Diod 0.1.0.44 — Close placement, moving objects and flowing water Building placement now stays with your normal player camera. Walk with WASD, right-drag to look, click to lock the preview, and use Place plan or Enter. Q/R rotate; Shift makes one-degree adjustments. Arrow keys nudge by 10 cm, or 1 cm with Shift. Optional fine grids support precise small-object placement. Chests and furniture use the aimed supported floor, including excavated caves, tunnels and building interiors. Doorways and physical obstructions remain protected. Existing buildings and placed objects have a Move action in their management panel. Moves preserve construction progress, delivered materials, stored items and object identity. Moving a furnished house also moves supported contents. An excavated mining entrance stays attached to its underground workings. Shovels and pickaxes can work submerged beds and shorelines, including while swimming. Finite saved surface water flows downhill into connected excavations. Terrain changes preserve existing water volume before updating the flow; water, terrain, collision and gameplay queries survive save/reload and streaming. This is a two-metre surface-water simulation, not a full 3D pressurized cave-fluid simulation. Work sites and custom B/G design modes remain retired; workers remain dormant, with existing saved worker data preserved. Walking on loaded excavated ground uses actual collision rather than snapping back to a sampled surface. Cut banks no longer trigger automatic stair lifts. Built stairs retain their stepping behavior; tall cut ledges require jumping. Water queries skip unused ground normals, and flow saves avoid copying unrelated terrain and water data. Performance profiling continues; this release does not claim every periodic hitch is eliminated. Existing Diod island saves are retained. No reset is required.