Buildings

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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.

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 they are to show different types of Roof, Wall, etc. The below listings are in the order they will display once everything is unlocked, not the order they are likely to be unlocked. The Ingredients for construction, base time for construction once Ingredients are in place (may be quicker with Skilled Clanfellow doing the work), how flammable the building is, and the Environment rating are all shown along with short notes for some items. And Natural versions of the same are listed for comparison purposes even though the Clanfolk cannot build those natural features.


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.
  • 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
Roof Materials Build Time Flammability Roof Span
Hay Roof 10 Straw 5s High 3
Thatch Roof 2 Straw
1 Log
4 Dry Peat Brick
5s Low 3
Stone Roof 2 Log
1 Large Rock
4s None 2
Tile Roof 2 Planks
2 Nails
5 Tile
2s None 3
Wood Roof 4 Planks
4 Nails
6s None 4
The next rows is a Natural Roof included for comparison purposes
Mountain Roof N/A Cannot be constructed None 2
Roof Materials Build Time Flammability Roof Span

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 transfer quicker if desired.
Wall Materials Build Time Flammability Environment Notes
Indoors Outdoors
Wattle Fence 3 Branches Medium -4 +4 Does not support Roof
Dry Stone Fence 20 Stones None -4 +4 Does not support Roof
Hay Wall 20 Straw 10s High -5
Wattle Wall 10 Branches 6s Medium -2
Daub Wall 10 Straw
5 Branches
25 Clay
10s Low 0
Peat Wall 10 Dry Peat Brick 10s Low 0
Log Wall 5 Log 10s Medium 0
Rock Wall 1 Large Rock
25 Clay
15s None 0
Wood Wall 5 Planks
5 Nails
6s Medium +5
Stone Block Wall 1 Stone Block
25 Clay
10s None +5
Brick Wall 5 Clay Brick
10 Clay
10s None +10
The next three rows are Natural Walls found on the Map, included for comparison purposes
Mountain N/A Cannot be constructed None -5 0
Iron Ore (Wall) N/A Cannot be constructed None -10 +5 Shows as brown veins in the rock
Gold Ore (Wall) N/A Cannot be constructed None +20 Shows as yellow veins in the rock
Wall Materials Build Time Flammability Environment Notes

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 Materials Build Time Flammability Environment Walk Speed Notes
Indoors Outdoors
Dirt Path N/A - Uses a Hoe 2s None -10 0 +11% Doesn't get Dirty
Gravel Path 5 Stones 10s None -5 0 +25% Doesn't get Dirty
Mulch Path 10 Bark 4s Medium -5 +10 +25% Doesn't get Dirty
Stone Floor 1 Large Rock
25 Clay
4s None +5 +25%
Wood Floor 2 Planks
1 Nails
4s Low +5 0 +25%
Cobblestone Floor 1 Stone Block
10 Clay
4s None +8 +43%
Brick Floor 2 Clay Brick
5 Clay
6s None +10 +43%
Tile Floor 2 Tile
5 Clay
6s None +10 0 +43%
Fancy Tile Floor 5 Tile
5 Clay
6s None +20 0 +43%
Fancy Wood Floor 5 Planks
2 Nails
4s Low +20 0 +43%
Brick Bridge 20 Clay Bricks
50 Clay
xxs None +4 +12 +43% Built across water. Span of 4
Cobblestone Bridge 4 Stone Blocks
40 Clay
xxs None +4 +12 +43% Built across water. Span of 4
Log Bridge 10 Logs xxs None +4 +12 +25% Built across water. Span of 3
Stone Bridge 2 Large Rocks
50 Clay
xxs 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
Soil N/A Cannot be constructed Very Low -10 +5 -23% up to 0% Desire paths form wikipedia link
Clay (Terrain) N/A Cannot be constructed None -10 +5 -29% Muddy ground by Lakes
Gravel Ground N/A Cannot be constructed None -10 0 -17% Area beside Mountains
Peat Bog N/A Cannot be constructed Medium -20 0 -29%
Floor Materials Build Time Flammability Indoors Outdoors Walk Speed Notes

Other

  • These buildings allow access to/from Rooms:
    • Windows allow light but no heat to pass through (as do Critter doors)
    • Vents allow (controllable) heat transfer
    • the Curtain blocks line of sight but allows heat and Clanfolk/Animals to pass through
    • 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
  • 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.
Building Materials Build Time Flammability Environment Effects
Branch Barn Door 20 Branches
10 Twine
6s Medium 0 Allows Clanfolk and Animals to pass through
Branch Gate 12 Branches
5 Twine
6s Medium 0 Allows Clanfolk and Animals to pass through
Critter Door 2 Branches
25 Straw
20s Medium 0 Allows small Animals (Chickens) to pass through
Allows light into a room
Straw Door 2 Branches
25 Straw
20s High +10 Allows Clanfolk to pass through
Can be configured to allow Animals too
Wood Door 12 Planks
20 Nails
20s Low +25 Allows Clanfolk to pass through
Can be configured to allow Animals too
Iron Clad Door 12 Planks
20 Nails
20 Iron Ingot
40s None +100 Allows Clanfolk to pass through
Can be configured to allow Animals too
Straw Curtain 2 Branches
25 Straw
20s Medium 0 Allows Clanfolk and Animals to pass through
Allows heat transfer between rooms
Vent 4 Branches
10 Straw
20s Low 0 Allows heat transfer between rooms
Is opened/closed by the player, not Clanfolk
Fireproof Vent 25 Stones
25 Clay
2 Iron Ingot
20s None 0 Allows heat transfer between rooms
Is opened/closed by the player, not Clanfolk
Stone Window 1 Stone Block
2 Log
5 Twine
25 Clay
60s None +50 Allows light into a room
Straw Window 2 Branches
10 Straw
20s Medium +10 Allows light into a room
Wood Window 6 Planks
10 Nails
5 Twine
40s Low +25 Allows light into a room
Building Materials Build Time Flammability Environment Effects