recursal/Fanatic-Fandom huggingface dataset:
Charcoal

**Charcoal** is a crafting ingredient.

## Usage

* Many advanced production Objects may use Charcoal as fuel, some examples:
	+ Smithy - production of Nails.
	+ Bloomery - production of Iron and Gold Ingots.
	+ Kiln - production of Clay Bricks, Tiles, Clay Jugs, Clay Bowls, and Chamber Pots.
	+ Cooking Pot - making Pottage Stew.
	+ Kitchen - cooking Haggis, Haggis and Neeps, Hearty Stew, Fish Stew, and Vegetable Soup.
* Clanfolk can use Charcoal in the building of Signs.
* Coast and Mountains Traders may buy Charcoal from the Players Clan.

## Acquisition

* With the construction of their first Charcoal Kiln the Clanfolk are able to create Charcoal from Branches and Clay. Given the instruction to create Charcoal someone with sufficient Crafting Skills Priority will bring 20 Branches and 25 Clay to the Charcoal Kiln and after operation time a batch of 10 Charcoal will be made (along with the side-product of 5 Wood Ash). The Charcoal Kiln does not need to be operated constantly so the Clanfolk are not locked in place.
An Auto Supply can be used to ensure the Clanfolk try and keep at least a minimum count in supply, but the Auto Supply doesn't ensure the requisite Branches and Clay.
* Forest Traders may sell Charcoal 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
Linen Bottoms

**Linen Bottoms** are a clothing item.

## Usage

* When the Map temperature raises above the level they find comfortable, Clanfolk will make their way to currently unused Linen Clothing in the colony and put it on. Linen Bottoms are one of the (currently) three items that can be made from Linen.
* Coast Traders may buy Linen Bottoms from the players Clan.

## Acquisition

* After building a Tailor Bench and having Linen Cloth in supply Clanfolk can be instructed to produce Linen Bottomss, either a specific number or via Auto Supply. (NB. Auto Supply does not guarantee the required components.) A Clanfolk member with sufficient Clothes Skills Priority will collect the required Cloth and Linen Hanks and go craft the Bottoms.
* Plain Traders may sell Linen Bottoms 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
Neep Patch

A **Neep Patch** grows Neeps in the wild.

## Usage

Harvesting from a Neep Patch will provide the colony with both Neeps and Neep Seeds, providing immediate food Ingredients and allowing the Clan to grow their own Neeps later.

## Acquisition

While wild Neeps can be found on the map initially, they won't regrow naturally, and Neep Seeds can only be planted in Tilled Soil. Tilled Soil can be removed without destroying the crop, although there is no reason to do so, as it removes the yield and growth speed bonuses, as well as the watering, fertilizing, harvesting, and replanting automation.
Herb Rack

A Herb Rack keeps Herbs off the ground.

## Usage

* With a Herb Rack the Clanfolk can keep harvested Heather off the ground.
* Serves as a Decoration when it has Heather in it.

## Acquisition

Once the prerequisites have been met the player can place a blueprint on the Map, leading to a Clanfolk member with sufficient Building Skills Priority collecting the Ingredients and going to build the Herb Rack.
Ideas

****Ideas**** is a Command Menu that shows the player all things the Clanfolk (can) know about.

Progress through the game depends on unlocking new Ideas allowing new Buildings, Objects, Jobs, etc.

Aside from the ability to designate spaces for drinking/washing on the coastline and for sleeping on the ground, at game start the Clan have only Tier 1 Ideas; four simple Jobs. Upon doing any of those things the Clanfolk start to Unlock Ideas on the chart (which has 30 Tiers). Due to how Ideas are discovered it is very possible to have *Locked* items near the top of the chart while continuing to *Unlock* items much farther down. Several Ideas are considered *Important* and will serve as significant bottlenecks to progress until discovered. These are marked in game with superscript **+** until unlocked, and have a portion of their popup indicating that they unlock items as well.

The Idea chart will also show the player newly unlocked ideas in a column to the left, and will display a semi-transparent blue unlocked padlock over the Ideas icon. The main game page will also show the newly unlocked item(s) with the blue padlock. These blue icons are dismissed by the user hovering over the newly discovered idea.

Ideas that are potentially unlockable at that point in the game display their icon and name in grey, with a closed padlock in the top right. Ideas that require at least one intermediary Idea to unlock are displayed as a simple padlock icon without any name given.

Across the top middle of the screen when looking at the Ideas Chart the player will see 13 icons, representing categories of Ideas; Clanfolk, Cooking, etc. allowing for filtering of the ideas.
At the top left are two buttons; *Show known Ideas*, on by default, allows filtering already discovered Ideas from the tree; and *Toggle all on/off* will toggle all of the aforementioned 13 categories on or off.
At the top right is a *Click To Enter Search* text box that will search the Idea chart for whatever the player types.
Clicking an idea will exit the Ideas chart and jump to the relevant place where items are crafted, objects built, jobs issued, etc.

