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Update 3: Fire Tending and Babies!

Hi Everyone,

Thanks for your support and patience over the last week!

[h2]Winter Fire Tending![/h2]

So at a high level, anytime it is less than 5C, 41F outside, the Clanfolk will start to get concerned about having enough branches in the fireplaces to last overnight. They will only feed fireplaces that are vented to beds. So they are smart enough not to waste branches keeping the smithy warm overnight.

Beyond that, there have been upgrades to night time task evaluation such that Clanfolk will not be having midnight baths anymore and will not go snacking when they wake up, unless starving. This change should lead to a lot more time in a warm bed.

[h2]Baby Recipe[/h2]
The other big issue has been "How do I get Babies?!?!" So the big change here is that I do the pregnancy check when entering the bed and now also when leaving. Here are the rules for a pregnancy.

  • Mother not hungry
  • Mother Adult (Senior too late)
  • Father Adult/Senior
  • Mood > 7500 (difficult with pessimists) for both parents
  • Private Room (just the two of them)
  • Any previous babies at least > 50% progress toward juvenile.
  • Pregnancy attempted on enter and exit bed.


[h2]V0.233 [/h2]
  • Winter Fireplace Maintenance Upgrade Is Here! (No more cold feet at night)
  • Added a new designation "keep warm" to game objects to mark them to be kept warm overnight (beds for now)
  • Added venting awareness so that fire places that connect to "keep warm" objects will be refilled before bed
  • Added new task Fire Feed that triggers at Sunset and Night and will try to keep the fires maintained such that they can last the night
  • Fire Feed will lower its requirements as the night progresses so that people who wake up will not feed the fire 1 log at a time all night
  • Fire Feed only triggers on fires that are in a sealed room, are vented to a "keep warm" entity, and it is < 5c outside.
  • Fire Feed will update as vents are opened and closed such that whenever a fire can warm a bed, it will be maintained
  • The old tend fire that keeps work zones and hallways warm will only trigger during work hours now so work zones are not warmed at night pointlessly.
  • Added a Max pickup range system to the Fire feed task. Branches will only be selected if within 30 tiles of the fireplace or in a stockpile. This means no more midnight treks across the map for wood to feed the fireplace.
  • Babies will no longer tend fires
  • Fun, Cleanliness, and Social attributes will not be serviced at night at all.
  • Other attributes will only try to be serviced at night if they are critical. No more midnight snacks if not starving.


[h2]V0.234 [/h2]
  • Stone Fireplace/Cooking fire bumped from 600-700 secs burn time to better last the night.
  • Repair tasks won't trigger at sunset and night anymore unless the worker is in overwork mode. The Fire Feed task does a better job of prioritizing fires for night time. Save those branches.
  • The daytime tend fire task will not trigger in evenings because the night time one is about to take over (save branches)
  • Pregnancy check is now done when entering AND leaving the bed (mood sometimes goes up overnight)


[h2]Next Top Priorities[/h2]
  • Getting Hunters to Haul Bunnies when they are cold [DONE Update 2]
  • Preventing personal needs from breaking chained tasks [DONE Update 2]
  • Keeping fires lit overnight [DONE Update 3]
  • Automating burying loved ones
  • Upgrading the Boost System to also read skill ordering for decision making
  • Any and all cases of a movement stuck problem causing starvation
  • Carrying Tools back home better
  • Fixing bed owners stealing unclaimed beds, blocking them
  • Wells duplicating water jugs somehow


Thanks again for reading this far. I am committed to fixing all these bugs and annoyances. Winter is getting tested in fire right now, but we are getting it sorted out together!

How has it been a week already since release.

Andrew Hume (Blorf)
MinMax Games Ltd.

V0.232 New Supply Management System. Always know what you need!

Hi Everyone.

I was about to get to work on the late night fire tending yesterday when a bug came in that turned out not be be a bug at all, but was a problem with how I presented missing supply information, and I had to do something about it.

So I used to hide supply alerts when they were being "handled." This lead to a problem when the tasks that were handling those alerts were not getting done due to low priority. Players did not see the Alerts so were unaware of where/why the production stoppage was. This has now changed!

I will now show missing item alerts until the required count is physically met. But as an added bonus, the alerts now also count the in progress crafting and job tasks for you so you know if it is a task issue or just a prioritization issue leading to the work not getting done.

TLDR: Supply Management is a lot better now. I wish I had done this years ago.

[h2]V0.232[/h2]
  • Changed Auto Supply system to keep alerts active unless the required items exist or are being actively made. Too many times there were non serviced jobs disabling the needed item alerts, causing production to stall because the tasks were too low priority.
  • The Inventory Menu has a "Supply Alert" toggle now per item. There will be more alerts now, but they can be disabled for non important items.
  • Missing Item Alerts now show items in progress of being extracted via jobs, or crafted. This is a hint on which skills need to be prioritized to full the supply requirements
  • Fixed bug with supply priorities that was not taking the current count into consideration when deciding what to build next. Now whatever item is the furthest from its desired supply value by percentage will be picked next
  • If you mouse over the needed item Alerts now, it will show you all the information on what is needed and why.

