Patch Notes v0.661 - v0.667
2026-09-20v0.661 Reworked Container Slot Management: • Fixed bug where only 1 slot would receive items in a container if that slot already was semi full. The remainder items sometimes spilled out instead of moving to the next available slot. • Added a kind of defrag to the containers such that when they are interacted with, items of the type being added or removed will try to merge stacks when possible. • What this means is that when taking from a storage, the smallest stack is taken first. (removing small stacks) • When adding to a storage, the largest stack is added to first (creating full stacks) • In both cases, after the item move, the storage slots will try to optimize themselves (this can be blocked in some cases by other reservations on items) • What you should see is a way fewer cases of multiple smaller stacks of an item type in storage, this leads to having more slots available.
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More useful eggs: • Eggs can be added to the cooking pot (not fertile eggs though) • Forest, Plains, and Mountain Clans will now purchase eggs • Eggs now cost 2 Coin each instead of 1. Other: • Fixed Bluebells rotting into sticks instead of straw v0.662 • Optimization for Task Selection to resolve a rare case that could cause large lag spikes when trying to selected already reserved build tasks. • Added a delayed spawning system for the morning spawn of Workers and Traders to lessen the hitch that can happen when they spawn on some machines. • Possible fix for some cases where units sometimes get stuck for long periods trying to find a very long path. v0.663 Pathfinder Upgrade: • Reworked the distance weight calculation such that about 1/3 the tiles need to be checked for a very long path with no roads. • This lead to a 24000 tile check to take 9000 tiles instead while plotting a course from the right side of the map to the left through the wilderness. • Pathfinder now understands the cost of diagonals better and weights the entire travel time on the diagonal when walking through tall grass for example. • Diagonals were getting a bit of an advantage due to this in the past. • Pathfinder now uses the exact same weighting calculation as the speed multiplier for movement so we know for certain the the picked path is optimal. • Also now use both the cost of the current tile and the destination tile when calculating the movement cost. This is because half of the movement is spent on the current tile. • So the result of all this should be a faster and also more accurate pathfinder. • Fixed issue where at very low frame rates some long paths would be aborted. This is an extension to the fix in v0.662 that gives a bit more headroom for the pathfinder. v0.664 • Fixed hunters not backing away when hunting and the target is alerted. This should make hunting without a dog viable again. • Fixed the container stacking improvement from v0.661 causing duplicated empty jugs to sometimes spawn. • Fixed visitors getting stuck if the map exit that they want to use is blocked by a wall. v0.665 • Fix for case when there are multiple possible chained build tasks available, but the first one tested does not require any more recipe items, then other recipe items for other wall sections would not be picked. • Possible Fix for case that can cause indecision in a multiple building task. v0.667 • Fixed case where tasks could get aborted by potential task selection cleanup from patients and babies. This would sometimes cause tasks to abort randomly and then cycle to a new one.