All ideas in game can be seen at List of Ideas, organised by the in game Tiers.

## Idea Points

A more restrictive way of playing is available at game start by selecting the Idea Points option. This will hinder the ability to unlock some ideas and cannot be turned off once the game begins.

This mode does not change the order of things on the Idea Chart, but the prerequisite for several of the Ideas also have Points added to them. Points are earned through doing tasks which add experience. One new object exists specifically for the purpose of gaining that experience.
Auto Supply

**Auto Supply** is a game control that attempts to keep supplies of items above specified minimum levels.

Many of the Objects the Clanfolk can create have Auto Supply options for the Items they produce. Should the player use that option the Clanfolk (with sufficient Skills) will assume the task of creating more of the item when the Inventory drops below the set limit. e.g. a Thresher command can be set to ensure at least 100 Straw are in supply so when the count drops below that a Clanfolk member will collect Sheaves and break them down.
Setting the desired count can be achieved via the slider in the pop-up, or by clicking the current number and typing a new desired count.

The Auto Supply does not work if the requisite inputs are unavailable however. e.g. Should the player set an Auto Supply for Clay Brick at a Kiln but not have enough Clay in supply the Clanfolk will not automatically engage in Gather Clay Jobs.

Mobile Containers cannot be Auto Supplied, because most of them technically become a different item when they are filled; as such, undesired auto supply orders would be issued whenever some of them gets filled. When they are emptied, they can be reused, so having auto supply set for them could potentially lead to an undesired and indefinite over production.
Cooked Fish

**Cooked Fish** are a food item in *Clanfolk*.

## Usage

As long as the Clanfolk can get to Cooked Fish they will consider eating Fish for their meals at Sunrise and Sunset.

## Acquisition

With Raw Fish (and Branches) in supply a Cooking Fire (or Stone Fireplace or Kitchen) can be used to cook fish. Once the player gives the command someone with sufficient Cooking Skills Priority will collect the Branches and Raw Fish, head to a cooking location, and spend the time to cook.
An Auto Supply may be set to have the Clanfolk try and keep a minimum count of Cooked Fish in supply, but it will not guarantee the required Raw Fish or Branches.

 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
Harvest Peat

**Harvest Peat** is a Job that can be given to Clanfolk.

Upon creating their first Simple Peat Spade the player gains the ability to instruct Clanfolk to perform Harvest Peat Jobs.

Clanfolk that take up the task will collect a Spade and go Harvest Wet Peat Bricks from the Peat Bog. Potentially depleting the Peat although when left alone it does replenish slowly.
In addition to the Peat there may be Bog Iron that can be made useable with a Bog Iron Crusher.

The speed with which Peat will be harvested depends on a couple of things:

* the Peat Spade used (an Iron Peat Spade will be nearly twice as fast as Stone)
* the Clanfolk doing the harvesting (higher Harvest skill and better Mood reduce time taken)

Once dried, the Wet Peat Bricks will become Dry Peat Bricks which may be used in Buildings or a fuel source in Tiled Peat Stove
Ashed Hide

**Ashed Hide** is part of the Leather production process.

## Usage

Ashed Hide can be processed at a Hide Scraper in batches of 10, to create Clean Hides. This is part of the process to manufacture Leather clothes.

## Acquisition

After the Clanfolk have built an Ash Wash it can be used to process Dry Hides into Ashed Hide. This also required Wood Ash and Water (from a Water Jug), and will be done in batches of 10, 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
Nails

**Nails** are a building material in *Clanfolk*.

## Usage

* Nails are required for most advanced Buildings, e.g. Wood Doors and Tile Roofs.
* Many Objects that are are found late on the List of Ideas require Nails, e.g. the Toilet and Wardrobe.
* Coast, Forest, and Plains Traders may buy Nails from the players Clan.

## Acquisition

* After Clanfolk build their first Smithy Nails may be forged by the player giving that command. A Clanfolk member with sufficient Crafting Skills Priority will collect an Iron Ingot and two Charcoal and spend the time required at the Smithy to make a batch of Nails.
An Auto Supply to ensure a constant supply of Nails will reduce the likelihood of production chain problems as long as Iron Ingots and Charcoal remain in supply.
* Mountains Traders may sell Nails 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
Afflictions

**Afflictions** are temporary modifiers to Clanfolk.

Several Afflictions can apply to Clanfolk over the course of the game. Each of which will impact one or more Attributes of the Clanfolk until the Affliction wears off. Contrary to modern usage, not all Afflictions in game are negatives.

Some contrary Afflictions could be in effect at the same time e.g. Fireside (positive for being near fire) and Sweating (negative for being too hot).
Some Afflictions can be directly impacted by player choices, e.g. assigning a Clanfolk to a better bed, while others can only be mitigated, e.g. Bad Talk.

