Patch Notes

Seasons of Life -- Update 1 4 updates

Seasons of Life -- Update 1

Swimming Great Crested Grebe

Seasons

☁️ ⚙️ Made Rain slightly more common (0.2 -> 0.3)

☁️ ⚙️ Seasons have been enabled again

☁️ 🔨 Fixed weather events crashing the sever when it loads a world

☁️ 🔨 Fixed a bug that caused thin mist and ponds to crash the server if they spawned on top of each other.

Resources

New Resources

🌱 ✨ Added a new Circle of Stones variant to the game

🌱✨ Added Red Festive Hats to the game. You can place them on birds, boars, and all kinds of other places!

Resource Changes

🌱 ⚙️ Added functionality which prevents animals from breeding unless the environment has enough resources of the right type. If a player places resources nearby they can overwrite this requirement temporarily, allowing the player to create farms in which they supply animals with resources according to their current demands.

🌱 ⚙️ Resources can never spawn more than 200% of their density on a tile.

🌱 ⚙️ Barn owls now need mice or other small animals nearby in order to naturally breed

🌱 ⚙️ Barred Grass Snakes now need amphibians, tiny mammals, slugs, dung beetles, small birds, fish, or rodents nearby in order to reproduce

🌱 ⚙️ Black slugs now need a lot of plants, some mushrooms, or a few dead animals around in order to reproduce.

🌱 ⚙️ Black birds males now need a lot of food nearby in order to naturally reproduce.

🌱 ⚙️ Black headed gulls now need a lot of food nearby to naturally reproduce.

🌱 ⚙️ Black Woodpeckers now need a lot of food nearby to naturally reproduce.

🌱 ⚙️ Brown hares now need a lot of plants nearby to nibble on to naturally reproduce

🌱 ⚙️ Brown Rats now need a lot of food nearby to naturally reproduce.

🌱 ⚙️ Sheep now need a lot of food nearby to naturally reproduce.

🌱 ⚙️ Common Buzzards now need a lot of food nearby to naturally reproduce

🌱 ⚙️ Common Frogs now need a lot of food nearby to naturally reproduce.

🌱 ⚙️ Common Moles now need a lot of food nearby to naturally reproduce.

🌱 ⚙️ Common pheasants now need a lot of food nearby to naturally reproduce.

🌱 ⚙️ Common Pheasants reproduce slightly more often but have a harder cap on the amount of nests and babies they want to have.

🌱 ⚙️ Common Rabbits now need enough food nearby to reproduce.

🌱 ⚙️ Common Starlings now need enough food nearby to reproduce.

🌱 ⚙️ When the common pheasant babies come out of the egg, they now also remove the nest they were born in.

🌱 ⚙️ Common Pheasant Hens now build nests more proactively (Cooldown 50 -> 30)

🌱 ⚙️ Great Grey Slugs now need enough food nearby to reproduce.

🌱 ⚙️ Green Frogs now need enough food nearby to reproduce.

🌱 ⚙️ Green Woodpeckers now need enough food nearby to reproduce.

🌱 ⚙️ Grey Herons can now reproduce. To do so they need to have enough food nearby.

🌱 ⚙️ Harvest Mice now need to have enough food nearby to reproduce.

🌱 ⚙️ Hedgehogs now need to have enough food nearby to reproduce. They also need to have recently eaten to consider doing so.

🌱 ⚙️ Honey Bees no longer magically conjure up honey to deliver to their hive if they fail to find nearby flowers.

🌱 ⚙️ Honey Bee Queens no longer swarm if their colony isn’t successful enough.

🌱 ⚙️ Pool Frogs now need to have enough food nearby to reproduce.

🌱 ⚙️ Red Foxes now need to have enough food nearby to reproduce.

🌱 ⚙️ Red Slugs now need to have enough food nearby to reproduce.

🌱 ⚙️ Red Squirrels can now reproduce. To do so they need to have enough food nearby.

🌱 ⚙️ Song Thrushes now need enough food nearby to reproduce.

🌱 ⚙️ Stoats now need to have enough food nearby to reproduce.

🌱 ⚙️ Sheep now need to have enough food nearby to reproduce.

🌱 ⚙️ Wild Boars now need to have enough food nearby to reproduce.

🌱 ⚙️ Wood Mice now need to have enough food nearby to reproduce.

Resource Fixes

🌱 🔨 Fixed an issue with moving resources that caused them to always select the last possible option instead of considering each individually.

🌱 🔨 Fixed an issue that caused common pheasants (and other moving resources) to place the eggs / whatever they’re placing next to their desired tile (aka eggs next to the nest instead of inside of them!)

🌱 🔨 Fixed Common Pheasants not reproducing.

🌱 🔨 Fixed common pheasants actively avoiding nests with eggs and absolutely loving nests without eggs.

🌱 🔨 Common frogs now place their eggs in water when they reproduce.

🌱 🔨 Common Buzzards now hunt small birds.

🌱 🔨 Common Buzzards now eat ants.

🌱 🔨 Animals or other moving resources that move at a speed of 1 no longer get stuck on their starting tile.

Buildings

New things

🏠✨ Added a new recipe to the trader that allows you to buy Red Festive Hats. These are only available for purchase until the next update!###Fixes

🏠🔨 Building placement no longer “randomly” gets denied by the server if you try to place it with specific actions (such as placing your first town hall)

🏠 🔨 The palisades around bandit camps now properly connect their tiles again

🏠 🔨 Traders and other event buildings no longer stay until you log in, instead they now disappear after X turns, just like they would if you were logged in the entire time.

🏠 🔨 Toolmaker recipes now display the correct recipes on the client.

Units

Fixes

🧑‍🌾 🔨 Town hall carts no longer forget if they’re the first cart or one earned later in the game when you place a building in a spot the server doesn’t allow you to place it.

Misc

Fixes

🔨 Fixed a bug that caused the client to crash when attempting a town hall

🔨 Fixed a bug that caused chunks to endlessly load more chunks over time, causing the server to slow down the longer it was running without a restart.

🔨 Fixed weather effects incorrectly getting tile data & causing the server to crash

🔨 Fixed a bug with chunk loading if you loaded in a resource right as it was despawning.

🔨 Fixed a bug that caused endless resources to count as negative values for animal environment checks

Seasons of Life -- Patch 2

Common Pheasants with their mom

General changes

⚙️ 🔨 Fixed a server crash caused by walking into the influence range of a world-controlled unit while it isn’t loaded in.