Update 2 Bunny Hauling and Improved Winter Survival

Hi everyone,

I have been wrestling with these bunnies for 2 days, but I think their hauling behavior is solid now.

Thanks very much to all of you helping out in the testing branch!

This version has quite a few upgrades to task persistence that will extend beyond the bunny hauling in Winter, but that case was by far the worst. You should see tasks getting completed a lot more often now. Persistence won't be perfect yet, but it will be a lot better.

Update #2 - v0.229-0.231

I post regular development logs in the forums and the discord server. As mentioned before, there’s a ‘default’ branch of the game that is more stable and all players get by default, plus a ‘testing’ branch that will be updated more often to test bug fixes and changes but you need to opt in (Library → right click Clanfolk → Properties → Betas → Choose version).

[h2]V0.229[/h2]
  • Chained tasks can not be interrupted by personal needs tasks anymore (hauling items home tasks)
  • I Disabled Feed Object task override for closer units. Was causing too much task indecision. More task permanence now.
  • Added Chained task entity types to force the hunter to choose the butcher block if available after shooting the bunny.
  • Added Bunny Dump Task. It is a fallback for when the butcher block is occupied and the corpse stockpile is full. Hunters will drop dead bunnies near the butcher block for later. Much better to have 2 butcher blocks or a corpse stockpile though. This is a last resort to bring those bunnies home.
  • Clanfolk will try to warm up a little more at the fire so they can stay outside longer.
  • Clannfolk also lose heat 33% more slowly.


[h2]V0.230[/h2]
  • Fixed issue with lighting bleeding through the back of walls in low shadows mode
  • Fixed another issue with Bunny Hauling and all Task Priority decisions caused by left over data not being cleared.
  • Fixed case where hauls would abort when the item was picked up if there was a personal attribute emergency (too cold)


[h2]V0.231[/h2]
  • Fixed carried tools being dropped because other units want them at bad times
  • Fixed Task Persistence with hunting such that if carrying weapon, or close to target, or close to weapon the task will persist
  • Fixed Task Persistence with chained tasks when the time of day moves to time off, to prevent aborting the chain and bring those bunnies home.


[h2]Next Top Priorities[/h2]
  • Getting Hunters to Haul Bunnies when they are cold [DONE Update 2]
  • Preventing personal needs from breaking chained tasks [DONE Update 2]
  • Keeping fires lit overnight
  • Automating burying loved ones
  • Upgrading the Boost System to also read skill ordering for decision making
  • Any and all cases of a movement stuck problem causing starvation
  • Carrying Tools back home better


Again, thank you for your patience and support. My dream is becoming a reality thanks to you. I hope you’re enjoying the game so far! There’s more updates and bug fixes to come.

Andrew Hume (Blorf)
MinMax Games Ltd.

Update #1 (Testing Branch to Defualt Branch)

[h2]V0.225[/h2]
  • Fixed units slider getting stuck off screen with 40 units and being slid over, then deleting a unit
  • Fixed case where livestock would infinitely graze if there was short grass next to long grass under a blueprint
  • Added a new task type to prioritize Ice Jug filling in Winter if there is < 200 Ice or Water
  • Upgraded Auto Haul when harvesting water (any other things) such that if the units hands are full, they will attempt to haul the item to a storage/stockpile
  • Fixed non Clan Member/Workers/Guests losing attributes when waiting/leaving (was causing deaths as they exited the map, trade animals too)
  • Slowed down how fast social meter drains so people are not always lonely.
  • Units who have not arrived at their signs or are leaving are not valid talk targets anymore.
  • People having a poop are no longer valid talk targets.
  • Saw Dead Human 20->4 Satisfaction loss per second


[h2]V0.226[/h2]
  • Fixed units not being able to socialize caused by v0.225
  • Fixed high social multipliers being capped at 1 (also from v0.225)
  • Fixed Inventory Bookmark system not updating when an item spoiled, so it showed the spoiled item as still counting as fresh
  • Fixed Trader/Visitors/Job Seekers not being able to get to their signs if there is a locked door in the way and then pausing out


[h2]V0.227[/h2]
  • Fixed Trade Animals no longer given universal keys to get stuck in houses as they follow traders. (226 "fix")
  • Tuned Social drain rate to be closer to what was in v0.226 and more manageable
  • Fixed Guests and Workers not being able to Socialize
  • Fixed trapped trade animals who got indoors with their universal keys but can't exit.
  • Fixed Babies chasing mother animals that have been sold to nurse. Babies will still eat hay/drink water.
  • Fixed Trade animals taking shelter in barns instead of staying with Trader


[h2]v0.228[/h2]
  • Fixed Family Tree being broken once a family member dies
  • Disturbed Sleep -10 -> -5 Satisfaction per sec

First EA Updates! (Fire Tending and Bunny Hauling fixes in progress)

Hi everyone,

Thank you so much for playing Clanfolk. After 5 years in the making, it’s crazy to think my game is being played by so many people! There’s been 12 years worth of playtime alone this past weekend since launch. I’m very busy :)

There’s been so so many reviews, suggestions, and bug reports, and I am noting them all down. Thanks for your patience as I make my way through everything. I am just one man making a very complex game, so I appreciate your understanding and support.