When looking at the characteristics for individual Clanfolk, the Afflictions are displayed in a box below the Traits and above the Stop / Work type / Firefighting buttons.

Satisfaction is an Attribute that only applies to Visitors (Traders, Travellers, Workers) to the players Clan.
Care is an Attribute that only applies to Tame Animals.
Pantry Shelves

**Pantry Shelves** allow storing Food off the floor.

## Usage

Instead of using a Meat Rack and Serving Basket the player may want their Clanfolk to store all Food in one location. If placed near a Kitchen or other food production Objects the output of those objects will be stored in a Pantry Shelves ahead of a Food (Stockpile) if Priorities are unaltered.

## Acquisition

After making a batch of Nails Clanfolk will gain the ability to construct a Pantry Shelves, 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 Pantry Shelves
Flax Sheaf

A **Flax Sheaf** is the very start of Linen production.

## Usage

A Thresher can be used to process batches of Flax Sheafs into Flax Stems (25 of each), which are at the start of Linen Cloth production. This also produces 25 Flax Seed, which can be used either to feed Animals or plant more Flax.

## Acquisition

* Once they have crafted their first Stone Sickle the Clanfolk can be given Clear Grass Jobs for Flax on the Map. At least one Clanfolk member with sufficient Harvest Skills Priority will collect a Stone or Iron Sickle and walk to the Flax where they will reap it.
If the player has instructed Clanfolk to grow Flax on Tilled Soil they will harvest it automatically unless the player has turned off the Auto Harvest.
Flax growing wild on the Map has a maximum yield of 10 Flax Sheaves. (This may be different if grown in Tilled Soil or if Fertilizer has been used.)
* Plains Traders may sell Sheafs 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
Bloomery

A **Bloomery** is used for Ingot production.

## Usage

A Bloomery will allow Clanfolk to make the Iron Ore they have into Iron Ingots. It can also be used to make Gold Ingots from Gold Ore.
Both tasks require Charcoal for heating and after the player gives the command one of the Clanfolk will collect the Ore and Charcoal before setting the process in motion. It is not required that the Clanfolk member stay at the Bloomery for the entire process.

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

## Acquisition

After making Clay Bricks at a Kiln Clanfolk become able to build a Bloomery, the player will find the Blueprint in the Objects menu. With the blueprint placed a Clanfolk member with sufficient Building Skills Priority will collect the required Large Rock, Bricks, and Clay and construct the Bloomery.
Clothes Zone

A **Clothes Zone** is where Clanfolk will create simple clothing.

## Usage

After making a Clothes Zone the Clanfolk can be directed to create clothing items from the listing. A Clanfolk member with sufficient Clothes Skills Priority will collect the required components (Straw or Dry Hide) and work on crafting the clothing.
If the Auto Supply is used the Clanfolk will attempt to keep a minimum count of particular clothing items in the supply without the player needing to continuously add jobs to the object. This will not guarantee the components are kept sufficient though.

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

## Acquisition

After making Twine for the first time the ability to make a Clothes Zone develops and the player may designate a 2x2 space on the ground for such to be built. When enough Stones and Branches are present a Clanfolk member with sufficient Building Skills Priority will collect those resources and construct the Clothes Zone, clearing the space first if need be.
Critter Door

A **Critter Door** allows Chickens to pass between rooms, and lets natural light in.

## Usage

* Instead of using a door (or gate) to get between rooms Chickens require a Critter Door to be built into a Wall.
Other Animals cannot use it, and will instead require a Branch Barn Door (or any regular door which priority has been lowered to allow animals).
* Because they let light through, a Critter Door may prevent Low Light Afflictions for Clanfolk in the room during the day.

## Acquisition

After Clanfolk build a Straw Door they gain the ability to build Critter Doors, the player may find the blueprint command in the Buildings menu. Once the blueprint is placed on Wall a Clanfolk member with sufficient Building Skills Priority will collect the Straw and Branches and go build the Door. (The Wall could have been built by Clanfolk, or be the remains of Mountain left behind after Mining.)

## Notes

* Chickens can still use regular Doors if the player gives them a  Move order.
Cooked Meat

**Cooked Meat** is a food source in *Clanfolk*.

## Usage

As long as the Clanfolk can get to Cooked Meat they will consider it for their meals at Sunrise and Sunset.

## Acquisition

With Raw Meat (and Branches) in supply a Cooking Fire (or Stone Fireplace or Kitchen) can be used to cook that meat. Five meat will be cooked at a time.

An Auto Supply for Cooked Meat will ensure that a Clanfolk member with sufficient Cooking Skills Priority attempts to keep a certain amount of Cooked Meat in the supply; with the reliance on Raw Meat it is possible the supply will not be kept to the count requested by the player.

