TOOL PROGRESSION / FIELD TRANSMISSION

October build history: changes, fixes and testing notes

Individual release notes supporting the October 12-26 update series. Use the search field for a build number, feature or error.

Historical evidence, current context.

These are preserved development notes, not separate claims that every build is still recommended. Later revisions supersede earlier recipes, defaults and instructions. In particular, smelting/lumber default OFF from .118; baskets use shallow water and hunter collection; the current robe follows .146 R3; Food Rot collection follows R4. The latest reviewed package is .146 FIXED R4. This page does not publish a mod download.

185 entries

0.1.190.146 FIXED R4 - Food Rot collection and priority cleaning

HISTORICAL BUILD NOTE / BUILD_0.1.190.146_FIXED_R4.txt

Tool Progression 0.1.190.146 FULL FIXED R4
26 October 2026

Problem and evidence
The supplied save contained 65 Food Rot in three ground stacks and three player compost bins filled to 8, 4 and 36 out of 100. All stacks and bins were inside the painted Priority Cleaning area. Two colonists were cleaning, including one working on the rot stain. A mixed perishable-haul job had reserved a rot stack while carrying other food. Rot existing in the save did not establish that collection worked.

The actual .146 cleaning rules permitted compost delivery and bin-emptying jobs to be replaced by cleaning. Warm rot can create another stain after the previous stain is cleaned. Compost work was also below the ordinary perishable-hauling work giver. The R4 native test reproduces the original replacement and mixed-batch behavior before applying the fix.

Changes
- A prefix on the priority-area work selector asks the existing compost work giver for reachable Food Rot before asking for filth cleaning.
- A postfix protects ST_AddRotToCompost and ST_CollectCompost from priority-cleaning replacement.
- Compost work priority is 950; bin emptying is 951. Explicit urgent hauling stays above them at 1000, ordinary perishable hauling below at 900.
- Food Rot is excluded from extra pickups in mixed nearby-hauling batches. Single-stack hauling and explicit orders remain available.
- A full accessible bin can be emptied before continuing rot removal. With no usable bin, native storage selection is tried. No destination means normal cleaning can continue.
- Hauling activation, incapacity, fog, allowed cells, item permissions, native access/reservations, bin ownership and carried cargo are respected. Existing active jobs are not cancelled.

Installation
Close RimWorld. Replace the entire old StoneTools folder with this complete folder and keep only one enabled copy. Restart and load the existing save. No save conversion is required. Let the current job finish; briefly draft/undraft a pawn if you want an immediate fresh job selection. Keep Hauling enabled. Unforbid the rot and bins and ensure a reachable route. With accessible bins that have space, collection does not require a rot stockpile.

Preserved features
The original production assembly is byte-identical to full R3. The Envoy146R3 companion, robe fit/beauty/fox crafting/material rules, research layout and Radio, all grass patches and genuine Vulpite V2 are retained. The new companion is Westgate.StoneTools.FoodRot146R4.dll. The production assembly continues to report 0.1.190.146. No game, Harmony or compiler dependencies are redistributed.

Testing and limits
See Tests/FoodRot146R4_native_results.txt and Tests/VALIDATION_0.1.190.146_FIXED_R4.txt. The focused native test uses the supplied RimWorld 1.6.4871 assembly and real .146 work-giver, job and deposit code. It installs all three real Harmony hooks and verifies the original failure, fixed selection, delivery accounting and boundary decisions. Unity, pathfinding, access/work states and storage destinations are controlled fixture boundaries. This is not a live colony load, walking animation or end-to-end in-game play test.

Build/test commands (external dependencies required, not shipped):
python3 RevisionSource146R4/build.py --deps /path/to/dependencies
python3 Tests/run_foodrot_native146r4.py --deps /path/to/dependencies
0.1.190.146 FIXED R3 - Envoy Robe fit, fox crafting, materials and noble clothing

