Diod v0.1.0.20 — From blueprint to building Pre-alpha | 22 October 2026 Changes since v0.1.0.19 - All 17 building plans now act as staged construction projects. Place a blueprint and supply foundations/supports, frame, assembly/enclosure and finish separately. You can begin real construction without collecting every later material; work stops at the first unfunded stage. Fully stocked projects keep their original total work requirement. - Unfinished sites show a light footprint/height outline, delivered-supply stock and current progress/blockers. Existing staged models take shape through paid labour. Outlines and material piles cannot be looted or used as a finished building. - An expanded project panel shows four stages, delivered and total supplies, current-stage requirements, carried materials, assigned crew and crew status. Pause/resume preserves progress. Low, normal and high priority control automatic project selection. - Assign builders and dedicated haulers at the site panel, from the new Settlement project list or from the overhead planner. Builders fetch current-stage materials and real tools; haulers deliver without a hammer or performing labour, and can stock later stages. - Project supply trips use the designated finite shared store, actual worker bags and saved equipment. Store and carried inventory commit together; capacity and local reach are enforced. Missing supplies/tools, paused work and route problems remain visible through project and settler status. - Existing unfinished plans, deliveries, work and cancellation refunds carry over. New stage tables are saved with projects. Meshes update at stage/delivery changes rather than every hammer stroke, and temporary worker tool queries no longer capture themselves. Choose a building in Craft or the overhead planner, place its blueprint, then use E at the site. Deliver what you carry and work on the current stage. Assign a builder or hauler from the project panel or Settlement. Put real supplies, tools and carrying bags in designated shared storage. Menus pause labour; return to the world or resume the overhead planner to watch construction. Validation linux: Focused actual-export checks cover all 17 staged paid plans, work gated by current supplies, partial saves, finite store/worker/escrow conservation, failed supply/settings saves, responsive project UI, real manager pause/hauler/priority behavior, construction refunds, settler needs/assignments, existing bridge traversal and Roadmap/release identity. Small asset-only project-panel and staged-house previews reviewed. No full-world GPU 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 - Workers still use one designated shared store and the existing 55-metre local work radius. Plan within loaded terrain, provide paths and move the shared store as the settlement expands. This is not global navigation or remote construction simulation. - Haulers move already available supplies; they do not automatically manufacture missing items or harvest absent resources. Assign gatherers, loggers and crafters, or supply the store yourself. Food, sleep, injury and carrying limits still apply. - Structure models and material piles are a procedural first visual pass. Native Mac/Windows GPU playtesting, dense scenery routing and fresh Mac Gatekeeper assessment remain owner/local testing. - The second bunker, its destination, two new survivors and passenger carriage boarding remain future work. The catalogue remains 100 distinct starting craft/build results.