 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
Kail Patch

A **Kail Patch** grows Kail in the wild.

## Usage

Harvesting from a Kail Patch will provide the colony with both Kail and Kail Seeds, providing immediate food Ingredients and allowing the Clan to grow their own Kail later.

## Acquisition

While wild Kail can be found on the map initially, they won't regrow naturally, and Kail Seeds can only be planted in Tilled Soil. Tilled Soil can be removed without destroying the crop, although there is no reason to do so, as it removes the yield and growth speed bonuses, as well as the watering, fertilizing, harvesting, and replanting automation.
Bathtub

A **Bathtub** is a place for Clanfolk to wash up.

## Usage

Especially during Winter Clanfolk will benefit from being able to wash up indoors, if a Bathtub is convenient the Clanfolk will use it instead of heading to a Wash Zone that has been placed on the Shoreline.
Before a Bathtub can be used it must first be filled with Water, this task will be performed by a Clanfolk member with high enough Hauling Skills Priority as long as a Water Jug is available to carry water from a Lake or Well. Once a Bathtub is filled any Clanfolk member may use it to deal with their Cleanliness Need.

Empty BathtubFilled BathtubActive Bathtub
## Acquisition

After building a Water Dipper the Clanfolk gain the ability to create Bathtubs. After the player places a blueprint on the Map a Clanfolk member with sufficient Building Skills Priority will collect the Planks and Nails, and start constructing the Bathtub.
Farming

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

Among the 14 Skills that all (non-baby) Clanfolk have, the Farming Skill determines how well they will tend to Agriculture tasks aside from Harvesting.

* 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 Farming 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/Tasks 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 Tasks

* Creating **Tilled Soil** and removing it.
* **Planting Crops** - Flax Seed, Hay Seed, Oat Grain, Reed, Onion Seeds, Kail Seeds, Neep Seeds, and Bean Seeds. Automated (by default) on Tilled Soil.
* **Add Fertilizer** - automated (by default) on Tilled Soil.
* **Add Water** - automated (by default) on Tilled Soil.
* **Clear Stubble** - automated (by default) on Tilled Soil.
* Planting **Berry Bushes** and **Trees**.
* Refilling Water Troughs, Hay Troughs, and Grain Troughs.
* Repairing Animal Beds.

### Auto Tasks

When crops are planted on Tilled Soil *Auto Tasks* can be performed by the Clanfolk with sufficient Farming Skills as long as the jobs are not turned off. (Bottom right of play screen.) Priorities for each of these Tasks can be set by the player, this will impact all such tasks from that point on.

* Auto Water
* Auto Fertilize
* Auto Replant
Cattle

**Cattle** are animals in *Clanfolk*.

Among the Livestock the player may choose for their Clan, there are *Cattle*; Cows are useful for providing Milk that can be used to make Butter and Cheese after processing. At game setup the player may choose to add Cattle to the starting resources, during the game Traders may buy and sell Cattle.

## Animal Husbandry

Like all Livestock, Cattle have the basic needs of Health, Animal Food, Water, Care, and Manure. To maintain Care, Cattle require an Animal Bed to sleep on, and access to food and water. If the bed is inside a room, Cattle will only be able enter the room 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, Cattle will deal with their own water needs. Cattle will eat grasses growing wild, harvested Hay, and grains and seeds. Adult and senior cows eat the most of all the animals (-15/s).

During Winter, a Water Trough can be kept inside to provide water that is not frozen. A Hay Trough and/or Grain Trough can provide feed. Cattle can eat ice in winter if needed, but it will make them cold reducing their Care level.

## Life Stages

Cattle are either female (Cows) or male (Bulls), and have several life stages.

 Senior | ~8000–9000s | 4–5 days | Cows become infertile.Senior Cattle are sold cheaper by TradersSeniors still provide the same resources as Adult Cattle when butchered.

## Slaughter

Cattle 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 Cattle can be butchered on a Butcher Block by a Clanfolk with sufficient Hunter Skill. Adult and senior cattle provides the same amount of resources, and they are, at this time, the animal that provides the most raw meat and fresh hide when butchered.

 Adult/Senior | 100 | 20 | 15

## Trader Prices

Like other Livestock, the price (in  Coins) of Cattle 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 to sale price.

As the Plains Clan is the only Clan willing to sell Cattle to the player's Clan, and only after reaching 4 stars Reputation, making other trades with them will allow purchase sooner. Traders from the Coast Clan may buy Cattle from the players Clan.

### Standard Cattle Buy and Sell Prices

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

 Senior Adult |  |  98

### Discount Cattle 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.
Chamber Pot

A **Chamber Pot** is used to contain poop.

