Objects: Difference between revisions
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=== Signs === | === Signs === | ||
Signs may be turned off to keep from attracting [[Visitor]]s from other [[Clans]]. When not hidden a chance exists for visitation each day, better [[Reputation]] has a higher chance. The season is also influential. Do not start unlocking until a specific number of days have passed. | |||
{| class="wikitable" | |||
! Sign || Built from !! Build time !! Attracts | |||
|- | |||
| [[File:TradeSign Open.png|100px]] Trading Post || [[File:Straw.png|25px]] 25 Straw <br> [[File:Twine.png|25px]] 5 Twine <br> [[File:CharcoalLump.png|25px]] 5 Charcoal <br> [[File:Log.png|25px]] 3 Log <br> [[File:LargeRock1.png|25px]] 3 Large Rock || 45s || [[File:Icon Trade.png|40px]] Trader | |||
|- | |||
| [[File:VacancySign.png|100px]] Vacancy Sign || [[File:Straw.png|25px]] 25 Straw<br>[[File:Twine.png|25px]] 5 Twine <br> [[File:CharcoalLump.png|25px]] 5 Charcoal <br> [[File:Log.png|25px]] 3 Log <br> [[File:LargeRock1.png|25px]] 3 Large Rock || 45s || [[File:Icon Traveller.png|40px]] Traveller | |||
|- | |||
| [[File:JobBoard.png|100px]] Job Board || [[File:Straw.png|25px]] 25 Straw <br> [[File:Twine.png|25px]] 5 Twine <br> [[File:CharcoalLump.png|25px]] 5 Charcoal <br> [[File:Log.png|25px]] 4 Log <br> [[File:LargeRock1.png|25px]] 6 Large Rock || 60s || [[File:Root Work.png|40px]] Worker | |||
|- | |||
| [[File:MessengerPost.png|100px]] <br> Messenger Post || [[File:Straw.png|25px]] 25 Straw <br> [[File:Twine.png|25px]] 5 Twine <br> [[File:CharcoalLump.png|25px]] 5 Charcoal <br> [[File:Log.png|25px]] 3 Log <br> [[File:LargeRock1.png|25px]] 3 Large Rock || 45s || [[File:Root Messenger.png|40px]] Messenger <br> Does not technically ''attract'' Messengers <br> Does provide them with a specific place to go when arriving. | |||
|} | |||
=== Decorations === | === Decorations === | ||
Revision as of 10:13, 30 June 2025
File:Root Objects.png Objects is a Main Toolbar button for the construction of many varied things that aren't easily carried.
As differentiated from Buildings and Items.
- Buildings is where the shelter for Objects can be constructed.
- Items are the easily carried things, often crafted within Objects. Or used as the inputs for such.
Nearly half of the Objects will occupy a single tile, sometimes also requiring a tile for a Clanfellow to operate the Object. With two exceptions the largest will occupy a 2x2 square, typically including the place a Clanfellow will stand to operate the Object. Whether intentional or not the player may arrange Objects so that usage spots overlap. Preventing both from being used at the same time. Some of the Objects do not have a usage space, either because they store items or are in some other way used that isn't production.
The Objects built on the map will remain where placed unless the player chooses to have Clanfolk either;
- Dismantle them - reclaiming all Ingredients used in the construction.
- Move them - where they will be Packed Up in a
crate, shifted to the new location, and rebuilt. Ensuring the Ingredients are not claimed by other constructions as might happen if simply Dismantling and Rebuilding. - Store them - which results in Packing into a Crate, and taking that crate to a General Stockpile. (Crates are only ever stored in a General Stockpile.)
- (Fire would also remove an Object from the map.)
Objects
Each of the following sections corresponds to a toolbar grouping that appears after clicking the Objects Toolbar button. One more button exists, giving three options
- Cancel Build
- Dismantle - Breaks down the Object to the Ingredients that were used to make it.
- Pack Up - Allows shifting the Object to another location, without a risk of Ingredients being used somewhere else.
Unless indicated otherwise, all types of Object may only be built upon level ground, some have further limitations e.g. a specific Terrain type.
The Skills indicated on tables are for the use of the object. Construction of each makes use of the File:Icon Build.png Build Skill.
As the game begins the player may only place three Objects on the Map as there is no construction cost for them; Drink Zone, Wash Zone, Sleep Zone (not to be confused with Zones). The rest of the Objects are unlocked by progress on the Ideas tree. A Pet Zone can also be placed on the Map without Clanfellow input, and a Poop Hole requires only a Hoe, everything else will require some number of Ingredients to construct it.
