Clanfolk
Cheat Codes:
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Submitted by: David K.
Tips & Tricks for Beginners:
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Written by 3_ 0_ %
For Clanfolk players, this is a general collection of tips and advise for
new players, common mistakes to avoid, and frequently asked questions,
sorted by topic.
-=Keyboard Controls=-
Quick reference for keyboard controls. Blorf said key remapping is planned of course.
WASD / arrow keys: pan the camera. ZQSD also works (azerty keyboards).
R: Rotate an object before placing it.
V: Stop the selected entity
(item, object, blueprint, animal or Clanfolk).
X: Break down the selected item or object
(or dump contents in the case of bowls, jugs and buckets).
C: Crate the selected object and move it somewhere else.
Right click if you just want to crate it.
P: Priority Boost the selected entity.
B: Go to Blueprint (make a copy of the selected item/object).
-=Skills menu=-
T: move selected skill to the Top
G: disable selected skill
B: move selected skill to the Bottom
-=Temperature Management and Winter=-
* On top of natural decay, certain food items degrade faster because of heat.
* Food is completely preserved below 0°C.
* Water Jugs take half a day to freeze when below 0°C
* Ice Jugs take half a day to thaw when above 0°C (it is much faster to melt it
in cooking fires/firplaces/kitchens, but it costs branches)
* While thawing, Ice Jugs also cool down the room they’re in.
* Natural Mountain Roofs cool down rooms, depending on the number of mountain
roof tiles. This is good for making an efficient freezer, but don’t leave them
in other rooms or your Clanfolk will be cold.
* Room temperature is capped at 25°C, regardless of outside temperature, except
if there’s an open vent to the outside.
* For Clothing, see the Clothing section below.
-=Storage and Hauling=-
* Stockpiles are just designated areas for putting items on the ground. Each
item it can hold can be individually allowed/disallowed by clicking on it
in the list of allowed items.
* Items are hidden from the list of allowed items until discovered. When they
are, they’re added to the list and automatically allowed.
* Clicking on "Toggle All Off" first, then enabling a few items, will prevent
newly discovered items from being automatically allowed in it.
* Dedicated storage objects (found in Objects > Storage) are at generally 6 times
more space efficient than stockpiles. One notable exception is the Wardrobe,
which can hold 32 clothing items on 3 tiles (over 10 times more space efficient).
* "Active" crafting stations have an Auto Haul toggle (see the Crafting section
below for details about active and passive stations). If enabled, Clanfolk will
haul items they produced immediately after the item is done, instead of dropping
it on the floor (which would potentially force another Clanfolk to come and haul
it, wasting a bit of time).
* Storage objects or stockpiles will auto stack items produced by crafting stations,
if they are 1 or 2 tiles away from it (this doesn’t work through walls). This is
especially useful for passive crafting stations such as the charcoal kiln or
bloomery.
* Flammable blockers prevent flammable items from being dropped on the designated
tiles. This is useful around cooking fires, torches, anything that throws sparks.
* Clanfolk will transfer items from one storage to another if the latter has a
higher priority; however, this itself is a low priority hauling task, and regular
hauling will always be done first.
-=Animals=-
* The heat overlay is helpful to better spot wild animals on the map.
* Foxes and Bunnies can be hunted with a Simple Bow (Work Zone/Work Bench).
* Bunnies can also be caught with a Snare (Work Zone/Work Bench). After Snare
Kits are crafted, they must be placed via the Objects > Hunting menu.
* Hunters will skin animals (Butcher Block) and reset Snares automatically.
* Bunnies will flee humans and get to their rabbit holes.They will also hide
there at night or when it’s raining. All rabbit holes are connected to each
other and they can travel through them like wormholes.
* Cows can be milked using a Milking Bucket, crafted at the Smithy. Milk takes
half a day to fill a cow’s udder.
* Nanny Goats can also be milked. Milk takes 1 day to fill a nanny goat’s udder.
* Hens lay (unfertilized) Eggs even without a Rooster. If a Rooster is there,
it may lay Fertilized Eggs. Fertilized Eggs hatch into Chick after 2 days, and
Hens cannot lay another one until it does.
* Sheep Wool can be sheared using Shears, crafted at the Smithy.
Wool takes 8 days to grow.
* Pigs don’t produce anything and are just meat factories (quoting Blorf ?? ).
Sows can give birth to a litter of up to 4 piglets.
* All animals can be slaughtered for meat using an Axe.
Chickens don’t require the axe.
* Animal poop can be collected using a Manure Basket (Work Zone/Work Bench).
Full manure baskets can be processed at the Compost to produce Fertilizer.
-=Clothing=-
* Clanfolk will wear and remove their clothes automatically depending on
temperature and weather. They will try to remove their clothes near Clothes
Baskets or Wardrobes.
