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 Clanfolk Cheats

 
   
 
 
Clanfolk

Cheat Codes:
------------
Submitted by: David K.

Tips & Tricks for Beginners:
----------------------------
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:
--------------------------
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:
---------------------
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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