Basic Needs
The essentials of life (and death) aside from food. Clanfolk need somewhere to sleep, water, and a place to excrete. They also like being able to see at night.
| Object | Skill | Built from | Build Time | Flammability | Size | Notes |
|---|---|---|---|---|---|---|
| N/A | Instant | None | 1x1 | Shoreline | ||
| None | N/A | Instant | None | 1x1 | Shoreline | |
| None | N/A | Instant | None | 1x2 | ||
| 30s | Medium | 2x1 | ||||
Sleeping Straw |
None | __s | High | 1x2 | ||
| None | 12s | High | 1x2 | |||
| File:DoubleSleepMat.png Double Sleep Mat |
None | 40s | High | 2x2 | ||
| None | 30s | High | 1x2 | |||
| None | 30s | High | 2x2 | |||
Baby Basket |
None | 30s | High | 1x1 | Babies only | |
| 15s | Medium | 1x1 | ||||
| Needs Pick |
60s | None | 2x2 | Soil only Does not freeze | ||
| 20s | High | 1x1 | Reduces dirt inside Rooms | |||
| Needs Pick |
60s | None | 1x2 | Soil only | ||
| Needs Pick |
30s | None | 1x1 | Soil only | ||
| None | Needs Hoe | 20s | None | 1x1 | Soil only Increases Fertility of surrounding tiles | |
| 20s | Medium | 1x1 | Five uses per | |||
| 3s | Medium | 1x1 | Needs replenished with Straw | |||
| 3s | Medium | 1x1 | Placed on a Wall Needs replenished with Straw | |||
| File:IronTorch Ready.png Iron Standing Torch |
12s | None | 1x1 | Needs replenished with Straw | ||
| File:Iron Wall Torch Ready.png Iron Wall Torch |
10s | None | 1x1 | Placed on a Wall Needs replenished with Straw | ||
| Object | Skill | Built from | Build Time | Flammability | Size | Notes |
Crafting
Objects used to create Tools and Building Ingredients
Storage
Better than Stockpiles due to often being waterproof, and always having at least six times the capacity per tile. Worse than Stockpiles in regards to needing to spend resources and Clanfellow time to create them. Unless indicated otherwise in the table each storage object holds six stacks of the relevant Item per tile. i.e. every 1x1 Storage holds six stacks of it's particular contents, each 2x1 holds 12 stacks.
Some Storage Objects store Items that can change state over time, e.g. Water Jugs can become Ice Jugs when left outside in Winter. Wet Peat Bricks become Dry Peat Bricks if under shelter long enough. If the stack space is insufficient to take the 'new' state of an Item it will offloaded to the ground when that state change occurs.
Placing Storage Objects within a tile of relevant Crafting Objects can auto-fill the storage when a Clanfellow is finished crafting an Item.
Clothes
Clothes Objects are where Clanfolk create Clothing, as well as some of the intermediary Ingredients for such. (Most of the Leather clothing stages are listed in the Hunting Objects section.) Also see Clothing Production for specific production chains.
Hunting
Objects related to Pets and Dead Animals. Several are used for processing the Hides from Animals into Leather for clothing. See Clothing Production#Leather
| Object | Built from | Build time | Flammability | Size | Notes |
|---|---|---|---|---|---|
| 5s | Medium | 1x1 | Converts dead Animals to Raw Meat, maybe Raw Hide and Pluck Amount of each depending on breed and age of animal | ||
| 2s | Low | 1x1 | Reduces the increased rot caused by rats in food supply | ||
| 2s | Medium | 1x1 | Traps bunnies, especially if placed by Bunny Holes | ||
| File:PetZone.png Pet Zone |
N/A | Instant | None | 1x1 | Cats or Dogs, not suited for Livestock |
| 40s | High | 1x1 | |||
| File:DogBed.png Dog Bed |
__s | High | 1x1 | ||
| 30s | Medium | 1x1 | Built at Lake edge | ||
| 10s | Low | 2x3 | Built from Shoreline over water Largest Object in game Does still work even during Winter | ||
| 5s | Medium | 1x1 | Converts Fresh Hide to Dry Hide over time Has capacity of only 10 hide | ||
| 30s | Low | 1x1 | Converts Dry Hide to Ashed Hide | ||
| 30s | Low | 1x1 | Converts Clean Hide to Leather | ||
| 60s | Medium | 2x2 | Converts Ashed Hide to Clean Hide | ||
| 30s | Medium | 1x1 | 5 uses per fill of Eel, Meat, Fish, Pluck may help tame Wild Cats | ||
| 30s | Medium | 1x1 | 5 uses per fill of Water from a | ||
| Object | Built from | Build time | Flammability | Size | Notes |
Farming
Care of Livestock, and Seed acquisition. The Troughs can be used by up to three Livestock at the same time. Each will be used more during Winter
Signs
Signs may be turned off to keep from attracting Visitors from other Clans. When not hidden a chance exists for visitation each day, better Reputation has a higher chance. The season is also influential. Do not start unlocking until a specific number of days have passed.
| Sign | Built from | Build time | Attracts |
|---|---|---|---|
| 45s | |||
| 45s | |||
| 60s | |||
| File:MessengerPost.png Messenger Post |
45s | File:Root Messenger.png Messenger Does not technically attract Messengers Does provide them with a specific place to go when arriving. |