⚙️ Made recipe loading on the client ~200ms faster when selecting a large recipe

⚙️ Changed how beginner roads are spawned when first loading into the world. They now despawn after 20 rounds!

Resources

🌱 🔨 Wood Mice no longer turn invisible when there are 3 or more of them on a tile.

🌱 🔨 Resolved an issue where resources that match their variation with other objects, that also match their variation with an object, could become temporarily invisible or have to be loaded multiple times if the order that the objects spawned in was wrong.

🌱 🌰 Sheep Rams now also carry some White Wool with them

🌱 🐾 Common Pheasant Hens can no longer lay eggs inside nests that already contain Common Pheasant Eggs

🌱 🐾 Common Pheasant Cocks can no longer create nests on tiles that already contain a nest

🌱 🐾 When Common Pheasant Eggs hatch into Common Pheasant Chicks the nest is now destroyed

🌱 🔨 Particle effects on River Birch and Common Walnut trees should no longer display significantly darker colors

🌱 🔨 Resolved Wood Mice being invisible during 1 of their 4 sprite variations

🌱 ⚙️ Sheep now naturally wander towards shepherds.

🌱 ⚙️ Cow Manure now despawns after 20 rounds

🌱 ⚙️ Sheep Manure now despawns after 20 rounds

🌱 🔨 Fixed a bug caused by Snail Slime when they were spawning in which caused the server to attempt to remove a piece of despawn logic that never fully spawned.

🌱 Made the mouse hover effect slightly slower when hovering massive objects like the mature yew tree.

🌱 🔨 Resolved the icon for Brushwood being completely invisible

🌱 🔨 Resolved cases in which resources could not be found and gathered from the world, due to the buildings using outdated category information

🌱 🔨 Common yew branches are now branches for gather buildings.

🌱 🔨 Resources that are placed below buildings no longer endlessly stack

🌱 🔨 Resources that are placed below buildings no longer offset themselves by a few extra tiles

🌱 🔨 Fixed a crash with grid resources when loading in that caused them to load invalid chunks which in turn crashed the client.

Buildings

🏠🔨 Resolved the highlight for the Rough Wooden Watchtower being offset

🏠🏷️ Buildings no longer indicate that they do not have any recipe slotted in, when there are no recipes to choose from.

🏠🔨 The Building Outline no longer crashes the client on startup.

🏠🔨 Fixed a client crash caused by buildings sending their vector location as a string???

🏠⚖️ The Kaw bark house can no longer endlessly produce permanent workforce. The recipe now has a cost and can only be completed once.

🏠✨ Added 2 new recipes to the Kaw bark house which allow you to increase your permanent workforce if you have diverse food sources.

🏠📜 Added missing recipe desriptions to the Rough Toolmaker

🏠🔨 Rough toolmakers can now produce more than 1 pitchfork in their lifetime

🏠✨ Added levels to all relevant recipes in the Rough Toolmaker

🏠🔨 Fixed a server crash caused by gather buildings magically losing the center of their gather location. This fix only prevents it from crashing - it does not solve the underlying issue because I couldn’t figure out what could possibly cause this.

🏠🔨 Not all buildings place gathered stored resources on the tile anymore.

🏠🔨 Fixed a bug that caused buildings to gather from tiles that you had marked as “Don’t gathere here”

🏠🔨 Fixed a bug that caused buildings to show the wrong highlights when you first login

🏠🔨 Buildings that do not have a recipe slotted in and cannot have a recipe slotted in because you already did all their (one time use) recipes now no longer show a permanent white outline.

🏠🔨 Fixed a bug that caused errors (and invisible building claims) for buildings when a building is spawned on top of a chunk that’s currently unloading specifically only when that chunk then checks for a tile’s owner which is inside that chunk. This is because it’ll fail to find the unloading chunk (because it is currently unloading…)

🏠🔨 Fixed a niche case in which buildings were spawning in a different chunk from the one that caused them to spawn. This sometimes caused buildings during world generation to be placed on top of each other - generating an error (but no crash)

🏠 🔨 You can no longer receive recipe unlock notifications for buildings you’re unlocking in the same round.

Translations

📜 🖊️ Added text to the Common oak bark backpacks

📜 🖊️ Added translations to the Common oak bark buckets

📜 🖊️ Added descriptions to the Sheets of bark resources. For now they are all the same, for they all share the same purpose.######Seasons

☀️🔨 Fixed a bug that caused the server to endlessly attempt to remove weather resources from the same tile which resulted in a crash.

World

🖥️ 🔨 Resolved actions that indirectly moved the cursor not causing updates to show the cursor movement. For example moving using WASD would not update which tile was selected if the cursor was not moved

🗺️ 🔨 Fixed Mapped Tiles not properly showing which buildings you’d last seen on them.

🗺️ 🔨 Fixed players not being able to find a proper Spawn Location. The server was accidentally using the chunk’s version number instead of the chunk’s tiles to determine a suitable space. This… obviously failed.

Units

🧑‍🌾 🔨 Fixed Shepherds keeping their planned resource movement visible, even when the unit itself isn’t selected anymore.

🧑‍🌾 🔨 Shepherds and other units can now move resources around properly. This fixes a few things: Sheep are no longer stripped when they’re moved. They also retain their movement behaviours!

🪓 🔨 Wooden Pitchforks are tools. They can now break.

Seasons of Life -- Patch 1

Various types of mushrooms in Crumble of Civilizations

We’re not done yet!

We want to be clear that this is an ongoing effort. These changes alone do not magically speed up the server to a degree that you will never disconnect again. That being said, they do severely improve performance and fixed some critical bugs in the progression of the game. Expect another patch in the coming days and, in the meantime, keep reporting those bugs! ~ The Crepuscular Fluffle team

General fixes

🔨 Fixed chunks being confused about the correct version causing them to endlessly attempt to spawn missing animal behaviour nodes.

⚙️ Disabled the Seasons and Weather systems until we have time to optimize them.

Resource

Fixes

🔨 Fixed River birch Seedlings not being placeable from the menu by adding the missing density data.

🔨 Fixed River birch Branches growing up into the wrong River birch long sticks!

🔨 Resolved Harbour Seal Cows instantly disappearing on spawning

🔨 Resolved Common Yew Branches sometimes spawning Common Oak Branches instead

🔨 Brown Hares are now considered animals.