## Usage

A Chamber Pot can be loaded inside a Toilet by a Clanfolk member with sufficient Repair Skills Priority. Once there, it will collect poop for 5 toilet uses, becoming a Full Chamber Pot when full. This can be used in the Compost to produce Fertilizer, after which the Chamber Pot is returned.

## Acquisition

With the creation of their first Toilet the Clanfolk gain the ability to craft Chamber Pots. Once the command is given a Clanfolk member with sufficient Crafting Skill Priority will collect the required Clay and Charcoal and take them to a Kiln to craft the pot.

## Notes

* Like all Mobile Containers:
	+ Using Poop will not consume the Chamber Pot itself, only the contents;
	+ One Chamber Pot can contain 100 Poop, and Clanfolk will merge the contents of multiple Chamber Pots into one when needed. For example, 4 Chamber Pots, each containing 25 units of Poop, will be merged into 1 Chamber Pot with 100 units, and 3 empty Chamber Pots will be left;
	+ Auto Supply cannot be used for Chamber Pots production.
* Unlike other Mobile containers however, when Chamber Pots are manually emptied by clicking on "Dump Contents", they revert to being empty Chamber Pots, but the contents are not lost; instead, poop is dropped on the floor.
	+ As of v0.444, dumping contents of a Chamber Pot will only drop half of the poop on the floor. This may be a bug.

 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
Brose

**Brose** is a food item in *Clanfolk*.

## Usage

Brose may be consumed by Clanfolk when they are hungry.

## Acquisition

After Clanfolk have built a Tiled Peat Stove the player may instruct them to make Brose. Someone with sufficient Cooking Skills Priority will collect the required Clay Bowl, Oat Flour, Water (in a Jug), and Dry Peat Brick (for heating), then spend time cooking the Brose.

### Additional

Compared to Bread, Brose provides about 40% more nutrition (per unit of Oat Flour), rots 75% faster, and takes twice as much space since the stacks are smaller.

 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
Double Sleep Mat

A **Double Sleep Mat** is a place for Clanfolk to sleep (with a partner?).

## Usage

After constructing Double Sleep Mats the Clanfolk will preferentially use them instead of Sleep Zones, due to the increased comfort and Cleanliness. As a Bed they provide slightly better Sleep and Health regeneration for the users Attributes, and do not impact Cleanliness negatively.
The player may designate a specific owner for a Double Sleep Mat and no other person will use it, aside from the spouse (if one exists) who will automatically be added as an owner at the same time.

## Acquisition

Once Clanfolk have made a Sleep Mat for the first time, the player can designate spaces on the Map to have Double Sleep Mats built. Clanfolk with sufficient Building Skills Priority will then proceed to take Twine and Straw to the designated location(s) and build the Double Sleep Mat(s).
Leather Bottoms

**Leather Bottoms** are 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. Leather Bottoms will likely be chosen ahead of Sack Cloth Bottoms due to a better comfort level.
* Mountains and Coast Traders may buy Leather Bottoms from the players Clan.

## Acquisition

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

An **Ash Bin** is a storage item used to store ashes.

## Usage

An Ash Bin is a waterproof place to store Wood Ash before it is used in Tanning Dry Hides or making Compost. Clanfolk will deposit Ash in an Ash Bin preferentially to Stockpiles as long as default Priority is kept for each.

## Acquisition

Clanfolk must first produce Planks, Nails, and Iron Ingot to unlock the Ash Bin. After the player places a blueprint on the Map a Clanfolk member with sufficient Building Skills Priority will collect the required Items and build the Ash Bin.

### Additional

As with most Storage objects, if an Ash Bin is placed within two tiles of the producer (in this case a Charcoal Kiln), Clanfolk will automatically teleport the stacks of items to the storage container. This saves time Hauling, and leaves the area tidier.
Cooking Fire

A **Cooking Fire** provides Light, Warmth and a place to cook.

## Usage

Once it is built, the player can order Food to be cooked there. Auto Supply orders may also be completed there, provided the Auto Supply is on (it is on by default).
Auto Supply is *global*, so other cooking objects may be used by the Clanfolk attempting to fulfil the order.

A Cooking Fire is one way of heating a room. So the player may wish to ensure extra Fires are spread through the colony before Winter begins.

The Cooking Fire must be sheltered from the rain to be used. As rain can last for an extended period of time, this can significantly limiting early Food availability. Only the fire itself must be under a roof, not the "standing circle".

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

### Notes

Like all Mobile Containers:

* Bowls, Clay Bowls, Jugs, and Milk Buckets are recovered after their contents have been eaten/used.
* Ice Jugs, Water Jugs, Tallow (bowls) and Milk (buckets) values refer to their contents, not the number of containers.