HISTORICAL BUILD NOTE / BUILD_0.1.190.146_FIXED_R3.txt

TOOL PROGRESSION - FULL .146 FIXED REVISION 3
26 October 2026 | RimWorld 1.6

ENVOY ROBE
- Longer hem and broader side coverage. Native apparel drawData scales the
  existing six body-specific textures and their masks together by 1.16, with
  a small downward offset proportional to body graphic size. The native
  north-facing Shell layer (88) is preserved explicitly.
- Female, Male, Thin, Fat, Hulk and Child, each in four directions. Infants
  remain excluded by the normal apparel developmental-stage filter.
- Base Beauty 3; PawnBeauty +1 while worn. Item quality can modify displayed
  item beauty through normal game rules. Existing quality is not rerolled.
- Only Vulpite fox crafters with Crafting 5 can make it. This includes the
  original Vulpite, Vulpite V2, and inherited/custom genomes with an active
  Vulpite multicolor-hair or needy gene, matching the mod's family rule.
  Labels or hairstyles alone do not grant crafting eligibility.
- Anyone otherwise eligible to wear humanlike apparel can wear the robe.
- Crafting spot, hand tailoring bench or electric tailoring bench; no
  research requirement. Cost: 80 of one fabric/leather/raw-hide type and
  10 silver. Includes Bio-Arbor fabrics and this mod's generated raw hides.
- Explicit recipe Make_ST_EnvoyRobe retains the old generated recipe's ID.
  Work and quality use Crafting. Bill eligibility and direct/resumed job
  reservation checks enforce the fox-only requirement.
- Royal body-clothing tags and the native Cape alternative make the robe
  suitable for noble torso requirements. Required headwear and title quality
  remain separate. Royalty is needed for noble title gameplay.
- Existing robes stay non-stuff items, retaining identity, quality and dye.
  Cloth/leather/hides are ingredient choices; they do not add stuff-based
  armor or insulation modifiers. Fixed protection stats are unchanged.

FULL PACKAGE AND CODE
The original Westgate.StoneTools.dll is byte-identical to the supplied .146
build. Genuine Vulpite V2 definitions, grass fixes, research layout, textures,
audio and all other previous files are retained. The only new runtime DLL is
Westgate.StoneTools.Envoy146R3.dll. It adds two narrow Harmony hooks for robe
crafting. It does not replace the production DLL or convert races/saves.
Source and a reproducible companion build script are in RevisionSource146R3.
No game assemblies, compiler or Harmony dependency are redistributed.

INSTALL
1. Close RimWorld completely.
2. Replace the old StoneTools folder with this archive's complete StoneTools
   folder. Keep only one Tool Progression installation enabled.
3. Restart and load your save. The production DLL still reports .146. Look
   for the additional [Tool Progression .146 fixed R3] envoy-robe log line.
4. Existing robe bills can retain their old cloth-only ingredient filter.
   Edit the allowed ingredients, or create a new robe bill, to use leather,
   hides and other fabrics. Assign an eligible fox crafter with Crafting 5.

TEST SCOPE
See Tests/VALIDATION_0.1.190.146_FIXED_R3.txt. Tests include native game XML
parsing, apparel transforms, noble tag matching, crafting eligibility and
material filters, plus an all-body asset geometry proof. The native harness
uses isolated fixtures; only its Unity-dependent logging/profiling is adapted.
There is no live Unity scene here. Overlap with every hair/tail/basket/belt
combination, full colony loading and crafting animation still need in-game
confirmation. Third-party alien body meshes are not covered by the six-body
claim. Earlier reports/manifests describe their named historical revisions.
0.1.190.146 FIXED R2 - Envoy Robe Crafting skill correction

HISTORICAL BUILD NOTE / BUILD_0.1.190.146_FIXED_R2.txt

TOOL PROGRESSION - FULL .146 FIXED REVISION 2
26 October 2026 | RimWorld 1.6

CORRECTION
The supplied Pasted text(20261026-120012).txt loads assembly 0.1.190.146
without the earlier missing Vulpite V2 references. It records two errors
when completing Make_ST_EnvoyRobe: a missing workSkill and a fallback to the
pawn's Shooting skill during quality generation.

The embroidered envoy robe's recipeMaker now explicitly uses Crafting.
Its Crafting 5 requirement, research, materials, benches, work amount,
appearance and dye behavior are unchanged. New robes use Crafting for the
recipe's work experience and quality calculation. Existing robes are not
rerolled or modified.

The audit found this was the only missing workSkill among 20 authored
recipeMaker blocks. All 262 authored RecipeDefs already resolve a workSkill.

FULL PACKAGE
Includes the genuine .146 production DLL and Vulpite V2 definitions, all
seven forage-grass harvest settings, and the corrected research layout.
No recovery aliases or race conversion are included. The DLL is unchanged
and still correctly reports Loaded assembly 0.1.190.146.

INSTALL
Close RimWorld. Replace the old StoneTools folder with this complete folder,
keep only one Tool Progression installation enabled, then restart and load
your save. No new colony is required. Craft another envoy robe to check the
in-game result. Its quality should use the crafter's Crafting skill.