🔨 The Roots of trees are now considered roots.###New placement options

✨ Added placement rules to the River birch Branches

✨ Added placement rules for the Common Rabbits Burrows

✨ Added placement and plague rules for Common Yew Branches

✨ Added placement rules for Common oak branches

✨ Added placement rules for Horse Chestnut Leaves

✨ Added placement rules for Horse Chestnut Branches

✨ Added placement rules to the Highland Pine Roots

✨ Added placement rules to the Highland Pine Needles

✨ Added placement rules to the Highland Pine Branches

✨ Added placement and plague rules to the Highland Pine’s various growth stages

✨ Added placement rules for Horse Chestnut Trees

✨ Added placement rules for Horse Chestnut Branches

✨ Added placement rules for Horse Chestnut Leaves

✨ Added placement rules for Horse Chestnut Bark

✨ Added placement rules for River birch Trees

✨ Added placement rules for River birch Branches

✨ Added placement rules for River birch Leaves

✨ Added placement rules for Common Walnut Leaves

✨ Added placement rules for Common Oak Leaves

✨ Added placement rules for Weeping Willow Leaves###Translations

🗨️ Added translations to resources that were missing them

🏷️ Changed the name of all Woven Baskets to exclude the mention of Branches and Stems based on their original crafting materials.###Balance changes

⚖️ Multiplied the breeding rate for Common Pheasants threefold. From 5 -> 15 movements per nest.

World

Fixes

🔨 Fixed mapped parts of the world properly showing again instead of being covered by dark clouds.

🔨 Half vision tiles now properly darken again when you lose vision of the tiles. This also works the other way around: Tiles now light up again when you regain vision.

🔨 I think we fixed Half Vision not properly showing the correct density of animals. This one is tricky to verify so keep your eyes open and let us know if it persists!

🔨 Greatly improved the performance of the server by reducing the amount of times it’ll attempt to load and unload chunks

🔨 Resolved a crash that could occur during world generation, when previously deleted chunks were accessed to attempt to spawn objects onto them.

Buildings

Balance changes

⚖️ The first Town hall upgrade is now much cheaper

⚖️ The Makeshift Home now has more unlock requirements, making it slightly harder to obtain.

⚖️ The Stick Tent now has slightly higher unlock requirements, making it harder to obtain in the early game.

⚖️You can now store Long Sticks in your Branch Storage

⚖️ Made the Water Carrier unlock slightly later into the game.

⚖️ Changed the Makeshift Digger to gather soil on the final turns of the recipes instead of the first ones. This way you can no longer cancel the recipe to maximize your gains.###Building fixes

🔨 Changed the Makeshift Leaf Weaver to be unlocked using Reed Steams and Straw

🔨 Leveled recipes no longer show up as being one level higher than they actually are in their Unlock Notification

🔨 Rough Wooden Watchtowers no longer appear near invisible after being built

🔨 The in-world name of your Town hall is no longer offset to the right

🔨 Resolved cases where large resource icons in the Recipe could be clipped by the background UI elements###New recipes

✨ The Forest walkers hut can now regrow leaves on trees.

✨ Added levels to all recipes in the Tree Keeper###Translations

⚙️ Switched the order of the ‘Leave Leaves to dry’ and ‘Weave Baskets’ recipes in the Makeshift Leaf weaver

UI

🏷️ Adjusted the description of Deliquescent Shaggy Ink Caps

🔨 Fixed certain UI windows being able to display developer debug text floating above them under specific conditions

🔤 Fixed the Makeshift Cooking Stone Recipe titles and descriptions containing spelling mistakes (Reeds Gruel > Reed Gruel)

🔨 Resolved certain new resources not showing up in the Town hall Stock after being unlocked.

🗨️ Adjusted the description of Wild Daffodils

🔨 The build menu no longer shows an empty black background (rather than a grid) behind the building visuals.

🔨 Resource Icons that use transparent colors no longer do not shade those pixels in various places, such as when they are new inside the stock or during research.

Units

Balance

⚖️The first Researcher upgrade has its costs reduced from 5 -> 2 food and the amount of turns increased from 3 -> 6

⚖️ Shepherds have their move-an-animal ability range changed from 1 to 3.

Misc

🔨 Partially fixed Moving Animals slowly causing more and more lag to the server. This is an ongoing effort and there will be more patch notes that reference optimizing this part of the game.

🔨 Fixed Snail Slime throwing errors only when it was properly configured because of a flipped true/false check.

🔨 Made getting a reference to Chunks 500%~ faster. We do this several hundred thousand times a round, so this matters a lot.

Seasons of Life!

A hungry snake sneaks up behind an unsuspecting frog

New Features & Buildings

✨ Added season & weather support to the game

✨ Resource placement can now check for nearby buildings, making your town really have an influence on the environment

✨ Animals (and all other moving things in the world) can now have preferred resources to move to!

✨ Animals and other resources can now have conditions for spawning other resources when they move. For instance, a common pheasant hen might only lay eggs if there is a nest and a suitable male nearby when she sits on a nest!

✨ Animals can now eat resources

✨ Animals can now avoid certain resources when walking around.

✨ Added recipe levels to all the rough bee hive.

✨ Added new recipes to the makeshift crafter

✨ Added a Bowyer to the game, allowing you to craft both (specialized) arrows and (unique) bows.

✨ Roads and another buildings can now cause resources to spawn on them.

✨ Added the Druid. They can increase the age of resources by channeling near them and then returning the aged-up placeable resource to either the tree keeper or the researcher tent. This also works on some early game resources like tree branches & leaves. Let us know what you think! This is a very experimental feature.

✨ Added a priority system to all buildings that interact with resources on tiles. You can now select up to 5 levels of priority, or, if you really hate a specific tile, mark a tile to never be gathered from.

✨ Added Decent Quarry

✨ Added Decent Stone Cutter

✨ The Darkfarm Tent now has levels for all of it’s recipes.

✨ Buildings can now have resources spawn on the tiles below them if you don’t collect them. This can be useful for placement. For instance, if you have a composter, you might want to produce compost but not collect it so that mushrooms can grow nearby!

✨ Chunks now have a version history. This allows us to “upgrade” your resources and buildings to newer versions if we make changes! For example, if we add movement to a previously unfinished animal, we can now cause your chunk to update that animal so it starts moving once you update the server!

✨ Added a bubble notification to the Research action that shows up above the unit when it cannot reach the resource you wanted to research

Resources

New Resources

The new world is brimming with new life for you to find, research and manage! Can you find them all?