## Acquisition

After constructing an Eel Trap, the Clanfolk gain the ability to build Cooking Fires. Stones and Branches will be collected by a Clanfolk member with sufficient Building Skills Priority and a Cooking Fire will be built on the selected location

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New Here

**Welcome** to the *Clanfolk* wiki

If you're familiar with wiki editing nothing on this wiki will be particularly new. If you are new to wikis have a look around.
The single biggest thing to realise is that **red links** are for pages that no-one has yet created, **beige links** lead to pages that do exist.
The second thing to remember is that articles should never be written in *second person*. "You can direct your Clanfolk" is poor construction.

User 31percent created a Navigation Page for all Category:Items in game - Template:Items\_nav, following a beige link there will take you a page with some information to get an idea of how things are being formatted so far. Following a red link takes you to a blank page where you can start the page on that topic. Template:Objects\_nav and Template:Buildings nav are similar.

Most pages will be enhanced with an Infobox to summarise what is likely the most pertinent info. The text found on Template:ItemInfobox has all the possible entries for Item page infoboxes. (Template:ObjectInfobox and Template:BuildingInfobox also exist.) Copying that text to a new page and then eliminating irrelevant rows will be easier than adding the individual lines, and keeps the order consistent making editing easier. The main text on each page should be entered below any infobox text.

* The First line of most entries should include the PAGENAME and a single sentence description. No linking to other pages.

Normal Html editing isn't required, although some is usable. Much more useful is wiki coding on the Source Editor. Newcomers probably default to the Visual Editor, which will seem very familiar to anyone that has used a modern Text Document editor.

Because all page saves are retained you can't permanently mess things up. If you check the preview you can see what you've done without saving, the most common cause of problems will be incomplete wiki code if you are using the Source Editor.

Do Not feel that you should only create pages you have all the information for. The nature of the Wiki concept is that multiple people work together to create a vast array of knowledge. And if you start an incomplete page, someone will probably come along and add information you didn't have.

## Crude outline of new page

{{Stub}} (if page is obviously incomplete)

{{ infobox }} (copy and edit relevant from Item, Object, Building)

A '''{{PAGENAME}}''' is \_\_description of page title\_\_

==Usage==

Reason(s) the player will want to know what the {{PAGENAME}} is in game. etc.

\_If the page item creates things...\_

{{Recipes|skill=\_relevant skill\_

}}

==Acquisition==

How the ''[[Clanfolk]]'' can get the item, building, whatever. Including the [[Skills]] required.

{{nav box}} \_\_if relevant ( {{objects nav}} or {{items nav}} most likely)\_\_
Bog Iron

**Bog Iron** is a renewable source of Iron found in Bogs.

## Usage

Bog Iron must be crushed at a Bog Iron Crusher to extract the Iron Ore it contains. 25 units of Bog Iron provide 25 units of Iron Ore, which can then be smelted into 5 Iron Ingots.

## Acquisition

* 10 units are obtained when scattered piles are gathered by hand. Those piles are generated with the map during its creation, and won't respawn.
* 1 unit of Bog Iron is obtained when harvesting Wet Peat Bricks in Peat Bogs using a Simple or Iron Peat Spade. This Bog Iron does regenerate over time, although very slowly.

 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
Blocker

A **Blocker** region prevents items being left on that ground.

## Usage

* A Blocker prevents Clanfolk from leaving Items, Ingredients, etc., on the ground in specific places.
* With Blocker regions added to paths Clanfolk will be able to walk between Buildings, Objects, etc., without slowing down due to obstructions.
* Keeping unsheltered areas Blocked could potentially eliminate Rain damage to items, etc.

## Acquisition

Once able to designate such areas the player need only click and drag a box on the Map, no Clanfolk need to do anything.
While effectively the opposite of Stockpiles, the Blocker is found in that sub menu.

In game Blocker
Hay

**Hay** is a Basic Crafting Ingredient in *Clanfolk*.

## Usage

* Processing 25 Hay with a Thresher will produce 25 Hay Seeds and 25 Straw.
The Hay Seed can then be planted in Tilled Soil (for more bountiful harvest) or in any Soil on the Map. The seed could instead be used to feed Livestock.
* Coast Traders may buy Hay from the players Clan.

## Acquisition

* Instructing Clanfolk to perform the Clear Grass Job on Hay will result in one ore more of them with the appropriate Harvest Skills Priority picking up a Stone or Iron Sickle and walking to the Hay where they will cut it down. Hay growing wild on the Map has a maximum yield of 10. (Yield can be different if grown in Tilled Soil or if the ground is fertilized.)
Hay spontaneously starts to grow around Poop Holes if the area is clear.
* Plains Traders may sell Hay 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
Hunt

Disambiguation page for: HuntThe 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.
* Hunting: One of the 14 Skills that Clanfolk have.
* Hunt Wild Animals: One of the Jobs that Clanfolk can take up.
Egg

**Eggs** are a food item in *Clanfolk*.

## Usage

* Any Eggs that are not fertilized by a Rooster can be consumed by the Clanfolk after cooking them at, for example, a Cooking Fire or Kitchen. Cooked Eggs are the result.
* If a Rooster is able to get to an Egg he may fertilize it, leading to the Hen spending lots of time incubating the Egg until it hatches. Leading to more Chickens in the colony.

