Source: Steam Community (opens in a new tab)
Version 66
Farming has been rebuilt from scratch
- Farming is now Stardew-style: till individual tiles, get a dirt patch, then plant that tile. There is no more single farm-shaped plot - you choose exactly which ground gets broken.
- Ground can be tilled anywhere on open ground near your base, not just in one fixed area.
- Each crop now grows through five real stages of art (25% through 100%) instead of a single generic sprite, and every crop - wheat, corn, red cabbage, carrot and potato - has its own growth pictures.
- Corn and wheat now sort above or below the player correctly depending on how tall they've grown, instead of always drawing on top of you.
- Crop colours have been toned down to match the rest of the game's look instead of looking neon-bright.
- Crops no longer die from a single cold night. A frost has to persist for several nights in a row before it kills something, and a warm night resets that clock.
- Time skipped while sleeping or fast-forwarding is now counted properly - a crop won't die just because your farmers couldn't physically run out and water it fast enough before you woke up.
The Garden Hoe and Watering Can are tools, not weapons
- Both must now be equipped in your weapon slot to use - they no longer go in quick slots, and they can no longer be swung to attack.
- The tilling grid only appears while the hoe is actually equipped, instead of showing constantly.
- The watering can now shows a blue fill bar while equipped so you can see how much water is left.
- The watering can can be refilled at a buildable Well, unlocked through Survival research, or in a pinch from water bottles.
- Tilled soil visibly darkens when watered, so you can tell at a glance what still needs attention.
- Rain now waters your crops for you.
- Recipes for the Garden Hoe and Watering Can have been added to the quick crafts.
Seeds and produce are proper items
- Seeds for every crop now exist as real items, stack up to 999, and carry no rarity.
- Harvested produce stacks up to 10 per slot instead of behaving like a one-off pickup.
- The trader now stocks seeds under a new Farming category, with the same buy-quantity picker used for ammo.
Settlers can move in and live at your base
- Build a tent and, if there's a free one, a settler can arrive and move in - one tent per occupant.
- Once someone has moved in, you can put them to work from the Colony screen.
Settlers can now work your farm
- You can assign settlers to the new Farmer job from the Colony screen. Farmers till, water, harvest and plant on their own, without needing a field assigned to them individually - they simply work whatever ground has been marked out.
- A new "Designate farm field" button lets you drag out the area you want farmed without needing a hoe equipped. That marking is permanent: once a field is harvested, farmers till and replant it automatically instead of the ground reverting to nothing.
- A separate Jobs screen, opened from Colony, lets you pick which storage containers farmers draw seeds and tools from, and which containers they carry the harvest into.
- You can click containers directly in the world to select them, and each one now outlines cleanly around its actual picture instead of using a rough guessed box.
- Farmers fetch real tools out of the locker and hold onto them while working, so you need enough hoes and watering cans to go around.
- If work stalls - no seeds, no water, no hoe, or a full storage container - it's now reported clearly instead of everyone silently standing still.
- Multiple farmers now spread out across a field instead of clumping on the same tile.
- Farmers no longer freeze up waiting at a locker once there's nothing left to do.
- Farmers keep whatever they were holding across a save and reload instead of losing their tools and seed.
Settlers eat, drink, and can die of neglect
- Every settler now needs food and water, job or not, and will walk to whichever storage container in the base actually has something - not only the ones you designated for farming.
- Thirsty settlers can also drink straight from a Well for free. Whichever is closer, a well or a locker, is where they go.
- Going without food or water for too long is fatal. This takes a while - it's a last resort, not something that happens overnight - and anything the settler was carrying is returned to storage.
- The Colony screen now shows a settler's status in red when they're hungry, thirsty, or in real danger.
A proper notifications log
- Warnings and events, such as a settler dying or a farmer being unable to work, used to flash briefly across the top of the screen and then vanish for good. They're now kept in a dedicated Notifications panel you can open at any time, with the newest notifications shown first.
- A small stack of cards appears in the corner of the screen when something happens, so you still get an immediate heads-up, but nothing is lost if you miss it.
- Repeated identical messages are now counted instead of spamming the same line over and over.
- Notifications are saved with your game.
Other fixes
- The "visit a base" panel no longer appears unless someone else is actually connected.
- A quick key now opens the Colony screen directly without bringing up your full inventory.
- Help menu entries have been added covering colony management and how farming now works.
- Fixed the missing MG1 counter.
- Quick slots no longer interfere with typing in other menus.