🌱 Added Nursery Web Spiders, Nursery Web Egg Sacks and Nursery Web Spider Nests

🌱 Added Dunnocks Males and Dunnocks Females to the world

🌱 Added Siskin Females to the world

🌱 Added Common Starlings to the world

🌱 Added Greater Stag Beetle Females to the world

🌱 Reintroduced Chaffinch Males to the world

🌱 Reintroduced Tufted Duck Drakes to the world. One of the earliest animals that wasn’t fully top-down, they are now back with more depth than ever.

🌱 Added Fire Salamanders to the world

🌱 Added Green Shield Bugs to the world. These camouflaged little bugs can damage fruits and plants such as blackberries, apples and hazelnuts, but they are easily kept in check by unleashing some hungry blackbirds

🌱 Added Great Green Bush-Cricket Males & Females to the world. These big crickets live in shrubbery and trees, and ambush large insects such as butterflies

🌱 Added Large Earth Bumblebees Queens to the world. The queens are even larger, and their tails are less white

🌱 Added Tree Bumblebees to the world. With a completely coincidental resemblance to our old common carder bees, these forest-dwelling bumblebees make their first appearance

🌱 Added Tree Bumblebee Queens to the world

🌱 Added Common Wasps to the world. They’re coming for all that smells sweet and sugary

🌱 Added Common Wasp Queens to the world. You’ll only find them buzzing around before they’ve created a nest, since they lose the ability to fly once they do

🌱 Added Common Wasp Nests to the world. Probably best to leave them alone, unless you want to anger the hive

🌱 Added Black-Headed Cardinal Beetles to the world. These beetles hunt wood-boring insect larvae in decomposing wood

🌱 Added Male River Birch Catkins to the world. These birch flowers will release pollen and fertilize nearby female catkins in the future. Currently in an early state, due to the birch trees being fairly old. In the near future we’ll make sure the catkins are floating less and more integrated with the tree as a whole!

🌱 Added Dead Male River Birch Catkins to the world

🌱 Added Garden Snails Shells to the world

🌱 Added Garden Snails Eggs to the world. Half hidden in the loose soil, these white clusters of eggs will hatch into an army of tiny snails

🌱 Added Grove Snail Eggs to the world

🌱 Added Amber Snails to the world

🌱 Added Amber Snail Eggs to the world

🌱 Added Harlequin Ladybirds to the world

🌱 Added Brown Sheep Wool to the game

🌱 Added Black Bean Aphids to the world. These colonies of aphids will produce honeydew, but hamper the growth of the crops they feed on

🌱 Added Honeydew to the world. A secretion of sugary sap from a variety of plants, created by insects such as aphids. Irresistible to sugar-loving insects such as ants

🌱 Added Early Bumblebees to the world. These small bumblebees are mostly found visiting flowers in open meadows

🌱 Added Early Bumblebee Queens to the world. One of the first bumblebees to emerge from hibernation each year, these queens look for dense brush or birdsnests to establish their colonies in

🌱 Added Acorn Weevils to the world. These small beetles use their long snout to drill into acorns to lay their eggs

🌱 Added Red-Tailed Bumblees to the world. A black fuzzy bee that can be found pollinating flowers in open fields near rocky outcrops

🌱 Added Red-Tailed Bumblee Queens to the world. These large queens create their nests in crevasses between stones, and will often settle in human made structures

🌱 Added Cross Orbweavers to the world. These large round spiders are patiently waiting for insects to fly into their webs

🌱 Added Common Scorpionflies to the world

🌱 Large Menhirs can now be found in the world, occasionally dotted around the landscape.

🌱 Added Shedded Roe Deer Antlers to the world. These used to just be called Roe Deer Antlers, but they have become a little more specific to open up additional gameplay space

🌱 Added King Ragworms to the world. These large worms burrow through the wet seafloors and mudflats, and are an easy way to get live bait for fishing

🌱 Added Green Frogs to the world

🌱 Added Puffins to the world

🌱 Added Grey Herons Flight Feathers, Grey Herons Feathers and Down Feathers to the world

🌱 Added Black Woodpeckers males and females to the world

🌱 Added Coot Chicks and Common Moorhen Chicks to the world

🌱 Added Goldfinch Females to the world

🌱 Added Red Soldier Beetles to the world

🌱 Added the Yew tree to the world

🌱 Added Chiffchaffs to the world

🌱 Added additional Highland Pine growth sizes to the world

🌱 Added Shrill Carder Bees and Shrill Carder Bee Queens to the world

🌱 Added Wood Mice to the world

🌱 Added Mouse Droppings to the world

🌱 Added Common Spoonbills to the world

🌱 Added Harbour Seal Cows to the world

🌱 Added Great Bitterns to the world

Removed Resources

❌ Removed Field Mice from the game 🚩 Their name was a little ambiguous and the sprites very outdated. They were originally likely meant to be the species that is more commonly known as Wood Mice, and with the introduction of that species into the game, the old version can go.

Resource Behaviour

A large goal of this update was to make resources (and especially animals) feel more responsive and interesting, which is why most of them have been given custom movement and placement preferences. All of this makes it even more important to maintain the perfect habitat for your most important resources, otherwise they might just pack-up and leave!

🌱 Roe deer males now have movement

🌱 Roe deer males now prefer eating certain types of plants. Doing so has a small chance of making them leave behind their antlers.

🌱 Sheep now eat grasses and other plants. This causes them to regrow their wool

🌱 When a Sheep Ewe and Ram meet and really love each other, the Ewe might give birth to Lambs

🌱 Sheep lambs now follow their parents around

🌱 Sheep lambs can grow up if the environment is good enough

🌱 Red Wood Ants now have placement rules

🌱 Red Wood Ant Hills now have placement rules

🌱 Green Woodpeckers now have placement rules

🌱 Common Frogs now have movement rules

🌱 Red Squirrels now collect nuts and move them around. They also hide in trees.

🌱 Honey Bees now fly around and produce honey

🌱 Honey Bee Queens can now swarm, brining an ever growing amount of bees with them while they look to settle on a new tree.

🌱 Wild Boars now have movement behaviour and can spawn soil heaps.

🌱 Honey bees queens now have resource placement rules.