VALIDATION
See Tests/VALIDATION_0.1.190.146_FIXED_R2.txt and
Package146_FixedR2_SHA256.json. Older reports/manifests describe their named
historical revisions. Live Unity crafting has not been run here.
0.1.190.146 GRASS REVISION - Expanded grass harvesting and genuine V2 definitions

HISTORICAL BUILD NOTE / BUILD_0.1.190.146_GRASS_FIX.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Full .146 package with grass-harvest fix
26 October 2026 | RimWorld 1.6

BASE BUILD
This is the complete supplied ToolProgression_0.1.190.146_FULL_VulpiteV2.zip
with the grass fix integrated. The genuine .146 production DLL and Vulpite V2
definitions are preserved byte for byte. This is an XML/source-generator
revision, so the loaded assembly correctly still reports 0.1.190.146.

FIXES INCLUDED
- Hay harvesting for gray grass, yellow grass, tall yellow grass and night grass.
- Existing ordinary grass, tall grass and haygrass harvesting retained.
- Each optional grass definition is skipped when its DLC is absent.
- The revised 25-project research tree remains included. Radio is on the top
  row of the Tool Progression research tab, after Microelectronics.
- The proper .146 ST_VulpiteV2 and ST_VulpiteDelicateV2 definitions are included,
  addressing the missing-reference errors caused by loading this save in .145.
  V2 retains light frame, its original .146 gene selection and hunger behavior.
- No .145 recovery aliases, forced race conversion or user save edits.

GRASS
Use Orders > Harvest on grass above 65% growth. Harvest leaves 20% growth for
regrowth. Base hay yields: grass/gray/yellow/night 4, tall/tall yellow 7,
haygrass 18. Final yield can vary with growth, health, harvest outcome and
difficulty. Cut plants clears plants. Pawn work priorities alone do not
designate grass for harvesting.
Anima grass, specialty Bio-Arbor crops and the separate cattail harvest retain
their existing functions. Other mods' plants are not converted to hay.

INSTALL
1. Close RimWorld completely.
2. Move the old StoneTools folder out of the active Mods folder.
3. Extract this ZIP's complete StoneTools folder into Mods.
4. Keep only one Tool Progression installation enabled, then restart.
5. Confirm the log says Loaded assembly 0.1.190.146.
6. Load the original save from before the .145 missing-gene errors, if available.
7. Use Orders > Harvest on mature tall yellow grass and check the hay produced.

This package does not require a new colony. If a save was overwritten after
.145 removed the missing V2 genes, installing the correct definitions cannot
automatically recreate those deleted gene records. Use the earlier save in
that case. The package does not modify saved games itself.

VALIDATION
See Tests/VALIDATION_0.1.190.146_GRASS_FIX.txt for this revision's actual checks.
Earlier validation files remain historical records, not newly rerun claims.
Live Unity colony loading and harvesting still need an in-game check.
0.1.190.146 - Vulpite V2

HISTORICAL BUILD NOTE / BUILD_0.1.190.146.txt

Tool Progression - Stone to Electric
Build 0.1.190.146 beta - Vulpite V2
October 26, 2026 | RimWorld 1.6 | Biotech required for Vulpites

FULL INSTALLABLE PACKAGE
Based on the supplied ToolProgression_0.1.190.145_FULL (1).zip.

SELECT THE NEW VARIANT
1. Close RimWorld completely.
2. Replace the installed StoneTools folder with this package's StoneTools folder.
3. Keep only one Tool Progression copy enabled and restart RimWorld.
4. Enable Vulpites in Tool Progression's mod options.
5. In starting-character xenotype selection, choose Vulpite V2.
   The premade xenotype menu also includes Vulpite V2.

VULPITE V2 BALANCE
- Light frame: incoming sharp/blunt damage x110%, with +1 metabolic credit.
- Attractive replaces Very Attractive.
- No guaranteed Social passion; natural passions remain possible.
- Quick-footed: movement x110%, melee dodge +5 percentage points.
- Kind charm, crafting/intellectual passions, fox fangs and all other original
  genome features remain, including alcohol dependency and comfort needs.
- Psychic affinity remains an optional gene, absent from the standard genome.
- Standard metabolic efficiency: -1; genetic hunger x125% before other modifiers.
- Existing Vulpite hunger slider applies to V2 (50% slider makes the genetic
  component effectively 62.5%, before age/health and other food-need modifiers).
- No new illusion/escape ability is included in this initial balance pass.

ORIGINAL RACE AND SAVES
The original Vulpite definition and genes remain unchanged. Existing pawns are
not converted. Original factions retain their original genome; V2 is a selectable
alternative with zero factionless generation weight. Both variants obey the
Vulpites availability option. Disabling it hides new-character choices without
removing definitions needed by saves. The two frame genes share an exclusion
family with native incoming-damage genes, preventing stacked frame effects.

