Buildings
Buildings is a Main Toolbar button for the construction of Roofing, Walls, etc.
- The reader may have been looking for (singular)
Building, one of the 16 Skills Clanfolk have. Fittingly, that skill is used in the construction of all Buildings.
Buildings are most commonly used to make shelter from the elements. Roofing to keep the Rain (or Snow) from covering Clanfolk or their stuff. Walls in addition to Roofing to make Rooms which can be heated during Winter. Floors to speed walking and look nice.
A Room is only considered such when a complete Roof and surrounding Walls are present with a Door for egress. The following Building categories can also be used to create Paths, Fences, Verandas etc. Population of each sub menu occurs as Ideas are opened up on the tree, potentially leading to initial confusion as new players don't realise that the menus are to show different types of Roof, Wall, etc.
Placing Blueprints over other Blueprints changes to the new Blueprint unless they are at different "Levels" (roof, wall, floor, are all different levels). Placing over something already constructed at the same level will either lead to replacement (e.g. different wall in place of the current one) or add to it (e.g. adding a window into a wall). Priorities can be set for blueprints, ctrl click should allow multiple tiles to be selected at once. If the player is planning a build they can also "Stop" a blueprint so the Clanfolk will not build it.
When a Roof/Bridge blueprint is placed it displays as a "^" icon on the tile; blue if span is sufficient to support it, red if not.
The following tables are showing the blueprints in the order they display once all are unlocked, not in the order they are unlocked.
- Name of Blueprint - with picture when available
- Built From - what Ingredients are used to make it
- Build Time - base time for construction, may be sped up by Skilled Clanfellow, and/or good Mood. (Or slowed by poor Mood.) Does not include time to get the Ingredients to the build site.
- Flammability - how likely the construction is to catch alight
- Environment - may be different when Inside compared to Outside a Room
- Extra notes - e.g. Roof/Bridge Span, Walk Speed, default Door Locks
And Natural versions of the same are listed for comparison purposes even though the Clanfolk cannot build those natural features, nor restore them once removed.
Roofs
- All Roofing has a Span that requires the support of a Wall or other supported Roof, and that support can often be used to get an additional tile of roofing between the supports. e.g. A corridor 5 tiles wide can be roofed with a 2 span roof if no doors are on the middle section of the wall (near the corners the bonus may take effect even over a door). A single Wall can support an Umbrella of roofing, 21 tiles at the smallest Span. (5x5 grid with the corners missing)
- The Mountains on the Map leave Mountain Roof when dug into as long as the Span isn't exceeded so cave Rooms can be made. Collapsing Roof does not hurt any Clanfellow underneath it but may not be rebuilt as Mountain. Due to the cooling effect of Mountain Roof any Rooms built into Mountain are harder to keep warm enough for habitation during Winter.
- While a couple of the Roof types are Flammable, they will only catch alight if something on the tile beneath them is On Fire (or an adjacent roof tile is on fire). A Cooking Fire etc. will not light the roof above it during normal operation.
Lightning strike may also set a Roof on fire if that setting is in play. - Span issues may eventuate if mixing Roof types.
- Because the Clanfolk do not look up there is no Environment rating for any Roof
Walls
- All Walls can support all Roofs, no Fences can.
- Line of sight is blocked by Fences and Walls, useful to reduce or eliminate the Afflictions related to public pooping.
- Heat loss is slow but does exist through Walls. A Vent (below) can be used to make that heat transfer quicker if desired.
Floors
- Floors, as well as the Paths (intended for outdoor use), will generally speed up the walking speed of Clanfolk moving across them. Items left on flooring will add to the time required to pass over that flooring.
- Paths will never be considered Dirty regardless of how much use they get, constructed Floors will. Especially true if Animals pass across them or Fires are used.
- A Dirty Floor impairs the Environment rating of an area, cleaning such uses the Cleaning Skill but does not require any tool.
- Bridges are able to be built over Water (Lakes and Rivers), without a Bridge nothing can be built over water tiles, not even Roofing as an overhang. Building from a single support has a Span similar to Roofing, and a cheat tile is also possible with supports at both ends.
- An overlay option (top right of screen) can show the pathing most used by Clanfolk (purple marks over where they walk a lot), placing Paths over those frequented area, or nearby, can speed the travel time of Clanfolk.
| Floor | Built From | Build Time | Flammability | Environment | Walk Speed | Notes | |
|---|---|---|---|---|---|---|---|
| Indoors | Outdoors | ||||||
| N/A - Uses a Hoe | 2s | None | -10 | 0 | +11% | Doesn't get Dirty | |
| 10s | None | -5 | 0 | +25% | Doesn't get Dirty | ||
| 4s | Medium | -5 | +10 | +25% | Doesn't get Dirty | ||
| 4s | None | +5 | +25% | ||||
| 4s | Low | +5 | 0 | +25% | |||
| 4s | None | +8 | +43% | ||||
| 6s | None | +10 | +43% | ||||
| 6s | None | +10 | 0 | +43% | |||
| 6s | None | +20 | 0 | +43% | |||
| 4s | Low | +10 | 0 | +43% | New details since Update 17 | ||
| File:Brick Bridge.png Brick Bridge | 12s | None | +4 | +12 | +43% | Built across water. Span of 4 | |
| File:Cobblestone Bridge.png Cobblestone Bridge | 12s | None | +4 | +12 | +43% | Built across water. Span of 4 | |
| File:Log Bridge.png Log Bridge | 12s | None | +4 | +12 | +25% | Built across water. Span of 3 | |
| File:Stone Bridge.png Stone Bridge | 12s | None | +4 | +12 | +25% | Built across water. Span of 3 | |
| The next four rows are Natural Ground found on the Map, included for comparison purposes | |||||||
| N/A Cannot be constructed | Very Low | -10 | +5 | -23% up to 0% | Desire paths form wikipedia link | ||
| N/A Cannot be constructed | None | -10 | +5 | -29% | Muddy ground by Lakes | ||
| N/A Cannot be constructed | None | -10 | 0 | -17% | Area beside Mountains | ||
| N/A Cannot be constructed | Medium | -20 | 0 | -29% | |||
| Floor | Built From | Build Time | Flammability | Indoors | Outdoors | Walk Speed | Notes |
Other
- These buildings allow access to/from Rooms:
- the Branch Gate and Branch Barn Door can be set to allow Animals and Clanfolk to pass through or locked to just Clanfolk.
- the rest of the Doors have multiple lock levels that can restrict Visitors from passing through them.
- the Curtain blocks line of sight but allows heat and Clanfolk/Animals to pass through, no locking is possible.
- Vents allow (controllable) heat transfer (direct and immediate player control).
- Windows allow light but no heat to pass through (as do Critter doors).
- Even with Locks set above their access level Animals can be given a Go Here command that allows them to pass through any Door. Even allowing Chickens to pass through Doors which they normally cannot do.
- Windows, Vents, and Critter Doors are placed on Wall tiles and can be removed without destroying/damaging the Wall. This includes the Mountain Wall.
- Doors are built instead of a Wall tiles, and blueprints can be placed over a wall to replace it.