🌱 Added spawn rules & behaviour rules for the Black-tailed godwit

🌱 Added plague rules to all Shaggy Ink Caps

🌱 Added spawn rules to Wild Boars

🌱 Added placement and plague rules to Hedgehogs

🌱 Hedgehogs can now move around and nibble on things

🌱 Added placement and movement rules to Red Foxes

🌱 Added movement, placement, and plague rules to Common Rabbits

🌱 Added movement, placement, and plague rules to Brown Hares

🌱 Added movement, placement, and plague rules to Common Pheasants Cocks, Hens and Chicks

🌱 White Sheep Lambs can now grow up into Rams or Ewes

🌱 Added placement rules for Common Pheasants Nests

🌱 Added placement and plague rules to the Spring Field Caps for all ages

🌱 Added placement and plague rules to Beef Steak Fungus

🌱 Added placement and plague rules to the Honey Fungus

🌱 Added placement and plague rules to the Dead Man’s Fingers

🌱 Added placement and plague rules to the Scarlet Elf Cups

🌱 Added placement and plague rules for the Trooping Funnel

🌱 Added placement and plague rules for the Yellow Morels

🌱 Added placement and plague rules for the Bearded Tooth

🌱 Added placement and plague rules for the Hoof Fungus

🌱 Added placement rules for the Turkey Tail

🌱 Added placement and plague rules for the Yellow Stagshorn

🌱 Added placement and plague rules for the Dyer’s Mazegills

🌱 Added placement and plague rules for the Fly Agaric

🌱 Added placement and plague rules to the Common Earthballs

🌱 Added placement and plague rules to the Birch Boletes

🌱 Added plague rules to Red Squirrels

🌱 Added placement and plague rules for Black Woodpecker males

🌱 Added placement and plague rules for Black Woodpecker females

🌱 Added movement behaviour to the Black Woodpecker (fe)males

🌱 Added movement and plague rules to the Green Woodpecker

🌱 Added placement, plague, and movement behaviours to the Common Moles

🌱 Added placement and movement behaviours to the Common Buzzards

🌱 Added placement rules and movement behaviours for the Barn Owls

🌱 Added placement, movement, and plague rules to the Great Grey Slugs

🌱 Added movement, placement, and plague rules to Stoats

🌱 Wild Boars can now breed.

🌱 Added placement rules to Bird Poop

🌱 Added plague rules to the Common Frog

🌱 Added placement, plague, and movement rules for Pool Frogs

🌱 Added placement, plague, and movement rules for Green Frogs

🌱 Added movement and plague rules to the Marsh Crane Flies

🌱 Added movement, placement, and plague rules for marsh Crane Flies Larvae

🌱 Added movement, placement, and plague rules to the Brown Rats

🌱 Added placement, movement, and plague rules for the Harvest Mice

🌱 Added placement rules and densities to Mouse Droppings

🌱 … And plague rules for Mouse Droppings

🌱 Added placement, movement, and plague rules to the Common Starlings

🌱 Added the placement, movement, and plague rules for the Blackbird Males

🌱 Added movement, placement, and plague rules for the Fieldfares

🌱 Added movement, placement, and plague rules for the Song Thrushes

🌱 Added movement, placement, and plague rules for the Black-headed Gulls

🌱 Added plague rules to the Barred Grass Snakes

☘️ Grey Herons now have movement rules and can eat all kinds of animals.

☘️ Barred Grass Snakes now have movement rules and can start hunting unsuspecting frogs near water.

☘️ Wood cocks now grow up over time & can move around as adults. They can even lay eggs!

☘️ Woodcocks now have movement behaviours. This includes breeding!

☘️ Woodcocks eggs can now hatch into baby woodcocks

☘️ Baby woodcocks can now grow up into big strong birds

☘️ Added Placement rules for the Grey Herons

☘️ Added placement rules for Woodcocks nests

☘️ Added placement rules for Woodcock Chicks

☘️ Added placement rules for Woodcock eggs

Updated Visuals

Some of the older sprites could use a new coat of paint to make them easier to recognize or easier to research. You’ll find the full list of resource make-overs below:

🌼 Updated the sprite for the Siskin Males

🌼 Updated the sprite for Greater Stag Beetle Males (previously Stag Beetles)

🌼 Added areas of low-lying mist to the world.

🌼 The sprites of Common Carder Bees have been updated. Our original version of the Common Carder didn’t bear a good resemblance of this small fluffy bumblebee, so it was due an update

🌼 Common Carder Bee Queens now have visuals, and can be found in the world. The queens can be found exploring the world on their own, and no longer only appear inside their nests

🌼 Updated the visuals of the Large Earth Bumblebees. They should now follow their LARGE namesake a little better, and be more easily distinguishable from other species

🌼 Updated the visuals of the Honey Bees

🌼 Added visuals for Honey Bee Queens. The queens no longer hide inside the nests, but can rarely be found in the world now, as part of a honey bee swarm

🌼 River Birch Seeds now have their own visuals, appearing fallen on the ground below mature river birch trees. With this, riverbirches themselves do not spawn (non visual) seeds anymore, which should make finding the seeds in the world straight-away slightly more rare.

🌼 Updated the visuals of the Wood Nuthatches. *They are now more up to date, and fit the perspective & scale better. Wood nuthatches now have a maximum of 2 on a tile, down from 3. *

🌼 Updated the visuals of the Garden Snails. Their shells should look a little more recognizable now

🌼 Updated the visuals of Grove Snails. They now have the signature black stripes, and are more distinct from other snails due to the update in body colour

🌼 Updated the visuals for the Common Linnet Males

🌼 Partially updated the visuals for Harvest Mice. They now better represent the actual creatures

🌼 Updated the sprites for Wrens. They captured the spirit well, but were a little too rotund

🌼 Updated the sprites of the Walnut Orb Weaver. More recognizable as the spider, and more angles to make it better fit the webs!

🌼 Updated the sprites for Mermaid’s Purses

🌼 Updated the sprites for Common Voles

🌼 Updated the sprites of the Song Thrush

🌼 Updated the sprites of the Common Rabbit

Additional Sprites

In an effort to make certain resources look less repetitive and fit more seamlessly into the world, they’ve gained more or special versions of their sprites.

☘️ Added 2 new variations to Lesser Celandine and Lesser Celandine Tubers.

☘️ Added custom sprite for the Common Cuckoo to sit in a Highland Pine

☘️ Added custom sprite for Long-tailed Tits sitting in a Highland Pine

☘️ Turkey Tail Mushrooms now have a unique sprites for when they are growing on Common Oaks and Common Oak Stumps. These sprites were shared before.

