Diod v0.1.0.14 — A settlement that needs you Pre-alpha | 22 October 2026 Changes since v0.1.0.13 - Settlers now have persistent health: starvation damages health after food runs out, food and nearby assigned bed rest support recovery, and unsafe landings can injure. Workers eat real carried food before walking to shared food. - Death retains the person in the roster and transfers carried belongings/equipment into one recoverable bundle. Failed saves preserve cargo; repeating sync cannot duplicate belongings or awaken the same dead survivor again. - Press N outside for a local overhead settlement planner. Pan, zoom and select people/buildings; planning starts paused and Space resumes the settlement while the character stays still. - Place recovered building plans using the existing support, slope, collision and clearance checks. Assign a worker to a specific unfinished plan; they fetch real tools/materials and perform actual delivery and paid construction work there. Right-click nearby ground to give a persistent movement order. - The roster and planner show health, food, rest, stamina and actionable needs. A field HUD button reports people needing attention; map markers flag severe needs/death/blocked routes and show current destinations. Building footprints have labels and selection colors. - Walking now reports a blocked route when it makes no progress toward the destination, including moving around without getting closer. Existing gathering, timber, farming, crafting and groups remain available. - Distant workers pause needs along with labor while collision is unloaded, preventing starvation caused by the streaming limit. Needs resume without retroactive damage on return. Implementation, controls and comparison limits: docs/SETTLEMENT.md. Existing finite resources, material escrow, carrying capacity, shared knowledge and construction transactions remain authoritative. Health/needs use the saved game clock with no offline elapsed time. Standing release workflow uses one heavyweight process at a time. The owner/local agent provides full-world GPU playtesting. Validation linux: 292 focused actual-export checks: settlement 50, settler health/persistence 24, overhead planning 24, construction 42, survival 30, navigation/cartography 33 and progression 89. Small planar software-rendered planner fixture reviewed; it exercises real placement, transfers and construction rules with a controlled worker. No full-world GPU or complex-route playtest. Actual exported content/Earth/legacy-save path identity passed. No full-world GPU playtest. windows: Sequential export, native icon groups/sizes and four-part version checked. Native Windows GPU playtest pending. macos: Universal bundle identity/version and x86_64/arm64 verified. Fresh Developer ID signed, Apple notarized and stapled. Native Mac GPU playtest and fresh Gatekeeper assessment pending owner/local testing. Known issues - Native Mac/Windows GPU gameplay, actual overhead visibility in dense forest, physical worker routes and fresh Mac Gatekeeper assessment await owner/local testing. - Planning is local to nearby loaded ground (60 m); work sites must be within 55 m of designated shared storage. Camera movement does not load or reveal distant terrain. - Only Mara is currently earned in normal play. This update does not add more survivors or resurrect a deceased Mara. The resting-body pose is basic; bespoke death animation, NPC combat, disease and thirst are not implemented. - Local avoidance is still limited around complicated buildings/doors. Destination lines show intent, not a solved obstacle-free route. Clear paths or issue nearer orders when blocked. - Multi-store logistics, production targets, automatic multi-stage supply chains, richer worker priorities and large-population simulation remain future work. Heat stations still need player-provided fuel/ignition/tending. - Distant settlements pause work and needs; full background simulation is not implemented.