Diod v0.1.0.8 — A better stone-age start Pre-alpha | 21 October 2026 Changes since v0.1.0.7 - More useful stones on rocky slopes and dry gravel banks, with geology determining the tool stone rather than mountain height. - A saved finite starting patch supplies six hammerstones and eight pieces of suitable tool stone near the bunker, including in existing worlds. - Flint, chert, quartzite and obsidian can supply the first flakes and hand axe. A separate hammerstone is kept. - Clearer stone-tool names, resource hints, archive guidance and slightly larger ground stones. Legacy tool and arrow IDs remain compatible. Inventory/Craft: the existing first-flake and hand-axe recipes now accept any suitable raw tool stone. A separate loose hammerstone is required. Search dry rocky ground and gravel banks. Starting patches are within about 12–52 m of the bunker spawn on safe terrain. Existing collected IDs and deposits are preserved. See docs/TOOL_STONES.md. Roadmap and XP features are the next separate update. Validation linux: 27 focused actual-export checks passed: four knapping alternatives, tool reservation, no crafted-tool recycling, density/geology, safe finite starter pickups, reload and failed-save rollback. 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 playtesting and fresh Mac Gatekeeper assessment await owner/local testing. - The seven-rock geology model uses approximate transported quartzite and volcanic glass associations; it is not a surveyed geological map.