☘️ Added sprites for the Common Frog to get eaten by Barred Grass Snakes in both the water and on land. Also added the missing sprites for frogs that get nommed by Grey Herons while they are swimming

☘️ Added a water sprite for the Barred Grass Snakes

☘️ Added sprites for the Grey Heron to stand in the water. This’ll make it easier for this big birb to eat the froggies!

☘️ Added sprites for Garden Snails, Grove Snails and Snail Slime to be found on top of Slate Deposits

☘️ Added sprites for Spiderwebs in Ruins

☘️ Large Copper Butterflies now have slightly more variations for their visuals

☘️ Wild Leek Bulbs are now their own object, and can be researched individually

☘️ Added sprites for Common Pheasant Tailfeathers to the world

☘️ Common Spotted Orchids now have significantly more sprite variations

☘️ Added Spotted Sheep Wool for all spotted sheep stages.

☘️ Added Brown Sheep Wool for all brown sheep stages

System Changes

⚙️ Large Earth Bumblebees now leave Dead Large Earth Bumblebees when they die.

⚙️ Large Earth Bumblebees can now appear in water.

⚙️ Vision claims no longer cause errors if the origin chunk is within 2 chunks of the world edge.

⚙️ Changed the default round time to 30 seconds

⚙️ Players in the tutorial no longer benefit from server-wide turns until they’ve completed the tutorial

⚙️ Sheep no longer respawn if you get rid of them.

⚙️ Brown sheep now display wool (and have different amounts of wool)

⚙️ Changed how Bee hives work. They no longer magically spawn in bees and instead gather a safe amount of honey from each colony that’s made it their home.

⚙️ Not all torches are lit by default. Unlit torches can be used as tools in buildings at a later stage. Lit torches can only be placed to grant vision.

⚙️ The makeshift campfire can no longer craft torches. You’ll need a crafting building for that. They -can- light them without using tools however, making them a valuable addition to your town in the early days.

⚙️ Changed the costs (it’s more expensive!) and changed the functionality of the Rough Beekeeper. It now allows you to relocate bees, instead of harvesting honey.

⚙️ Recipes that only generate placeable resources can now grant you experience to relevant resources for each placeable resource produced.

⚙️ Added 3 new options to the Trader. You can now buy various ropes.

⚙️ The Makeshift Butcher now requires ropes to be constructed, rather than stone and logs.

⚙️ Added a setting to only zoom towards the cursor with mouse inputs. This allows you to zoom to cursor with the scrollwheel, while keyboard shortcuts zoom towards the center of the screen when enabled.

⚙️ Added subcategories for ‘scorpions’ and ‘scorpion_mimics’ to the Arachnophobia setting!

⚙️ Added settings to regain application focus when hovering the application with the cursor, as well as a setting to lose focus when you are outside the game window.

⚙️ Added a new ‘Display’ category in the settings menu, for Application/Window related settings. They should now be easier to find.

⚙️ The setting ‘confirmationorientation’ now matches your OS defaults when you first launch the game

⚙️ Resource placement now supports both groups and resource sprites. This’ll allow us to check for things like “Old trees” or “mermaids” without needing a resource!

⚙️ Resource Placement now use a % increase or decrease when influencing surrounding resources.

⚙️ Resource placement on the client always assumes the numbers will be in your advance to better show surrounding influence, as opposed to rolling a dice. (The latter caused tiles to only sometimes be highlighted, which was weird)

⚙️ Added a setting to disallow zooming the camera in and out while dragging the camera around - this should help with accidental zooms during camera movement when turned off (default).

⚙️ Trees now grow over time. You can no longer instantly place a fully grown tree and instead will need to start with a small seedling

⚙️ Common Pheasants are now known as Common Pheasants Cocks

⚙️ Naming a Resource now changes the colour of the text based on the ink used.

⚙️ The roads that you find when you spawn into the world now disappear after rohugly 20 rounds.

⚙️ The Dark Farm Tent now uses the new system for planting resources, making it more dynamic by giving you placeable resources and allowing you to grow your mushrooms!

⚙️ Plagues now always cause Placement variations of resources to spawn instead of world generation versions. This will, on average, slightly reduce the amount of resources placed and make sure there is always a translation available.

⚙️ Some resources can now despawn after a set amount of turns have passed.

⚙️ Red Currant Flowers, Unripe berries, and Berries can now be placed by buildings using a single recipe.

Biomes

World Generation

🗺️ Increased the occurrence of Flax Fields in the world - the chance has increased from 2.0 to 3.0.

🗺️ Increased the average size of Flax Fields

Resource Spawns

🏞️ Wrens can now be found in a bunch of new biomes, including Weeping Willow Water Edges, Riverbirch Thickets and Flax Fields.

🏞️ Increased the chance of Flax to spawn in Flax Fields significantly

Tilesets

The world should look a lot less square this time around! Expect more updates on this in the future.

🏔️ Added a rough tileset for Dark Grassland to Solid Sanddrift

🏔️ Updated the tileset for Sand to Grassland to use the latest biome tileset colors

🏔️ Added rough tilesets for Sand to Light Grassland and Sand to Dark Grassland

🏔️ Added rough tilesets for Grassland/Dark Grassland/Light Grassland to Dry Grassland edges

🏔️ Added a rough partial tileset for Moist Clay Soil to Dark Grassland

🏔️ Added rough partial tilesets for Dark Grassland/Grassland to Sand Drift/Solid Sand Drift

🏔️ Added rough partial tileset for Solid Sand Drift to Sand Drift

🏔️ Added rough partial tilesets for Solid Sanddrift/Sanddrift to Light Sanddrift

🏔️ Added rough partial tilesets for Dark Grassland/Grassland/Light Grassland to Light Sanddrift

🏔️ Added Intertidal Mudflat as a new biome

🏔️ Added partial tileset for Volcanic Soil to Sand

🏔️ Added partial tilesets for Slate Bedrock to Dark Grassland and River

🏔️ Added partial tilesets for River to Grassland, Dark Grassland and Light Grassland

🏔️ Added the start of a ‘Pine Forest’ subbiome

🏔️ Added rough tilesets for Slate Bedrock to Grassland and Light Grassland

🏔️ Added the start of a Young Pine Woodland biome to the world

🏔️ Added the start of a Cloverfield biome

Building Updates

⛺ Fences now have accurate collisions, which should make them easier and more consistent to select.

⛺ Fences now have visually matching highlights for all their skins

Tutorials

🎉 Added a small introduction to the town hall when you first place it down

Sound

🎶 Adjusted the volume of Wind by ~+6db by default. Should be a lot more noticeable in the forests now!