VALIDATION
Production assembly compiled against installed RimWorld 1.6.4871 and Harmony.
26 targeted native checks passed; see Tests/VALIDATION_0.1.190.146.txt.
Full live-game startup, rendered-menu inspection and combat playtesting remain.
0.1.190.145 - NPC surface-route correction

HISTORICAL BUILD NOTE / BUILD_0.1.190.145.txt

Tool Progression - Stone to Electric
Build 0.1.190.145 beta - NPC surface-route correction
October 26, 2026 | RimWorld 1.6

FULL INSTALLABLE PACKAGE
This is the complete .144 package with the corrected production assembly,
source and route regression tests. All .144 runtime art, sound, definitions,
bone furniture, searchable options and the Vulpite hunger slider are retained.
The optional .144 SourceArt companion is unchanged and is not needed to play.

REPORTED ERROR
The supplied .144 log reached active gameplay, then reported:
"Faction simulation pulse skipped: System.InvalidCastException"
in WorldGrid.GetRoadMovementDifficultyMultiplier, called by NPC TryDispatch.
The native method casts the source tile to SurfaceTile. The previous NPC
route code checked that settlements shared a layer, which also allowed
non-surface layers to reach the ground-road pathfinder. The supplied colony
save confirms 10 orbital settlements were included in this simulation. Its
11 existing expedition routes are all on the surface.

CORRECTION
- Ground expeditions require valid surface tiles on the same world layer.
- Non-surface, missing-layer and out-of-range endpoints are rejected before
  native reachability or pathfinding runs.
- The same route helper protects visiting traders' home-selection paths.
- Returned paths are checked for endpoint, layer, tile-type and length validity.
- A pathfinding failure skips only that candidate route, so other destinations
  can still be tried. Food, payment, soldiers and mission IDs are committed
  only after a valid route has been found.
- Unexpected route failures still produce one diagnostic, rather than aborting
  an entire faction simulation pulse.
- Valid routes use native RimWorld reachability and pathfinding. No global
  road-cost patch, save migration or extra mod dependency is added.

INSTALL
1. Close RimWorld completely.
2. Replace the old StoneTools folder with the complete folder in this ZIP.
3. Keep only one Tool Progression copy enabled and restart.
4. Confirm the log reports Loaded assembly 0.1.190.145.
5. Load your colony and check the next faction expedition/trader journey.

Existing save and settings keys are unchanged. Your saved colony was not edited.
See Tests/VALIDATION_0.1.190.145.txt for checks and remaining in-game validation.
0.1.190.145 RESEARCH LAYOUT - Research tab organization and Radio placement

HISTORICAL BUILD NOTE / RESEARCH_LAYOUT_0.1.190.145.txt

Tool Progression - Stone to Electric
Research layout revision for build 0.1.190.145
October 26, 2026

FULL INSTALLABLE PACKAGE
Includes the complete .145 mod with updated research definitions. All original
runtime files are retained. Assembly and C# sources stay at version .145.

CHANGES
- Radio is on the top row, third column, in Research > Tool Progression.
- Radio still requires Microelectronics and costs 600 research.
- Build the researched Ground radio from Architect > Misc. It communicates
  with ground factions; orbital trade remains a comms-console function.
- Industry is grouped in the first three rows. Hand sawmilling leads directly
  to precision sawmilling.
- Bio-Arbor branches now run left to right: plant cultivation/DLC projects,
  orchard and processing/vineyard branches, then bee and honey/wax projects.
- Plant processing and vineyards meet at Bio-Arbor winecraft. The former
  same-column processing link and unrelated crossing lines are removed.
- Shorter visible labels fit the existing native research boxes. Full
  descriptions still explain the unlocked systems.
- The layout generator now covers all 25 research projects, including industry
  and Radio, so regenerating the layout no longer rejects these newer projects.

INSTALL
Close RimWorld. Replace the existing StoneTools folder with the complete folder
from this ZIP. Keep one Tool Progression copy enabled, then restart and load
normally. No new colony is needed. The log should still show assembly .145.

CHECKS
All 157 XML files parse. The 25 research projects retain their internal names,
costs, prerequisites, tabs, tech levels and unlocks. Only their positions and
nine display labels change. The supplied .145 assembly is retained byte-for-byte.

A layout schematic generated from the edited XML was inspected. Its 140x54
boxes and 17 local prerequisite arrows have no box overlaps, arrows through
unrelated boxes, or unrelated-arrow crossings. These are geometric checks,
not a Unity rendering test. Native labels, scrolling, overlays and the user's
full mod list still need a live check in RimWorld.

