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  3. Patch Notes v0.602-v0.605

Patch Notes v0.602-v0.605

v0.602
  • Updated Food picking logic to more favor older foods so the get eaten before spoiling.
  • Fixed Clanfolk getting their Key level for doors being set to minimum (hand) when starting a new settlement.
  • Optimization: Made case where livestock need to graze but there is no grass available faster. Saw a case of a huge slowdown with lots of pigs and no grass to graze.
  • Fixed case where if the pregnant mother returns after being sent away the first time, she has had the baby but also the next time she gets pregnant, it is an instant birth because the pregnancy progress was not reset.
  • Fixed Sparks not showing up on floors.
  • Fixed rare case where sparks could ignite tiles diagonal from a fireplace. The only danger tile should be the one right in front now.
  • Fixed case where when loading a game that had an incorrectly indexed stockpile. Now the tile that was incorrect will not block future stockpiles in that location.
  • Reworked the Stockpile system to prevent a bug that could in rare cases cause a container to point at the wrong stockpile. Please let me know if you see issues with the stockpiles/containers.
  • Fixed Standing Banner not having environment values.


v0.603
  • Fixed Beekeeping training not showing up in Winter.
  • Fix for a case where when a Stockpile is being repaired from v0.602 and both the original stockpile and the broken stockpile are both container objects. The second stockpile was being removed but not recreated.


v0.604
  • Fixed bug where it was possible for a Skep Shelter to "eat" a Tool/Water Jug if it was being carried when a Skep was to be moved to another location.
  • Fixed bug where if an empty Swarm Lure had a higher priority than a Skep Shelter that was full, Clanfolk would repeatedly try to move the Full Skep to the Swarm Lure and get stuck.
  • Fixed case that could sometimes cause tasks to juggle an item in place while calculating pathfinding very long distances.
  • Fixed case where if Combs collection was requested while a skep was moved from a lure to a shelter, the full skep was left on the ground by the lure instead of being hauled to the shelter.
  • Critical service threshold for Food, Water, and Bathroom increased from 15% to 20%. This is when we handle attributes during work time.
  • Task interruption requirement for Food Water Bathroom moved from 15% to 10%. This is to create a 10% time window to prevent tasks from being interrupted by biological functions shortly after being picked.
  • To explain, during work time, only critical needs are serviced, but previously task breakout also happened when a need became critical. By creating a buffer zone between task breakout and attribute service, there should be more task persistence
  • Or everyone will just starve and poop themselves to death, but we will see :)
  • Made similar adjustment to Warmth, but did not change the critical threshold since warmth is really fiddly. So the Critical threshold remains at 15% but the task breakout will happen at 5%. This should make winter work more reliable... Or everyone will freeze.
  • For sleep the Task breakout is down from 10% to 5% sleep bar left now. Please let me know if you notice people falling asleep out in the world. There is not a lot of buffer room to work with in the sleep department.


v0.605 - Current Default Branch
  • Changed Dead Clanfolk that have spoiled such that they will show up in both the Inventory Corpse list and the Inventory Spoiled list to make them easier to find.
  • Fixed bug where honey that was in a jug pallet would suddenly become very attractive to eat.