## Acquisition

* Eggs will be produced by well cared for Hens at the rate of one a day. The presence of a Rooster is only required to produce Fertilized Eggs.
* Fertilized Eggs have an option that the Player may use to *Break Down* the Egg so it is no longer Fertilized.
* Coast Traders may sell Eggs to the players Clan.

## Trivia

* Eggs were eaten by Clanfolk raw at game launch, as there was not yet a *Cooked Egg* item.

 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
Juvenile

A **Juvenile** is the second age stage in the *Clanfolk game*.

Clanfolk will be Juveniles for a span of 40 in game days, which is 1 game year.

### Adding Juveniles

* At game start Players can add one or more Juveniles to the Clan family via the Build a Clan screen. This requires adding a Baby for 250 gold and then aging up that child. There is no way to do do this without also aging the rest of the family.
* Once in the Map screen during normal play, Juveniles can not be added into the family by marriage and must age up from Babies.

### Juvenile Care

Juveniles are mostly self-sufficient but walk slower and work more slowly than Adults. They have the Kid Brain Affliction however, which means that they gain Skills in Jobs faster.
Goat

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

Among the Livestock the player may choose for their Clan, there are *Goats*; Nanny Goats are useful for providing Milk that can be used to make Butter and Cheese after processing. At game setup the player may choose to add Goats to the starting resources, during the game Traders may buy and sell Goats.

## Animal Husbandry

Like all Livestock, Goats have the basic needs of Health, Food, Water, Care and Manure. To maintain Care, Goats require an Animal Bed to sleep on, and access to food and water. If the bed is inside a room, a Goat 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, Goats will deal with their own water needs. Goats will eat grasses growing wild, harvested Hay, and grains and seeds.
During winter a Water Trough can be kept inside to provide water that is not frozen. A Hay Trough and/or Grain Trough can provide feed. Goats can eat ice in winter if needed, but this will make them cold reducing their Care level.

## Life Stages

Goats are either female (Nanny Goats) or male (Billy Goats), and have several life stages.

 Senior Goat | TBA | TBA | Nanny Goats become infertile.Senior Goats are sold cheaper by Traders.Seniors still provide the same resources as Adult Goats when slaughtered.

## Slaughter

Goats 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 Goat can be butchered on a Butcher Block by a Clanfolk member with sufficient Hunting Skill.

 Adult/Senior | 30 | 5 | 6

## Trader Prices

Like other Livestock, the price (in  Coins) of Goats 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 Goats to the players Clan, and only after reaching 4 stars of Reputation, making other trades with them will allow purchase sooner. Traders from the Plains Clan may buy Goat from the players Clan.

### Standard Goat Buy and Sell Prices

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

### Discount Goat Buy and Sell Prices

Livestock are sometimes offered for sale by Traders with low Health or Care values at greatly reduced prices (~75% off):

If purchased, these animals can be re-sold at a higher (full) price once their basic needs are met.

## Gallery

Kid (youth)Nanny Goat (Adult)Billy Goat (Adult)Nanny Goat (Senior)Billy Goat (Senior)
Full Chamber Pot

A **Full Chamber Pot** is a Chamber Pot filled with poop.

## Usage

A Full Chamber Pot will be used by Clanfolk with sufficient Farming Skills Priority to craft Fertilizer. This requires it being emptied into a Compost.

Empty or full pots can be stored on a Gong Place.

## Acquisition

After placing a Chamber Pot inside a Toilet, the toilet will allow 5 uses. After that, a Full Chamber Pot containing 25 units of poop is created and the toilet is blocked from use until a new Chamber Pot is placed inside.

## Notes

* Like all Mobile Containers:
	+ Using Poop will not consume the Chamber Pot itself, only the contents;
	+ One Chamber Pot can contain 100 Poop, and Clanfolk will merge the contents of multiple Chamber Pots into one when needed. For example, 4 Chamber Pots, each containing 25 units of Poop, will be merged into 1 Chamber Pot with 100 units, and 3 empty Chamber Pots will be left;
	+ Auto Supply cannot be used for Chamber Pots production.
* Unlike other Mobile containers however, when Chamber Pots are manually emptied by clicking on "Dump Contents", they revert to being empty Chamber Pots, but the contents are not lost; instead, poop is dropped on the floor.
	+ As of v0.444, dumping contents of a Chamber Pot will only drop half of the poop on the floor. This may be a bug.

 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
Oats Sheaf

Oats Sheaf is a Basic Crafting Ingredient in *Clanfolk*.