No C# rebuild was needed or performed. Historical BUILD/VALIDATION reports and
Package144/Package145 manifests describe the original releases. The current
package manifest is Tests/Package145_ResearchLayout_SHA256.json.
0.1.190.144 - Bone furniture, searchable options and hunger slider

HISTORICAL BUILD NOTE / BUILD_0.1.190.144.txt

Tool Progression - Stone to Electric
Build 0.1.190.144 beta - bone furniture, searchable options and Vulpite hunger
October 26, 2026 | RimWorld 1.6

FULL INSTALLABLE PACKAGE
This release merges the recovered working checkpoint into the complete .143
build and rebuilds the production DLL. Original source artwork is provided
in the optional ToolProgression_0.1.190.144_SourceArt.zip companion. All runtime
textures, compiled code and C# source are in this main ZIP. It includes the .143 new-game setup
fix. This ZIP contains the full StoneTools folder, not a partial update.

MOD OPTIONS
Open Options > Mod options > Tool Progression.
- Search stays at the top. It matches setting names, descriptions, category
  names and selected synonyms without case sensitivity. Multiple search words
  must all match the same setting. Try hunger, Vulpite, roof, radio or tools.
- Starting a new search checks all categories. Choose a category to narrow
  the results. Clear removes both filters and returns to the top.
- Settings are grouped by topic and sorted alphabetically within each group.
  About/support remains first and Streamer remains last.
- All 60 previous main checkboxes, their descriptions, saved keys and immediate
  change callbacks are preserved. Related sliders and action buttons remain.
- Trader transport and filth timing sliders stay searchable when their parent
  option is disabled, with a note explaining what must be enabled.

VULPITE HUNGER
Under Vulpite, adjust Hunger rate from 25% to 200% in 5% steps.
100% preserves the previous food use and is the default for new/old settings.
50% halves the pawn's normal food drain; 25% quarters it; 200% doubles it.
There are shortcuts for 50% and restoring 100%. The setting is saved globally
with the other mod options and applies without restarting.

The multiplier applies once after native age, genetic metabolism, health, bed
and lactation factors. Existing Vulpites still qualify when new Vulpite
generation is switched off. Custom/inherited foxes recognized by the mod's
active family genes qualify too. Map food needs and caravan hunger estimates
use the same native calculation. Other pawns/animals, alcohol dependency,
food policies, nutrition per meal and genes are unchanged. Requires Biotech.

BONE FURNITURE
Craft all 11 pieces at the bonecarver's bench, then install the finished
furniture. Each has four directional views:
- Small, medium and large skull-and-bone thrones.
- Bone altar, dining table and dining chair.
- Single bone bed, double bone bed and gold-trimmed double bone bed.
- Bone crib (Biotech).
- Anatomical research skeleton on a stand.

Beds and crib start with bedding in the selected fabric's material colour.
Dye bedding changes only pillows and blankets, using one dye after the work
finishes. Restore original fabric colour is free. Bone/gold retain their
natural colours. Beds and crib require Complex Furniture.

The research skeleton grants +5% research speed within 3 cells of a research
bench in the same room; only the strongest research aid applies. It grants
+5% tending and medical-operation speed within 3 cells of the patient in the
same room as the doctor. Extra skeletons do not stack. It does not improve
medical skill, surgery success chance or healing speed.

OTHER CHANGES FROM THE CHECKPOINT
- Fueled campfires emit the smoker's small spark fleck every 90 hash ticks.
  Empty, switched-off and despawned campfires do not emit the extra sparks.
- Detailed cattail roots, boiled roots and leaf artwork.
- Wreck salvage checks for a usable hammer during work selection. Workers
  without a usable/fetchable hammer can select other work instead of repeatedly
  accepting salvage and falling into the 250-tick Wait loop.

INSTALL
1. Close RimWorld completely.
2. Replace the previous StoneTools mod folder with this complete folder.
3. Keep only one Tool Progression copy enabled and restart.
4. Confirm the loaded version is 0.1.190.144.
5. Search hunger in Mod options and use 50% to reduce Vulpite food demand.

VALIDATION AND REMAINING LIVE CHECKS
The full production C# assembly compiles against the supplied RimWorld 1.6
assemblies. Focused native-assembly tests, XML/assets checks and full ZIP
integrity checks pass. Detailed results are in Tests/VALIDATION_0.1.190.144.txt.
No live Unity colony run was available. Check the options/search screen,
furniture scale/rotations, occupant placement, craft/install/dye/save/reload,
crib use, Royalty throne assignment, Ideology rituals, medical proximity and
lit/empty campfire sparks in game. The existing saved colony was not edited.

