HomeGamesUpdatesPricingMethodology
Steam News30 May 20261mo ago

Patch Notes v0.639-v0.643

v0.639 Food Desirability Improvements Changed Food Desirability vs Spoilage calculation such that the Desirability of the food is proportional to how much of a desirability boost food gets as it is closer to spoiling.

In this update7

Full notes

Full Clanfolk update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

8 fixes4 additions10 changes0 removals
  • Gameplay
  • Fixes
  • Events
changedFood Desirability ImprovementsChanged Food Desirability vs Spoilage calculation such that the Desirability of the food is proportional to how much of a desirability boost food gets as it is closer to spoiling.
changedFood Desirability ImprovementsThis is mostly an issue with Mushrooms which have a short spoilage timer and could be eaten due to increased desirability since they spoil quickly.
addedFood Desirability ImprovementsAdded Cooling to the Desirability calculator so that it knows cooled foods will take 2x as long to spoil and will take that into consideration.
addedFood Desirability ImprovementsAdded Frozen State to the Desirability Calculator so that Frozen foods even if close to spoiled will not be given priority since the spoilage will not progress.
fixedCooking PotFixed Cooking Pots being 10x more desirable than they should be. Was a result of the changes in v0.622. So a priority of 5 now related to 100% desirability 6 = 120%, 7 = 140% etc...
changedCooking PotCooking Pot will now accept Dried Mushrooms
the Default Priority of Skep Shelters and Bee Boles45sthe Default Priority of Skep Shelters and Bee Boles increased, buffAll tables47All tables increased, bufflifetime of Dried Berries1224lifetime of Dried Berries increased, buff

Clanfolk changes

changedChanged Food Desirability vs Spoilage calculation such that the Desirability of the food is proportional to how much of a desirability boost food gets as it is closer to spoiling.
changedThis is mostly an issue with Mushrooms which have a short spoilage timer and could be eaten due to increased desirability since they spoil quickly.
addedAdded Cooling to the Desirability calculator so that it knows cooled foods will take 2x as long to spoil and will take that into consideration.
addedAdded Frozen State to the Desirability Calculator so that Frozen foods even if close to spoiled will not be given priority since the spoilage will not progress.
fixedFixed Cooking Pots being 10x more desirable than they should be. Was a result of the changes in v0.622. So a priority of 5 now related to 100% desirability 6 = 120%, 7 = 140% etc...

v0.639

Food Desirability Improvements

  • Changed Food Desirability vs Spoilage calculation such that the Desirability of the food is proportional to how much of a desirability boost food gets as it is closer to spoiling.

  • So a food about to spoil with 100% desirability will have 100% + 1.5*100% = 250% desirability (this boost only starts to take effect in the last 1.5 days a quality remaining and increases from 0% to 150% over time)

  • But a food with 50% Desirability will have 50% + 1.5*50% = 125% desirability;

  • A food with 25% Desirability will have 25% + 1.5*25% = 62.5% desirability.

  • What this means is low desirability foods may spoil more often, but the foods that have been set to be more desirable will be eaten more reliably.

  • This is mostly an issue with Mushrooms which have a short spoilage timer and could be eaten due to increased desirability since they spoil quickly.

  • If this change causes too much low desirability food waste due to spoilage, I will limit this change to mushrooms. - Please let me know.

  • Added Cooling to the Desirability calculator so that it knows cooled foods will take 2x as long to spoil and will take that into consideration.

  • Added Frozen State to the Desirability Calculator so that Frozen foods even if close to spoiled will not be given priority since the spoilage will not progress.

  • Note: An exception to this is for foods at 5% quality left but still frozen. These foods are likely being nibbled by rats and will still be prioritized before being lost completely.

  • Note: Distance still plays a role with food selection, with very far away foods being deprioritized. So where a 75% nearby food, vs a 100% very far food, the 75% will be picked.

Cooking Pot

  • Fixed Cooking Pots being 10x more desirable than they should be. Was a result of the changes in v0.622. So a priority of 5 now related to 100% desirability 6 = 120%, 7 = 140% etc...

  • Cooking Pot will now accept Dried Mushrooms

Skep Movement Improved

  • Increased the Default Priority of Skep Shelters and Bee Boles from 4 -> 5 so that Skeps from Swarm Lures which have a priority of 4 will be moved to the Shelters and Bee Boles by default. Skeps are moved to the highest priority holders.

Decoration Changes

  • New System to handle partially filling decoration slots. So for flowers, instead of taking 100 flowers, the slots will only use 10. Also works for Graves and Wake Tables.

  • All tables changed from 4 -> 7 default priority so that the decoration slots for flowers get filled sooner.

  • Tables were lower than the Herb rack (priority 6) so table flowers were being ignored until herb racks were all filled.

Other

  • Fixed Default Priority of Eggs being 4 instead of 6 like other foods.

  • Better description for Distance based task priority picking on the Clan Laws page.

v0.640

  • Made the Deerhounds' Livestock guarding better about getting from inside buildings to outside to get at the predator when the route takes them further from the predator to get there.

  • Fix for bug that could cause moving to a new settlement to sometimes fail and get stuck on the current map instead of starting up a new one.

v0.641

Default Hauling Priority Changes:

  • All Seeds and Grain from 4,5 -> 6

  • Dried Berries 5 -> 6

  • Cut Hay, Oat Sheaf, Flax Sheaf 4 -> 5

  • Fresh/Dried Hide 4 -> 5

  • Heather, Bluebell, Thistle 4 -> 5

  • This should help these items to be hauled sooner and be less likely to get rained on.

Other:

  • Fixed bug where if a Clanfolk was dead but unburied before leaving a settlement, the alert to bury them would persist into the next settlement.

v0.642

  • Fixed Hauling issue introduced in v0.639 when the size of decorations slots changed.

  • Fixed case where sometimes Livestock could get stuck on a Grain Feeder with 0 food left in it and then starve.

v0.643

  • Increased lifetime of Dried Berries from 12 -> 24 days so they survive to Winter.

  • Added "Clearing The Table" to the table eating task, such that if an empty bowl/dirty dish is produced as the result of table eating, it will chain to an auto haul to clean it up.

  • Also, if a food like Dried Berries, which is in a bowl is not completely eaten at the table, the remainder in the bowl will be hauled back to the food storage.

  • Fixed rare bug where a Hauler could sometimes get stuck trying to pick up an item. Introduced in: v0.639

  • Fixed case where Milking and Shearing Spot could get stuck workers if those spots were surrounded by other objects which prevented the animals from getting close.

  • Changed Deerhound Guard behavior such that dogs will not get stuck barking at threats outside of a room that predators cannot get inside.

  • Happens at night when predators sleep near barn and the dogs try to protect livestock inside.

  • Increased Deerhound protect livestock behavior range such that the dogs can get out of much larger houses once they decide to go after a predator.

  • Long paths were causing them to break off if the exit door was very far from the predator.

  • Changed livestock guard behavior such that eating and drinking is more important than guarding, but attacking predators is still more important than eating and drinking.

  • This is to prevent dogs from getting stuck guarding and then starving when the predators are close enough to be a threat, but not close enough to be an attack target.

Source

Steam News / 30 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.