food items that Clans can start the game with if the player chooses to spend the initial coin on it. The other is Dried Mushrooms.

 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
Tinkering Bench

A **Tinkering Bench** allows Clanfolk to train their Skills and generate Idea Points.

N.B. It is only available if Idea Points mode is active. In the default game it does not appear at all.

## Usage

Seven Skills can be trained at the Tinkering Bench: Building, Clothes, Cooking, Doctor / Baby Care, Farming, Hunting, and Crafting.

Each "training session" must be queued at the Tinkering Bench like any item at a crafting station, and the required ingredients must be supplied; once completed, no item is produced: it will instead provide the Clanfolk with experience in the selected Skill, as well as 350 Idea Points XP.

The Skill XP values below are base values, and will be affected by any Skill XP bonuses the Clanfolk may have, such as the *Kid Brain* or *Advice: [Skill]* Afflictions among others.

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

## Acquisition

N.B. The Idea Points mode must have been activated at the start of the game for the Tinkering Bench to be available.

Once Logs and Large Rocks have been obtained, the player may unlock the Tinkering Bench by opening the Ideas menu and clicking on it, spending 2 Idea Points. With that done a blueprint can be placed on the map and a Clanfolk member with sufficient Building Skill Priority will collect the required Logs, Rock, and Branches before constructing the Tinkering Bench
Roasted Onions

**Roasted Onions** are a cooked food item.

## Usage

As long as the Clanfolk can get to Roasted Onions they will consider such for their meals at Sunrise and Sunset.

## Acquisition

With Onions in the colony Inventory the player may use a Cooking Fire, Stone Fireplace or Kitchen to direct the Clanfolk to roast them. Someone with sufficient Cooking Skills Priority will collect Branches and Onions and go use the cooking Object. Providing food of higher quality that lasts longer.

## Notes

* Onions are also used in the making of Vegetable Soup and Haggis.
* As with most food items, Roasted Onions are sensitive to temperature and rain. Keeping them sheltered from the rain will prolong the lifetime, and freezing will conserve them forever.

 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
Pregnancy

**Pregnancy** is a temporary attribute.

## Clanfolk

Women in the Clan that have husbands may become Pregnant if certain conditions are met.

* Both of the couple are happy, i.e. they have a Mood Attribute of at least 7500 (75% of display bar).
* The couple get to sleep together in a Straw Double Bed or Double Sleep Mat with no-one else in the room.
* The Woman has not been recently pregnant (i.e. she did not give birth within the past 10 days in game).
* The Woman is not a Senior.
* The Woman is not hungry, i.e. food Attribute is not low.

Pregnancy will last for 20 game days (half a game year) and then the Woman will give birth. For the next 20 days the baby will require a lot of attention and the Woman will be predominantly occupied in that endeavour. Her Doctor Skill will be used in the care for her child until the baby becomes a Juvenile.
While pregnant the Woman will have a new Attribute, Pregnancy, which takes the third place in the listing of Attributes, between Work Efficiency and Age.

## Animals

Most tame Animals have pregnant states (Chickens do not), as long as the female of the species is in proximity to a male there is a chance of pregnancy. Those animals with higher Care attributes will be more likely to become pregnant.

Pregnancy time
Simple Bow

A **Simple Bow** allows hunting wild animals.

## Usage

With at least one Simple Bow in supply Hunt Wild Animals Jobs can be given to the Clan. Wildlife on the Map can be selected, either singly or with the selection box. A Clanfolk member with sufficient Hunting Skills Priority will collect a Bow, and go shoot arrows at the targeted Wildlife until it is dead (or leaves the map). A member of the Clan with sufficient Hauling priority will take the dead animal to a Butcher Block to become Raw Meat and Fresh Hide (Deer will also provide Pluck).

## Acquisition

With either a Work Zone or Work Bench selected the player can instruct the Clanfolk to create one or more Simple Bows (or use the Auto Supply to ensure they keep some number in supply). A Clanfolk member with sufficient Crafting Skill will then collect the Branches and Straw and create a Bow. (N.B. Auto supply does not guarantee the required components.)

 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
Stones

**Stones** are a Basic Crafting Ingredient in *Clanfolk*.

## Usage

* Stones are required for the crafting of most early Tools
* Some Buildings require Stones in their construction.
* Stones are used in the construction of several early Objects
* A Gravel Path may be constructed from Stones which will increase the walking speed of Clanfolk.
* Coast Traders may buy Stones from the players Clan.

## Acquisition

* The area around Mountains will be strewn with loose rocks and Stones. Clanfolk can be instructed to Gather Stones from those and many other areas on the map.
* After creating their first Stone Pick, Clanfolk may be given Mine Mountains Jobs, which will provide Stones and Large Rocks.
* Picks also allow Clanfolk to be given Mine Gravel Jobs; an unlimited, albeit slow, source of Stones. This can be done on natural gravel floors.
* The Stone Quarry offers a reliable and unlimited source of Stones and Large Rocks. This is significantly faster than mining gravel, and allows setting Auto Supply for Stones.
* Mountains Traders may sell Stones to 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
Tartan Mat

A **Tartan Mat** is used to improve the environment.

## Usage

With a Tartan Mat on the floor the Environment will be improved. It can be placed underneath most Objects.

## Acquisition

Once a Decorative Tartan has been crafted 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 Decorative Tartan and Straw then go craft the Tartan Mat.

## Known Bugs

* The Tartan Mat's icon has a display bug in the menus. It appears correctly once placed in the world.
Pick Mushrooms

**Pick Mushrooms** is one of the first four Jobs that can be given to Clanfolk.

On the Jobs menu the player can find the Pick Mushrooms command and then select a box around one or more Mushrooms growing on the Map. Any Clanfolk with the sufficient Gathering Skills priority may then proceed to gather those Mushrooms. A Clanfolk member with sufficient Hauling priority will come along and take them to a Food (Stockpile) if any exist.

Once Trees start getting cut down the player can decide to leave the Stumps behind instead of clearing them, to allow a better Mushroom growing area for later picking.
Wall Table

A **Wall Table** is used to place Rushlight Kits and Decorative Tartans on.

## Usage

* Wall Tables have a *Light Decor Slot* that can have Rushlight Kits placed on them, which provides sparkless light to the immediate surroundings (1 tile radius).
* Wall Tables also have a *Fitted Decor Slot* that can have Decorative Tartans placed on them, which is meant to improve the environment (see known bugs below).
* The table itself doesn't have any environment value.

## Acquisition

Once Nails have been crafted for the first time, the player can place a blueprint on the Map, and when a Clanfolk member with sufficient Building Skills Priority takes up the task they will collect the required Planks and Nails then go build the Wall Table.

## Known Bugs

* As of version 0.448, a bug prevents the Rushlight Kit and Tartan's environment values to be correctly applied. Lighting functions correctly.
	+ The Rushlight Kit environment value will be applied correctly if one places both a Rushlight and a Tartan on the table, then removes the Tartan (by clicking on it in the deco slot).