* Linen cools them down and is suited for summer. Other materials provide warmth.
* Sack Cloth is the most basic material and is uncomfortable, so they reduce Mood.
This may be preferable to freezing to death.
* Each type of clothing (shirt, tunic, etc) is on a different layer. You cannot
have both a wool hat and a fur hat, but you can have a Sack Cloth Shirt, a Wool
Tunic and a Fur Cloak for example.
* Plaid doesn’t provide any warmth, and instead provides +250 Mood
(which translates into +2.5% Work Speed and XP Gain)
-=Door Locks and Item/Object Ownership=-
* Doors (except the Straw Curtain) have locks which can be set to restrict who
can use them. Animals and Clanfolk can only pass through a door which lock level
is equal or lower than theirs. By default, the Branch Barn Door, Branch Gate and
Straw Curtain are set to "Animals", while other doors are set to "Unlocked".
Regular doors can be set to allow Animals too if needed.
* Conversely, all Clanfolk have keys which can be set to any level (humans of course
cannot be restricted down to the "Animals" level).
* The levels are, from lowest to highest:
* "Animals" (everything can get through) – Animals are permanently set to this level
* "Unlocked" (all humans allowed) – Traders are permanently set to this level
* "Guests" (all humans except Traders) – Guests are initially set to this level,
but it can be lowered
* "Workers" (all humans except Traders and Guests) – Workers are initially set to
this level, but it can be lowered
* 3 levels of "Family Only".
* The 3 "Family Only" levels allow assigning different areas to certain family members.
By default, all family members are set to the highest level.
* Items and Objects can be owned by Clanfolk. This means they’ll be the only one
allowed to use it. This can be done in two ways:
* Select the item or object, then click "Toggle Owner" to the top left of its
info card, then click on the desired Clanfolk.
* Select the Clanfolk, then click on "Set Owner" to the bottom right of their info
card, then click on the desired item or object.
* Double Beds can have two owners if it’s a couple. You only need to set ownership
on one of the Clanfolk, and the other one will share that double bed.
Tips for Clothing Storage:
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Written by dissent
My bedrooms all house two people and I put one clothing basket in each bedroom.
That is just to catch the clothes they disrobe at night as the weather warms. The
bulk of the storage is in Wardrobes, which are much more spacious than Clothing
Baskets.
One Clothing Basket per two people should be enough. There are six slots in each
basket and it is highly unlikely that the clanfolk will disrobe more than Cloak,
Tunic and Hat at one time. They are less prone to taking off their Wool Shirts and
Leather Shorts as these only provide moderate warming. By the time they do, the Wool/
Fur Cloaks and Tunics have usually been packed away in the Wardrobe.
Another tip is to restrict your clothing to what is needed. I don’t make any Sack
Cloth or Linen clothing and don’t make Leather Tunics. Once I have enough Wool
clothing for the clan, I break down their Fur clothing as well. If you give every
clan member the choice of every item in every different fabric, it massively bloats
the storage space needed.
Guide to Make Babies:
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Written by prodawg the destroyer
-=Room Requirements=-
In order to get a baby in clanfolk you need a room with a double-bed. Other
recommended things to put in the room with the double bed is a stove[for comfort
and warmth] and decorative cloth that you can craft in the clothing sections and
lastly a bathtub for sanitary reasons to increase the clans mood and other
requirements that you need to get a baby in clanfolk.
-=Mood Requirements=-
Mood requirements are simple but sometimes hard to have in the early game. The mood
requirement you need to worry about is when the person gets into the double bed he
and his partner need to have a mood of atleast 7500 to make a baby. Optional
recommendations that provides a better mood to the person is clothing that provides
comfort[but also warmth depending in what season you are in] what could also help
his and her partners mood is that if you have not already made a private bathroom
you should because this removes the effect of public poop shame. Lastly another
recommendation is that you put he and his partner in free time to increase his mood
and let him prioritize his/her comfort.
-=How to Get Your Clanfolk a Partner=-
To get your person you want to have a kid a partner you can either wait for a kid
to grow up into a adult and make them two partners[a request icon will pop up in
top right corner of you’re screen] or have a worker you hired with max mood and
satisfaction to be he/hers partner and let them join the clan. But keep in mind
while you are considering that both of these people need to atleast be adults and
can not already have a partner.
-=Other Tips/Requirements=-
* The wife/partner needs to not be hungry before going to bed or a baby with not be
made.
* Make sure to have the needed resources like food and workers/clanfolk to reach the
requirements.
* Consider who you want to have your future baby if someone with bad traits like lazy
etc. It might be harder to have a baby be born with that couple.
* Choose your clanfolks clothing carefully. Clothing for your clanfolk affects there
mood very much so i suggest linen clothes in the summer and wool clothes in the
winter to improve and or keep there mood even instead of decreasing there mood.
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