A new architecture for how Cyrus reads your farm, plus a round of fixes from the manager's
first live sessions on a real save.
Added
- Setup now asks your name and what language to speak, right at the start. Before this,
the manager never asked either — it addressed you as "partner" and spoke English no matter
what language you actually use. Now it asks first, and speaks the language you give it from
that point on. - A new cache layer. Dedicated scripts now gather your farm's state and write it to a
verified cache whenever the game saves — including pushing fleet fuel/repair alerts
straight to your on-screen overlay the moment a threshold is crossed, with no need to ask.
Cyrus reads what those scripts already produced instead of gathering and reporting
everything itself in one conversation, so a session starts from more of what the game
knows, read the same way every time. - Closeout can now offer to send issues to the project's GitHub tracker. At the end of a
session, if anything logged looks like a product defect, Cyrus asks whether to send it —
and always asks whether there's anything else you'd like added or changed, defect or not.
Every issue is scanned and the scan result is told to you plainly ("scanned for usernames,
home paths and author identifiers" — not a claim your finances were checked); you see the
exact title and body before anything is sent, and approve, edit, defer, or drop each one
individually. Nothing is batched, and nothing goes anywhere without your say-so. - Setup now asks which farm is yours when your save has more than one (for example, a joined
multiplayer save), instead of assuming. - A field-by-field work list of what needs doing today. Each field reports the operation
its own state calls for — ploughing, liming, weeding, and more — grounded in the same read
of the field's own state, not a generic checklist, and with the reading behind each
recommendation carried alongside it. - Cyrus can now tell you which of your production lines are running dry, and how many
hours you have before each one empties — checked against that line's own input stock, not
your farm's stock as a whole, so a full silo elsewhere doesn't hide a bin that's actually
about to run out. Where the underlying data can't say, it tells you that instead of
guessing.
Changed
- The "can I sell this?" check no longer states a flat "no" it can't actually back up. It
previously could tell you an item you own (manure, wool, milk, and others) can't be sold,
when it had simply not found where — it now only reports what it has confirmed. - File-size limits on your farm's memory files are now recommendations that warn when
crossed, instead of hard caps that block you from continuing. Your farm can also record its
own preferred size, which overrides the shipped recommendation. - A mistyped notification command is no longer reported as "the game must be closed" —
argument mistakes and real delivery failures are now told apart.
Fixed
- Several documented commands referenced a Claude Code variable not defined in current
versions, so they silently could not run. Every command in the skill now uses a direct
path. - Updating an older farm's memory to a newer format now always backs up your data first, or
refuses to run — it could previously destroy your only restore point if interrupted
partway through. - A background freshness check could keep reporting your farm's cached data as out of date
immediately after it had just been refreshed. Fixed for the affected data sources. - "I have no mods" is now accepted as a complete, final answer during setup — the manager no
longer keeps re-asking or goes searching your disk for a folder that isn't there. - Checking what equipment you're missing could time out on a large fleet; it now gets more
time to finish that specific check. - A quick freshness check on your cached data (used when a full re-check would take too long)
could report that data as "verified" when it had only compared each file's timestamp and
size, never read its actual contents. It no longer claims more than it checked. - Every field's crop-growth stage was reading as unknown, always, on every save — a step in
building the underlying growth-stage table was silently missing its data, so the table
never built. It now builds correctly, and crop state populates the way it was always meant
to. - Whether a crop was ready to harvest was being judged by the name of its growth stage
instead of the flag that actually marks it ready. On this map several crops have a stage
named as if it were ready when it isn't, while the truly ready stage is named something
unrelated — so a crop could read as ready when it wasn't, and vice versa. Readiness is now
read from the correct flag.