🎶 Adjusted the default volume of Red Wood Ants down by ~9db across it’s audible range

Translations

📜 Added descriptions for bumblebees species

📜 Added a translation for wild cabbage leaves.

📜 Added translation for makeshift roofing materials discoveries

📜 Added translations for being able to afford makeshift roofing materials for the townhall upgrade

📜 Added a description to the honey fungus

📜 Added a description to the small lime stones (for research)

📜 Added descriptions for the dismiss unit action.

📜 Added missing translations for the Makeshift Planter

📜 Added missing translations for the Makeshift Sogger

📜 Added missing translations for the Dark Farm Tent

Balance changes

⚖️ Large Earth Bumblebees now spawn with a maximum of 3 bumblebees per tile, down from 5. Since these are far-flying bumblebees that have a wide range, finding tons of them on a single tile would be odd

⚖️ Adjusted the amount of honeybees that spawn on a tile to a maximum of 8 (over 5 densities), down from ~40 (over 3 densities). The amount of bees per tile should now more actively be reflected by the visuals

⚖️ Updated the placement rules for Chanterelles to be more specific and detailed.

⚖️ Updated the placement rules for Penny Buns to be more specific and detailed.

Bugfixes

So… many… bug fixes!

🔨 Fixed various building spawning crashes caused by the new building skin system

🔨 Fixed a bug during research, where hovering a resource, moving the cursor to an unrendered chunk without touching a tile or object, and then switching to another resource object would show the first object as being highlighted, rather than the most active hovered object.

🔨 Researching objects that contain multiple layered sprites with the same render height, would highlight the one that is rendered last, rather than the one that is rendered first. The order in which they are checked now means you’ll always highlight the top one.

🔨 Fixed an issue that caused the checked pixel during research to be offset on objects that contain multiple sprites, such as trees. This caused the game to incorrectly highlight the tree stump, rather than the tree trunk, when researching exactly on the overlap of the two sprites.

🔨 Solved a collection of problems that caused ‘splitresources’ (the secondary version of a resource, that appears when there are more resources on a tile than can be represented with one sprite) to be untargetable during research. You can now research them, same as any other resource!

🔨 Researching no longer shows the shader colors (blue, yellow, purple, pink, etc) when you’re hovering a resource object that touches dirt or water.

🔨 Fixed highlights around resources in the river not being visible

🔨 Removed an endless loop in erase_all_resources that could show up when generating the world

🔨 Fixed a server crash caused by an incorrect create_building call when a player joined the server for the first time

🔨 Fixed Spring fieldcaps not properly applying the right colours.

🔨 Fixed most cases of resources not properly deleting themselves during world generation. Also fixed most scenarios that can generates errors

🔨 The hourglass properly shows the total amount of rounds you have played again!

🔨 The bubble message above the hourglass now properly shows the amount of seconds in a turn, even if you’re still in the tutorial.

🔨 Fixed cases in which the flowers of garlic mustard would be visually offset from their plants

🔨 Fixed a bug that allowed animals to move on top of each other

🔨 Sheep now have carry limits. They cannot take more than 52 wool with them when they move around!

🔨 Animals will now attempt to move as close as possible to their desired tile, rather than giving up as soon as they notice that the tile itself is blocked

🔨 Fixed a bug that caused units to have different pathing on the server and client

🔨 Fixed a bug that caused anything that can move to sometimes teleport from one side of their movement grid to the other (for instance, from the top to the bottom)

🔨 Fixed a crash caused by the caret blinking when selecting a text field and quitting the game at just the right frame(s)

🔨 Fixed a bug with loading in moving animals that caused the server to crash (the cooldown was stored as a string instead of a int)

🔨 Multiple animals / moving resources can now move onto the same tile without losing their ability to move.

🔨 You can no longer get endless amounts of placeable resources in gather recipes that contain no costs and of which you can afford the workforce costs.

🔨 Fixed a bug caused by Roe Deer Antlers spawning on the floor

🔨 Resolved phobia indications (and other hud elements) not becoming visible, due to hudless (or some of its subsettings) having been toggled previously. Turning the hudless setting on and off now properly makes the elements visible or invisible again.

🔨 Tiles that are negatively or positively influenced by placed resources now more precisely handle numbers smaller than 1 by rolling a dice - this will make animals etc feel more consistent

🔨 Fixed Yellow Stagshorn sometimes being invisible, due to the incorrect amount of variations being set in it’s file.

🔨 Large holes no longer overlap resources on adjacent tiles or small resources on their own tile. They now draw as close to the ground as possible

🔨 Turkey Tail that grows on Common Oak should no longer be partially hidden behind the Oak Bark

🔨 Fixed a bug which caused the witch unlock notification to not scale the paper horizontally

🔨 Fixed a bug with unit sprites not properly resetting until they changed their rotation when they were previously performing an action that you cancelled (lol)

🔨 And fixed a related bug that caused some actions to not properly reset the spirtes of units performing specific actions.

🔨 Fixed a crash that was caused by unlocking a building which contains recipe(s) which grant you placeable objects but only if that building has a chance of giving you more than one.

🔨 Black Headed Cardinal Beetles no longer spawn redwoodants, causing it to become completely invisible

🔨 Added missing sprites for Orange Tip Females landing on Mayflowers

🔨 Having certain amounts of Chickweed Flowers on a tile caused them to be temporarily invisible due to missing sprites, this is now resolved.

🔨 Obsidan Flakes would sometimes incorrectly display blue edges on their sprites. These are now correctly shaded with the soil colors again

🔨 Resolved an issue where Common Wasp Nests couldn’t attach themselves to Common Walnut trees properly.

🔨 Fixed a server crash caused by animals that walk near resources that are in their like/dislike list when that list has more than one entry and at least one entry requires a specific amount of resources.

🔨 Wild boars can no longer fly…

🔨 Tufted Duck Males are now visible for all of their variations. They used to be invisible 75% of the time

🔨 Fixed a bug that allowed you to place buildings from one town into another of your towns. This allowed players to skip specific research steps which was unintended.

🔨 Resolved an issue where biome tilesets would not show their edges properly when surrounded by multiple biomes that used the same tileset visuals.