Furniture costs and artwork provenance: Docs/Release144/.
0.1.190.143 - New-game setup interface fix

HISTORICAL BUILD NOTE / BUILD_0.1.190.143.txt

Tool Progression - Stone to Electric
Build 0.1.190.143 - new-game setup interface fix
October 26, 2026

REPRODUCED DEFECT
The .142 production DLL throws InvalidCastException in LearningHelper121.Move
when the Learning Helper draws on UIRoot_Entry after selecting a scenario.
Find.MainTabsRoot calls Find.MainButtonsRoot, which casts the current interface
to UIRoot_Play. A null-conditional on MainTabsRoot does not protect that cast.
RimWorld's entry interface draws TutorOnGUI before WindowStackOnGUI, so this
failure can leave the background visible while setup windows never draw.
Saved colonies use UIRoot_Play and do not hit this entry-interface mismatch.

FIX
Research-aware positioning now first checks whether the current interface is
UIRoot_Play. Entry/setup screens retain the native helper position. Partially
initialized play interfaces are also safe. Visibility and Hide use the current
Game's settings without dereferencing Find.PlaySettings when no Game exists.

The close button, restore toggle, saved visibility preference and Research
search spacing are retained. All .142 gameplay content, textures, sounds,
trees, cabinet research and save formats are unchanged.

VALIDATION
Reproduced the entry-UI invalid cast with the original .142 DLL, then passed
18 focused setup/colony tests with the rebuilt .143 assembly. The existing
Learning Helper suite passed 43 checks, including native save/reload of its
preference and tips. See Tests/VALIDATION_0.1.190.143.txt for test limits.

INSTALL AND LIVE CHECK
1. Close RimWorld completely.
2. Replace the previous StoneTools folder with the full folder in this ZIP.
3. Restart with one Tool Progression copy enabled; check version 0.1.190.143.
4. Choose a new scenario and continue to storyteller/world setup.
5. Start a colony and also confirm an existing save still opens.

No Unity session was run here. The code failure was reproduced and fixed in
native-assembly headless tests; a complete scenario-to-colony run still needs
in-game confirmation. If a blank screen remains, capture Player.log from that
failed attempt before restarting so any additional failure can be identified.
0.1.190.142 - Taller trees and Complex Furniture tool storage

HISTORICAL BUILD NOTE / BUILD_0.1.190.142.txt

Tool Progression - Stone to Electric
Build 0.1.190.142 - taller trees and cabinet research
October 25, 2026

TREE HEIGHT
Every tree rendered by RimWorld's native Plant.Print now has 1.40 times its
.141 graphic height. Width and the bottom edge remain fixed. Native growth
scaling still applies, so young trees stay smaller than mature trees. The
existing .134 special/GMO size increase is retained, with this extra 40 percent
height applied afterward. Native snow overlays use the same height change;
seasonal/dormant/fruit artwork follows the shared tree drawing path.

This applies to native and DLC trees, all 21 Bio-Arbor/GMO trees, and other mods'
trees that use native Plant.Print. A mod that completely replaces tree drawing
with its own renderer would require separate compatibility. Non-tree crops,
grass and shrubs are unchanged. No textures, harvest yields, growth rates,
collision footprints, save data or shadow geometry were edited. Height is
computed during map mesh creation; repeated drawing cannot accumulate size.

TOOL CABINET / STORAGE
Both ST_ToolCabinet (the two-cell tool storage cabinet) and the native ToolCabinet
with restored tool storage now require ComplexFurniture research. This is their
only direct research prerequisite. Existing built cabinets, storage filters,
capacities, costs and workshop bonuses remain usable. Research affects new
construction; it does not remove existing furniture or reset research progress.

INSTALL
Close RimWorld, replace the old StoneTools folder with this full folder and
restart with one copy enabled. Confirm Loaded assembly 0.1.190.142. Existing
trees pick up the new height on map load; no replanting or new colony is needed.

VALIDATION
See Tests/VALIDATION_0.1.190.142.txt for the compiled native checks and limits.
Live visual acceptance should compare a mature tree beside a pawn, then check
young trees, dormant/snowy trees and GMO fruit states. In a colony without
Complex Furniture, confirm both cabinet designs require that research; after
research is complete, confirm construction is available.
0.1.190.141 - Main-thread faction icon loading

HISTORICAL BUILD NOTE / BUILD_0.1.190.141.txt

Tool Progression - Stone to Electric
Build 0.1.190.141 - main-thread icon startup
October 25, 2026

LOG FINDING
The supplied startup log confirms assembly 0.1.190.140 on RimWorld 1.6.4871.
It contains one warning: InterfaceIcons140 has a Texture2D field but lacks
StaticConstructorOnStartup. No exceptions or errors appear in that supplied
excerpt. The many other stack traces accompany ordinary Log.Message entries.
This startup excerpt does not establish that later gameplay is free of errors.