Hot Fix #1 - v0.224-0.228

I post regular development logs in the forums and the discord server. As mentioned before, there’s a ‘default’ branch of the game that is more stable and all players get by default, plus a ‘testing’ branch that will be updated more often to test bug fixes and changes but you need to opt in (Library → right click Clanfolk → Properties → Betas → Choose version).

[h2]V0.224[/h2]
Defualt Branch
  • Fixed the baby teleport bug when dropped in a room full of blockers.
  • Cooking Fire and Stone Fireplace branch burn time 7->10 mins
  • Note: Fixing unit wake up when cold to tend fire. In the mean time wake someone up if they get too cold set to overwork, sorry.
  • Fires and Torches will ask to be fed resources from at 0.25->0.35% full
  • Mushroom Rack moved to unlock with Branches, Twine, and 50 mushrooms. (Unlocks Much Earlier)
  • Bark can now be sold to Plains and Coast traders @200 Bark for 15 Coin
  • Fix for warmup task that could cause it to turn off when walking through the rain.


[h2]V0.225[/h2]
Testing Branch
  • Fixed units slider getting stuck off screen with 40 units and being slid over, then deleting a unit
  • Fixed case where livestock would infinitely graze if there was short grass next to long grass under a blueprint
  • Added a new task type to prioritize Ice Jug filling in Winter if there is < 200 Ice or Water
  • Upgraded Auto Haul when harvesting water (any other things) such that if the units hands are full, they will attempt to haul the item to a storage/stockpile
  • Fixed non Clan Member/Workers/Guests losing attributes when waiting/leaving (was causing deaths as they exited the map, trade animals too)
  • Slowed down how fast social meter drains so people are not always lonely.
  • Units who have not arrived at their signs or are leaving are not valid talk targets anymore.
  • People having a poop are no longer valid talk targets.
  • Saw Dead Human 20->4 Satisfaction loss per second


[h2]V0.226[/h2]
Testing Branch
  • Fixed units not being able to socialize caused by v0.225
  • Fixed high social multipliers being capped at 1 (also from v0.225)
  • Fixed Inventory Bookmark system not updating when an item spoiled, so it showed the spoiled item as still counting as fresh
  • Fixed Trader/Visitors/Job Seekers not being able to get to their signs if there is a locked door in the way and then pausing out


[h2]V0.227[/h2]
Testing Branch
  • Fixed Trade Animals no longer given universal keys to get stuck in houses as they follow traders. (226 "fix")
  • Tuned Social drain rate to be closer to what was in v0.226 and more manageable
  • Fixed Guests and Workers not being able to Socialize
  • Fixed trapped trade animals who got indoors with their universal keys but can't exit.
  • Fixed Babies chasing mother animals that have been sold to nurse. Babies will still eat hay/drink water.
  • Fixed Trade animals taking shelter in barns instead of staying with Trader


[h2]v0.228[/h2]
Testing Branch
  • Fixed Family Tree being broken once a family member dies
  • Disturbed Sleep -10 -> -5 Satisfaction per sec


[h2]Testing Branch Updates[/h2]
The ‘testing’ branch has since received v0.225, v0.226, v0.227 and v0.228 updates. If you want to be the first to experience and play the latest updates to Clanfolk, feel free to switch to the testing branch. (Library → right click Clanfolk → Properties → Betas → Choose version) You may come across more bugs, and that’s okay, because I need your help finding them. Please report anything you find to me in the forums or discord.

I aim to have testing branch updates synchronized to the default branch once they are tested and stable enough. I cannot emphasize enough how grateful I am already for everyone’s feedback and reports so far.

[h2]Next Top Priorities[/h2]
  • Getting Hunters to Haul Bunnies when they are cold
  • Keeping fires lit overnight
  • Upgrading the Boost System to also read skill ordering for decision making
  • Any and all cases of a movement stuck problem causing starvation
  • Preventing personal needs from breaking chained tasks (similar to bunny haul issue, but global)
  • Carrying Tools back home (may also be related to above)


Again, thank you for your patience and support. My dream is becoming a reality thanks to you. I hope you’re enjoying the game so far! There’s more updates and bug fixes to come.

Andrew Hume (Blorf)
MinMax Games Ltd.