Diod v0.1.0.31 — Precision terrain design - Terrain planning is now an orbitable 3D designer with solid finished-ground previews, draggable height/move/rotation/ramp handles, editable corners, exact numeric dimensions and optional snapping. - Rotated rectangles and polygon boundaries become actual terrain mesh edges. Flat platforms, ramp planes and vertical cut/fill banks keep the designed lines instead of snapping the finished shape to the old one-metre grid. - Confirm a design to create a worksite. Shovel soil, pickaxe rock, and supply soil for fill. Work advances through saved construction stages towards the exact previewed surface; excavated material remains optional loose pickups. - Preview, finished rendering, physical collision and height queries share the same saved facets. Clipped geometry preserves surrounding ground and agrees across chunk boundaries. - Existing saves and old earthwork projects carry forward. A full before-precision-earthworks backup precedes the format 10 upgrade; possessions, settlement, mining and frozen geography are retained. UPDATING Continue your existing game; no New Game required. Save format 10 creates a full before-precision-earthworks backup. Close Diod before replacing the application or extracted folder. Do not downgrade an upgraded run. CONTROLS G → Plan terrain. Right drag orbits, middle drag pans, wheel zooms. Draw your outline; use numeric dimensions or the coloured X/Z/Y/R/Slope handles. Confirm design creates the worksite. Deliver soil and work with shovel/pickaxe. E collects loose materials. LIMITS - Precision sites support simple polygons with 3–12 corners, at least 1 m², up to 32 m across and 6 m height change. They cannot overlap another unfinished worksite or an already worked precision surface; adjacent sites are supported. - This release supports straight polygon boundaries and sharp banks. Freehand curves, rounded bank profiles, re-editing completed precision footprints and automatic worker assignment are not implemented. Mining remains separate. - Graphical testing uses Apple M4 / Metal / Low and isolated finite materials. No Intel Mac, native Windows/Linux GPU or laptop performance claim. Windows publisher signing is not configured.