SEED 0.3.6 Patch Notes

Release Date 20.09.2026

New Building Attachments

  • 40 building attachments that could not be obtained before now have crafting recipes: roof tanks, ventilation units, generators, antennas, billboards, lightboxes, roof and wall lights, planters, and wall art.

  • 23 existing attachment recipes also swap their rare-ore parts for plain materials, cutting their rare-ore cost sharply.

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Organizations

  • The chat window's Groups section is renamed Channels, to prevent confusion with the organization type.

  • Every organization now gets its own chat channel.

Plots and Territory

  • Seedlings born and raised inside your society no longer spawn with a Frontier Tent in their inventory, and don’t count against the society's claimable plots, so births won’t block new members from joining when plots are scarce.

  • Fix: Packing up a Frontier Tent after you already claimed your plot no longer makes it impossible to place back down with "You have already claimed a plot". It now places like a normal object.

  • Fix: Placing your first claiming tent no longer shows a green placement preview that then fails with "Too far from the source container". An out-of-range spot now shows red with the reason before you click.

  • Fix: Neutral territories are clickable as long as they have been explored by your Society, regardless the point clicked is covered by fog of war.

  • Fix: While drawing a plot in the Land Planner, the size hint now counts in cells (for example "1x1, 16m2"), as it’s shown in other places.

Scheduler and Time

  • The Scheduler's expanded view is now wider, so day columns are readable instead of cut off. Overlapping blocks stay whole, with shared hours shown as a red diagonal hatch. Blocks can be dragged and resized directly on the calendar, changes appear immediately, and a slot can be given a custom name.

  • Click the HUD clock to open the new SEED time tools feature, which includes live Avesta and Earth clocks, a day/night cycle chart, an Earth-to-Avesta time unit converter, and a countdown timer that notifies you in-game when it's finished.

Seedlings and Autonomy

  • Fix: A Seedling that gets a consumable from a far-away container now eats near the container, instead of a container near the Seedling’s original position.

  • Fix: Seedlings walking into a building now walk fully inside instead of stopping on the doorstep, which could make them repeat the same walk over and over.

  • Fix: Seedlings walk with reduced foot sliding

  • Fix: Seats, beds and other furniture spots no longer sometimes stay marked as taken after the Seedling using them walked away.

Seedling Chat

  • Improved error responses - When your Seedling is unable to do what you told them to, they will try to give you a more useful reason than a generic refusal.

  • Seedlings are better at understanding your commands and performing them.

  • Seedlings should give more specific answers to your questions based on their memories and state.

  • Seedlings will try to fulfill your command in different ways - For example if you say "drink water" they will check their inventory as well as nearby containers

Health and Doctors

  • Sick Seedlings now also heal at home, at a society building, or anywhere that stocks the right remedy, without a separate walk to a treatment spot first.

  • Fix: The doctor now walks to the patient during diagnosis and treatment instead of them meeting in the middle, so the two reliably meet. The patient's status reads "Waiting for the doctor" and "Waiting for treatment".

  • Fix: A doctor whose patient was already cured elsewhere is freed up quickly instead of being stuck with that patient for up to 75 sim minutes.

  • Fix: A doctor and patient pair that just failed no longer immediately re-forms and fails again every few seconds.

  • Fix: A patient who booked and is paying one doctor can no longer be taken over mid-treatment by a different free-of-charge doctor.

Businesses and Service Locations

  • A service location's entry fee is now charged as the visitor walks through the door, not before entering.

  • Fix: At self-serve venues, a visiting Seedling now walks directly to the room that has what it wants, instead of just stopping in an entrance room.

  • On the Reviews tab, a customer lost to a service that started and then failed now shows an orange "failed" chip instead of the same red "wanted" chip used for services never attempted.

  • Fix: An order taken by one employee can now be finished by any other employee on shift, so customers no longer wait forever when the original employee leaves or goes hauling.

  • Various smaller service location stability improvements.

Market and Trade

  • The Transfers modal of a storage container now also lists its outgoing direct deliveries.

  • Fix: Improved and corrected the messages of failed market trades to make it easier to fix the issue.

  • Fix: When cancelling a buy order fails, it doesn’t leave the order in a broken state that might have locked your SeedCoin. It will clearly report the failure instead of wrongly claiming success.

  • Fix: A sell order whose delivery is stopped for taking too long no longer goes back on sale claiming stock that is not available anymore.

  • Fix: Goods you paid for but that were lost in delivery now count towards your society's trade statistics and the market price history.

  • Fix: When you cancel a buy order whose delivery is already under way and that delivery then fails, your order stays cancelled.

  • Fix: Fixed an issue where some buy orders, restock orders included, paid for with the Society Wallet failed.

Production and Crafting

  • Potted plants and houseplants now repair with Biomass alone, no Flower Pot needed.

  • Underground water now replenishes over time: a single pump can run non-stop and sustain itself, while stacking several pumps on the same spot still drains it toward a lower level.

  • Fix: A machine waiting to be emptied after a craft no longer loses its Produce option from the menu. It shows greyed out with "Resources need to be hauled", and a Run Machine schedule slot says the machine needs emptying instead of "no machine to run".

  • Fix: While a machine finishes a step on its own (for example a furnace smelting), its Produce rows stay visible, greyed out with "Machine is still processing", instead of the whole task list vanishing.

  • Fix: Pulling a Seedling away from a production activity frees the machine right away, so its other tasks reappear immediately instead of the bench looking blocked for up to half an hour.

  • Fix: A queued Produce order no longer vanishes when the Seedling starts hauling in materials or when other tasks change on the same bench.

  • Fix: Quick Produce on a bench with no active task now actually sends the Seedling to work instead of doing nothing and locking the bench.

Objects and Catalogue

  • The High Tech building palette no longer needs the Composite Panel. It uses a new Insulation Panel instead, crafted from Synthetic Fabric and new Insulation Foam.

  • The Plaxin Building Palette now uses Concrete and Treated Wood instead of Steel Beam and Aluminum Frame

  • Stone Block, Coal, Wood Planks, Plaxin Sheet and Fabric now show as their own distinct block models in containers and on a Seedling's back, instead of a generic crate.

  • The Power Cell now has its own icon.

Graphics

  • Fix: Trees no longer float above or sink into the terrain, and the ground blends correctly at tree bases. The mushroom tree now stands on the ground instead of being half-buried.

Seed Store

  • Store cards, banners and the buy-offer window wrap titles and descriptions more predictably. The offer window description shows a scrollbar on hover and a divider line where more text follows, and offers now list Pollen and gift codes under "What's inside".

  • Fix: Searching the store now searches all categories at once instead of only the selected tab.

User Interface

  • Dezima Donations popup now opens the Dezima Panel.

  • Fixed styling of Dezima Donations popup.

  • Fix: A temporary Seedling slot now shows its remaining time correctly, rounding up instead of down.

Other Fixes

  • Fix: Thought bubbles are no longer stuck spinning for a long time before appearing.

  • Fix: In some cases the entrances of a building could duplicate themselves, making them impossible to remove. The source issue has been resolved, and leftover entrances in impossible locations can be removed by editing a building and removing any Building or Outdoor Block.

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