Beginner's Guide: Difference between revisions

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Each Clanfellow can be assigned one of three work modes:
* '''Normal:''' Clanfellow will work a regular amount of time.
* '''Overwork:''' Clanfellow will work until exhausted and will lose Mood when working after hours.
* '''Time Off:''' Clanfellow will not work but will lain Mood and may even take a Nap to regain some Sleep.
Low mood leads to slower work and slower learning.
== Work priority ==
== Work priority ==
There are two types of priorities in Clanfolk: Skill Priority (unique to each Clanfellow) and Task Priority (unique to each workplace). Clanfolk will like, dislike, or be extra good at certain jobs. Tasks can also be Boosted from the game menu, ensuring that task will be done first by any available Clanfellow. This is useful for emergencies.
There are two types of priorities in Clanfolk: Skill Priority (unique to each Clanfellow) and Task Priority (unique to each workplace). Clanfolk will like, dislike, or be extra good at certain jobs. Tasks can also be Boosted from the game menu, ensuring that task will be done first by any available Clanfellow. This is useful for emergencies.
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Keeping a low task count will allow Clanfolk to complete a wider variety of tasks from many different skills.
Keeping a low task count will allow Clanfolk to complete a wider variety of tasks from many different skills.


== Zones ==
== Ideas ==
Designating zones is a quick way to fulfill some of the Clanfolk's needs early in the game.
[[File:Ideas tree.png|thumb|320px|The Ideas Tree]]
* Wash Zone must be placed on shoreline and allows Clanfolk to wash in a Lake.
The Ideas menu will display all the resources, items, jobs and objects currently unlocked as well as what can be unlocked next.
* Sleep Zone can be placed anywhere and allows Clanfolk to sleep in the designated area. Reduces cleaningless.
* Drink Zone must be placed on shoreline and allows Clanfolk to drink water from a Lake. May cause intestinal unrest.


== Jobs ==
== Jobs ==
Jobs can be created either by selecting the Job from the Jobs menu and designating an area, or by clicking on a resource that can be harvested by a job and then selecting the job.
Jobs can be created either by selecting the Job from the Jobs menu and designating an area, or by clicking on a resource that can be harvested by a job and then selecting the job.
* Gather Berries produces Berries. Note that Berries rot quickly.


Stockpiles designate an area where resources can be stored. Each stockpile can be set to allow of exclude certain items. Clicking on an existing stockpile when placing a new one will expand the area of the existing stockpile instead.
== Stockpiles ==
Stockpiles designate an area where resources can be stored. Each stockpile can be set to allow of exclude certain items. Clicking on an existing stockpile when placing a new one will expand the area of the existing stockpile instead. Blockers will do the opposite, preventing Clanfolk from dropping items in the designated area. This is useful around fires.
 
== Lakes ==
All Lakes have a Fishing percentage, depending on the size of the Lake, which determines for fast Eels and Fish are caught. Catching an Eel will reduce it by 2% and catching a Fish will reduce it by 2.5%. Fishing will slowly regenerate a rate of 30% of the current amount (not maximum amount). Overfishing can be avoided by limiting catch to a certain amount, adding a Wait Until Tomorrow command to the build queue and then putting the build queue on repeat.


== Objects ==
Clanfolk can swim, although moving by swimming is very slow. They will do it if it is still the quickest way to reach a destination.
{| class="wikitable"
! Object
! Cost
! Construction time
! Size
! Flammability
! Description
|-
| Work Zone
| 4 Branches<br>8 Stones
| 10
| 4x4
| None
| ''A place to make basic tools'''
|}


=== Work Zone Recipes ===
== Rats ==
{| class="wikitable"
Rats will begin to appear after the Clanfolk start reaping plants (Reed, Grass, Flax, Oats). They will try to make their way to any stored Food resources and have the ability to pass under doors. Rats can be hunted with a [[File:Bow.png|25px]] Simple Bow. They will also be lured and killed by any [[File:RatTrap Ready.png|25px]] Rat Trap that comes in their way. Dead Rats can be butchered for 2 [[File:Meat Raw.png|25px]] Raw Meat. [[File:Cat C001 MJAS F.png|25px]] Cats will also kill Rats and eat their dead bodies for Food.
! Recipe
! Cost
! Construction time
! Work speed
! Flammability
! Description
|-
| Stone Sickle
| 5 Branches<br>5 Stones
| 30
| 60%
| Low
| ''For harvesting grasses and reeds''
|}

Latest revision as of 15:54, 17 March 2023

Work priority

There are two types of priorities in Clanfolk: Skill Priority (unique to each Clanfellow) and Task Priority (unique to each workplace). Clanfolk will like, dislike, or be extra good at certain jobs. Tasks can also be Boosted from the game menu, ensuring that task will be done first by any available Clanfellow. This is useful for emergencies.

Each Clanfellow can be given Strict Priority.

  • When String Priority is On tasks are picked based on Skill Priority, followed by Task Priority within that skill type. This option works best when there are many Clanfolk.
  • When String Priority is Off tasks are picked based on a combination of Skill Priority and Task Priority second. This option works best when there are few Clanfolk.

Keeping a low task count will allow Clanfolk to complete a wider variety of tasks from many different skills.

Ideas

The Ideas Tree

The Ideas menu will display all the resources, items, jobs and objects currently unlocked as well as what can be unlocked next.

Jobs

Jobs can be created either by selecting the Job from the Jobs menu and designating an area, or by clicking on a resource that can be harvested by a job and then selecting the job.

Stockpiles

Stockpiles designate an area where resources can be stored. Each stockpile can be set to allow of exclude certain items. Clicking on an existing stockpile when placing a new one will expand the area of the existing stockpile instead. Blockers will do the opposite, preventing Clanfolk from dropping items in the designated area. This is useful around fires.

Lakes

All Lakes have a Fishing percentage, depending on the size of the Lake, which determines for fast Eels and Fish are caught. Catching an Eel will reduce it by 2% and catching a Fish will reduce it by 2.5%. Fishing will slowly regenerate a rate of 30% of the current amount (not maximum amount). Overfishing can be avoided by limiting catch to a certain amount, adding a Wait Until Tomorrow command to the build queue and then putting the build queue on repeat.

Clanfolk can swim, although moving by swimming is very slow. They will do it if it is still the quickest way to reach a destination.

Rats

Rats will begin to appear after the Clanfolk start reaping plants (Reed, Grass, Flax, Oats). They will try to make their way to any stored Food resources and have the ability to pass under doors. Rats can be hunted with a Bow.png Simple Bow. They will also be lured and killed by any RatTrap Ready.png Rat Trap that comes in their way. Dead Rats can be butchered for 2 Meat Raw.png Raw Meat. Cat C001 MJAS F.png Cats will also kill Rats and eat their dead bodies for Food.