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v0.2.3

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@Svenja001 Svenja001 released this 03 Sep 18:37
· 1 commit to main since this release

0.2.3 | 3 September 2026

Trees, flowers, mushrooms and ore now say which kind they are and whether you are allowed to work
them yet; a blocked build spot says what is in the way and how to clear it; auto-walk has been tuned
again to keep you out of walls; and another batch of objects that were read out as raw code have
proper names.

  • Thirty-one more things say what they are. Anything the game has no word for was read out as
    the internal code it is filed under — buildings, props, the smashed things,
    and a few people the game never named. Where it numbers a family you get one name rather than a
    numbered parade: all six piles of broken glass are "Pile of broken glass".

  • Trees, mushrooms and ore now say which kind they are — and whether you are allowed to work them
    yet.
    The game gives its scenery no names, so the mod named whole families at once and all
    twenty-nine kinds of tree were "Tree". That hid the distinction that decides everything: the game
    sorts resources into groups and opens them one technology at a time, and until you own the right
    one it refuses the swing — saying so with a padlock drawn onto the work prompt, a picture, which
    never reached the speech. Every node now carries its group's name — Small tree and Big
    tree
    , Edible mushroom and Red mushroom, Iron ore and Iron vein — and anything
    you cannot work yet says what it is waiting for: "Big tree, needs the Woodcutter technology". It
    asks the game's own unlock check, so it stops saying that the moment you buy the technology.

  • The nine flowers are three different alchemy ingredients, and every one of them was "Flower".
    They belong to no group, but what a flower gives tells it apart, so each is now named after its
    bloom: Yellow flower, White flower and Red flower. An apple tree in blossom is still
    an apple tree; this only applies where the family name was the vague one.

  • A build spot with no room now says what is in the way, how to get rid of it, and where it is.
    Pressing Space used to end with a name and nothing else — "Blocked by tree" — which leaves you no
    way to tell thirty seconds of work from a dead end. Every blocker now comes with what to do about
    it ("chop down with the axe", "demolish at the build desk"), or which technology the work is
    waiting on; a tree that leaves a stump says so, since the stump blocks the build just as the tree
    did. Clearable spots say where they then open up — "Clear the sawhorse and it fits 2 up, 3
    right"
    — with a second option when a different set of things would also do, and then everything
    else in the build area that could go, counted and located, because the readout used to name one
    sawhorse while a few bushes two tiles away were the real obstacle. The line for a spot that cannot
    be cleared at all was English-only, and is now translated.

  • Auto-walk has been adjusted again to keep you out of walls. It watches whether a walk is
    carrying you into something solid and puts you back on the path when it is. This round taught it
    the difference between clipping the edge of something as you pass and genuinely being pulled
    through a building, so it holds on where it should — and it no longer gives up on a journey
    because you grazed a heap of coal in the smithy yard.

  • A few more characters the game keeps off-stage have stopped turning up in your lists. The last
    batch covered the row of spots it parks its cast on; this one covers another spot that is not
    named like the others, so it had to be recognised by the shape of the crowd standing on it.