## Usage

Processing 25 Oats Sheaves with a Thresher will produce 25 Oat Grain and 25 Straw.
The Oat Grain can then be planted in Tilled Soil or processed to become Oats.

## Acquisition

* Instructing Clanfolk to perform the Clear Grass Job on Oats growing on the Map will result in one or more of them with the appropriate Harvest Skills Priority picking up a Stone or Iron Sickle and walking to the Oats where they will cut it down. Oats growing wild on the Map have a maximum yield of 10 Sheaves per plant.
Oats grown in Tilled Soil will have a better yield, as will fertilized plants.
* Plains Traders may sell Oats Sheafs 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
Log Pile

A **Log Pile** is a place to store cut down Trees.

## Usage

* Instead of relying on Stockpiles to store Logs the Clanfolk can instead use a Log Pile. With default priorities the Log Pile will be delivered to ahead of any Stockpile.
* Placing a Log Pile near a Timbery will reduce transit time of Clanfolk needing Logs for the Timbery.

## Acquisition

After Clanfolk acquire their first Log from cutting down a Tree they can be instructed to build a Log Pile on the Map. Once the player has placed the blueprint someone with sufficient Building Skills Priority will collect the required Items and build the Log Pile.
Branch Pile

A **Branch Pile** is a place to stack Branches.

## Usage

Clanfolk with the appropriate Hauling Skills Priority will collect Branches on the map (usually triggered by a Gather Branches Job leaving them in piles near Trees) and deposit them in the Branch Pile.
Having a Branch Pile allows storing more Branches per tile than Stockpiles will allow, 600 total as compared to 100.

## Acquisition

After collecting enough Branches the Clanfolk will gain the ability to construct Branch Piles. The Player can find the Pile from the Storage portion of the Objects menu and a Clanfolk member with appropriate Buildings Skill priority will collect branches and then construct the pile.
Haystack

A **Haystack** is a place for reaped plants to be stored.

## Usage

Instead of relying on Stockpiles to store Flax Sheaf, Hay, and/or Oats Sheaf the Clanfolk can instead use a Haystack. With default priorities the Haystack will be delivered to ahead of any Stockpile.
Should the player wish it they may limit the Haystack to only storing one or two of the three possible Items. Each slot can only hold one type of crop but the same crop may be stored in more than one slot.

## Acquisition

After Clanfolk acquire their first Log from cutting down a Tree they can be instructed to build a Haystack on the Map. Once the player has placed the blueprint someone with sufficient Building Skills Priority will collect the required Logs and build the Haystack.
Cobblestone Floor

A **Cobblestone Floor** is a place for Clanfolk to walk.

## Usage

* When walking across a Cobblestone Floor Clanfolk experience an increase in walk speed.
* Having a Cobblestone Floor will improve the Environment rating of rooms and outdoor locations.

## Acquisition

To be able to build Cobblestone Floor the Clanfolk must have made Stone Blocks. After this requirement is reached the player may instruct the Clanfolk to construct lengths or sections of Floor, members with sufficient Building Skills Priority will collect the required components and start building the floor.
Milk

**Milk** is a cooking ingredient.

## Usage

* Milk is used for making Butter at a Butter Churn.
* Milk is used for making Cheese at a Cheese Press.
* Clanfolk can drink Milk as is, although that does not provide much benefit to the drinker in regards to their Food need.

## Acquisition

With either Cows or Nanny Goats in the colony and at least one currently unused Milking Bucket, a Clanfolk member with sufficient Farming Skills Priority will go and milk the Animals when their udders are full, without input from the player. Animals' Priority determines which get milked first by Farmers, and is compared against other farming tasks as well.

## Notes

* Like all Mobile Containers:
	+ Using Milk will not consume the Bucket itself, only the contents;
	+ One Bucket can contain 20 Milk, and Clanfolk will merge the contents of multiple Buckets into one when needed. For example, 4 Buckets, each containing 5 units of Milk, will be merged into 1 Bucket with 20 units, and 3 empty Buckets will be left;
	+ When Milk Buckets are manually emptied by clicking on "Dump Contents", the contents are lost, and they revert to being empty Buckets;
	+ Auto Supply cannot be used for Buckets production.

 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
Hay Trough

A **Hay Trough** is a place where Animals can eat.

## Usage

With Hay Troughs in the Colony Livestock that eat Hay will eat there when they cannot graze outdoors, such as during the winter.

Up to three animals can eat at the same time.

## Acquisition

Once Clanfolk have made a Water Trough, the player can designate spaces on the Map to have Hay 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).
Dirty Bowl

A **Dirty Bowl** is left after eating food.

## Usage

Clanfolk will use a Dish Washer to clean Dirty Bowls, returning clean Bowls to be used again.

## Acquisition

Once Stew, Brose, or Butter have been consumed there will be a Dirty Bowl left over.

 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