FIX
Marked the icon-cache class StaticConstructorOnStartup and gave it an explicit
static constructor that loads both textures. RimWorld invokes this constructor
on the main thread after content loading. The two properties now return readonly
cached fields; first UI access no longer initiates texture loading.

The images, paths, Dark entities fallback scope, command actions and all .140
restored features are unchanged. No saved data or gameplay rules were altered.

VALIDATION
Full production compilation passed against the original supplied RimWorld 1.6
assemblies. The focused native suite passed 62 assertions. Five new checks cover
the startup attribute, explicit initialization timing, eager loading of both
icons on the calling startup thread, and no reload on getters/repeated startup.
Existing XML restoration, icon-fallback and both command-path checks also pass.
The runner also parses XML, verifies industry and appearance assets, and checks
2,015 native fixture method bodies remain unchanged. All 2,474 texture PNGs
are byte-identical to .140; no asset regeneration was needed.

Tests run outside Unity with texture loading controlled at the boundary. The
actual RimWorld startup scheduler and rendered UI still need the user's live
restart check. No complete gameplay regression rerun was needed for this
isolated initialization change; .140's full-suite report remains included.

INSTALL
Close RimWorld, replace the old StoneTools folder with this full folder and
restart with one copy enabled. Confirm Loaded assembly 0.1.190.141. The
InterfaceIcons140 / StaticConstructorOnStartup warning should be gone.
0.1.190.140 - Missing-art and feature restoration audit

HISTORICAL BUILD NOTE / BUILD_0.1.190.140.txt

Build 0.1.190.140 beta: Restores missing interface icons, ten boss crest/torque textures, trader purchase rules, vanilla cabinet storage, the custom rack room bonus, machining-bench artwork and work-priority help. Adds five category icons and removes two unused image-write leftovers. Compared 21 archives and searched recoverable mod conversations; intentional exclusions and current balance remain. All .139 gameplay definitions and features are retained.

Close RimWorld, replace the old StoneTools folder, and restart with one copy enabled. Existing colonies can continue. See BUILD_0.1.190.140.txt and Docs/Audit140/REPORT.txt for findings, exact scope and live checks. 

Tool Progression - Stone to Electric
Build 0.1.190.140 - archive, history and missing-icon audit

RESULT
The audit found real losses. This full update adds the missing Living factions
button icon, provides a scoped Dark entities fallback icon, restores distinctive
boss crest/torque artwork, reconnects old trading/cabinet/machining features,
and restores work-priority help text. All .139 gameplay definitions remain.

COVERAGE AND LIMITS
- Searched recoverable mod-conversation context from September 30 through
  October 25, 2026, including focused follow-ups on intentional removals.
  This retrieval provides relevant messages and summaries, not a guaranteed
  complete transcript of every past chat. No claim of exhaustive chat access.
- Compared 16 full-release ZIPs, four patch/recovery archives and one earlier
  audit-evidence package: 21 archives total. This is a milestone comparison,
  not a byte comparison of every intermediate ZIP ever produced.
- Full-release milestones: original 0.1.99, 0.1.109, 0.1.119, 0.1.186, 0.1.218;
  resumed 0.1.189.17; 0.1.190.4, .60, .90, .109, .124, .128, .136-.139.
  The old 0.1.218 branch is not newer than 0.1.190.139.
- Separate packages: recovered boss source; both 1.7 impact patches;
  20-traits/sick-beggar source patch; October 25 save-audit evidence.
- ArchiveComparisonTo139.json and ArchiveComparisonTo140.json list exact
  filenames, SHA-256 hashes, file differences, typed Def IDs and declared
  C# type differences. A type/file being present does not prove its behavior.
- Verified the actual .139 ZIP CRC and SHA-256 and compared every one of its
  3,633 files byte-for-byte with the baseline used for this audit.
- Compiled the complete new source against the supplied RimWorld 1.6.4871
  assemblies. Tests run outside Unity. No live colony or rendered game UI was
  available, and other installed mods were not run together in a game.

FIXES AND RECOVERIES

1. Living factions command icon - confirmed missing assignment.
   Both the settlement and expedition commands constructed Command_Action
   without setting icon. The .140 commands share new transparent artwork at
   Textures/UI/Commands/LivingFactions140.png. Their existing actions remain.