🔨 Tilesets that are bordering the edges of chunks are connecting to each other correctly again

🔨 The cursor is no longer forced to the game window when you start the application

🔨 The unfocused application overlay now shows and disappears more consistently, and there are less instances where tabbing back into the game causes a menu to show up

🔨 Loading in new chunks no longer visually changes the tile variation of tiles that were already loaded - this avoids tiles visually changing (if they were already correct) when moving around in the world!

🔨 Fixed endless resources turning into -2 resources on a tile when a resource object with a grid larger than one tile has it’s secondary tile (so not the center specifically) on another tile that’s also containing an endless resource.

🔨 Wild Boars no longer always spawn clay heaps when they dig into the ground

🔨 Fixed an issue with the prioritization of moving animals. They can no longer “skip” steps in their behaviour

🔨 Fixed an issue with moving animals ignoring category resources when eating things.

🔨 Fixed a bug that caused resources that are replaced after a certain amount of turns to crash the server by feeing it corrupted save data.

🔨 Resource Placement no longer always rounds down the amount of resources you place.

🔨 Resource Placement no longer hides the fact that tile owners (buildings, etc) can influence surrounding resources

🔨 Resolved Crotal Lichen not always being visible on Rocks

🔨 Resolved Snail Slime being invisible or incorrectly positioned when found with Amber Snails

🔨 Fixed CTRL not properly showing the surrounding influence of placing a resource when the resource is hovered in an area that it’s not allowed to be placed in.

🔨 The “Influence resource” view no longer keeps CTRL pressed automatically if you finish placing a resource - causing your next resource to show the wrong grid initially

🔨 Resource influence no longer shows the old research menu

🔨 Fixed lag caused by the Town hall stock loading in if there are a lot of resources

🔨 Fixed some of the lag caused by recipes which contain categories with a ton of resources

🔨 Fixed an issue with Signposts that caused the Server to crash. (and all other recipes which contained choices in combination with set costs in their construction)

🔨 Fixed a bug that caused the Client to crash when you are too good at the game (have too many resources unlocked in different categories in your town hall.)

🔨 You can now select Quern Stones again… (whoops!)

🔨 Buildings with building skins now properly show the construction costs in the construction recipe once you place the building down

🔨 Signposts that have not finished construction no longer visually show that they have when you place them down / reload the client.

🔨 Buildings with skins no longer refuse to update their sprites when they are not done constructing - this would cause reloading the client to show incorrect sprites for fences

🔨Buildings that do not have their required construction sprites will now fall back to the stage below them, rather than not show any visuals at all

🔨 Resolved placing tiled buildings not showing proper previews during building placement, if they had skins enabled

🔨 Fixed buildings with skins not having accurate click collisions

🔨 Fixed roads placed by the world itself crashing the client.

🔨 Fixed not being able to click on Cobblestone Roads

🔨 Fixed a server crash related to loading worlds with the Skinner in it

🔨 Resolved roads (and other objects that use shaders) getting white edges when placed on the ‘drygrassland’ tileset

🔨 Buildings with multiple construction stages no longer fail to show their intended sprites when you reload them on a stage that should show sprite of the previous stage.

🔨 Holding shift when you stop building placement, and subsequently entering a new tile no longer crashes your client for buildings that require connected buildings

🔨 Holding shift when stopping building placement of a tiled building (with the path or area modes enabled in the settings), no longer immediately starts a new path on the tile that was hovered. Instead it will wait for you to click again to start another path, as was intended.

🔨 Buildings that horizontally or vertically overlap will no longer both show their highlight when hovering their overlap. This was especially noticeable on tiled buildings.

🔨 Fixed a bug that caused resource placement errors to be displayed below the grid instead of above it.

🔨 You can no longer anger wasps that don’t exist by cutting down a tree that doesn’t contain wasps nests. (lol)

🔨 Resources that spawn 0% of a variation now no longer spawn resources.

🔨 Shepherd’s huts now have accurate click collisions

🔨 River Birches no longer have the wrong shadow colors

🔨 Resolved various resources using the wrong shadow

🔨 Black Headed Cardinal Beetles no longer always show the lowest density visuals

🔨 Fixed a bug where ruined houses (and other density resources with grids) were destroying themselves because they could not find their own resources if the center of the resource was in hidden below the clouds.

🔨 Smooth Newts on land no longer have a chance to be shown with a (partial) overlay, as if they were in water.

🔨 Common Carder Bees can now show their highest density sprite again. They were accidentally being limited to density 2 at most.

🔨 Resources should no longer have a chance to show a cut-off outline around themselves when hovering them during research. Each object should now be fully encircled by an outline.

🔨 Fixed a bug that caused the research tutorial to not highlight resources to research when the biome you’re in has a resource modifier on the town hall level up resources.

🔨 Fixed a bug with Misc resource objects in chunks not always using tilexy’s in floats and strings instead of ints in some rare cases, causing a desync with the client and resulted some animals moving more often than usual.

🔨 White sheep females are now animals too… and sheep xD

🔨 Resolved an issue that could cause tiles that were touching the fog of war to not update properly when your vision changed.

🔨 Redcurrant Berry Bushes can now display all three densities of Redcurrant berries, flowers and unripe berries again

🔨 Fire Salamanders now show the appropriate sprite for being on/near a common oak stump and uprooted common oak stump again

🔨 Woodcocks can properly sit on their nests again

🔨 Western Yellow Centipedes have proper sprites for being on dirtheaps and dirtpatches again

🔨 Red Squirrels have proper sprites for being on top of stumps again

🔨 Fixed a bug that caused clients to crash if a building was spawned in by the server using an event

🔨 Fixed a bug that allowed you to give several names to the same object.

🔨 Fixed a bug that caused unlocked recipes to crash the game if the server saved and loaded before the player logged in.

🔨 The “Scan for nearby resources” menu no longer shows on buildings that do not interact with resources in the world.

🔨 The building unlock notifications no longer randomly cut off the right-most letters

🔨 Fixed a bug that caused the Waybread Seeds descriptions from popping up when you unlocked the resource.

🔨 Fixed a bug that could cause the Spring Bloom event to crash the server if the townhall did absolutely nothing that round

🔨 Fixed a bug that caused animals not endlessly increase the cooldown for behaviours once they had gone on cooldown once

🔨 Fixed common frogs having 2 movement rules set up

🔨 Added missing density to the Marsh Crane flies

🪛 Trees no longer look like they consist out of two parts (a stump and a trunk), which is noticeable during research. They now appear to be one solid object.

🔨 Woodcocks should now be hiding under small objects and plants less often

🪵 Added placeholder icons for bumblebee species & categories.