2. Dark entities icon - scoped missing-icon fallback.
   The first screenshot has DEV: Show all checked. The supplied native
   FactionDef.FactionIcon getter returns BaseContent.BadTex for an empty
   icon path, matching the visible red X. Without the live game definitions
   we cannot establish whether that particular installation has an empty or
   unresolved path. The fix covers either result for defName Entities only.
   A valid native or other-mod icon wins. Other factions, hidden status,
   discovery, diplomacy, DLC loading and spawning remain unchanged.
   New asset: Textures/UI/Factions/DarkEntities140.png.

3. Boss crest and torque artwork - confirmed archive omission.
   The checked .90 ZIP has ten CommandCrest/HeirloomTorque PNGs that .139 lacks.
   Five item definitions had reverted to generic gems/bone charms:
   ST_LegacyMechanicalCrest, ST_LegacyOfficersInsignia, ST_LegacyWarQueenCrest,
   ST_LegacyTribalTorque and ST_LegacyAmberTorque.
   Restored their original item art and all four worn directions byte-for-byte.
   Kept the current corrected render worker, fit, stats, recipes, components,
   saved identities, histories and .139 skills/daily powers. An XML comparison
   confirms these five definitions changed only in their texture paths.
   Original art hashes are in RecoveredArtHashes.json.

4. Previously unset category icons.
   Fishing catches, carts/wagons, jewelry, Bio-Arbor seeds/saplings and
   Bio-Arbor materials now use suitable already-bundled item artwork.
   Ropes, work tools and gemstone category icons were already present.
   Research and designation tabs that use native text buttons were not
   incorrectly treated as missing texture assets.

5. Trader purchase rules - confirmed missing XML patches.
   Restored ST_WestgateGoods buying access on trader definitions with stock
   generators. Bulk-goods traders regain Hay and ST_FertilizerBag buying rules.
   Existing sale-stock generators and unrelated rules remain. Conditional
   operations avoid duplicates and safely skip absent targets. These changes
   restore buying eligibility; they do not give traders extra silver or stock.

6. Tool-cabinet storage and workshop room bonus - confirmed disconnected code.
   ToolStorage.cs still contained the native cabinet's frame-settings guard
   and StatPart_ToolRackRoom, but the XML that activates the features was gone.
   Restored vanilla ToolCabinet storage, 15 stacks per cell, work-tool/belt
   filters including native knives, storage blueprints/grouping, and weather
   protection. Native facility data remain intact. Existing saved filters are
   not forcibly rewritten; check their allowed items after loading.
   Reattached the custom tool rack's existing +0.06 enclosed-room work-speed
   stat adjustment, once only. Multiple custom racks still do not stack it.
   The separate ST_ToolCabinet keeps its existing two-cell/30-stack definition.

7. Machining-bench artwork - confirmed disconnected patch.
   All directional artwork and Graphic_WorkshopOverhead remained in .139,
   but CardStyleMachining.xml was absent. Restored the existing overhead
   graphic and size, preserving the bench's recipes, research and power rules.

8. Work-priority localization - confirmed missing language file.
   WorkPriorities.cs still redirected native help to ST_PriorityOneToNineHelp,
   but the language file was missing. Restored its help and Priority5-9 labels.
   Also recovered the original small StoneTools language file and unchanged
   original code/music permission notices. The music notice covers only its
   listed tracks; it was not expanded to claim rights to later music.

9. Interrupted image-write leftovers.
   Removed two unused .writing.png files from the new package. One was
   truncated and failed full image decoding. Both complete corresponding
   cart sprites already exist and remain untouched. The packager now excludes
   future .writing. staging files. This is not a removal of cart artwork.

CONTENT ALREADY PRESENT - NOT LOST
The source/definition comparison and focused review found these groups retained:
- Core tool progression, toolbelts/fetching/charging, vanilla knife integration,
  carrying gear, carts, wildlife, fishing and prepared seafood.
- Bone collection/tiny bones, food rot, compost, explicit bone-compost orders,
  looms, six GMO cloth chains, hides/tanning, scraps and patchwork.
- Workstation direct orders; current wood/stone, bone, steel and wrought-iron
  recipe routing; smelting and lumber options.
- Inlay queues/search/editor, gem management, portraits, named boss rewards,
  ancient animal trails/insect encounters, material provenance and family
  chronicles. ST_CarryCook4 and JobDriver_CarryCook are present again; old
  branch notes saying they were missing no longer describe this release.
- .128-.135 living factions, successor/guest fixes, genealogy/death accounting,
  construction history, seasonal trees, trader journeys, radio/discovery and
  saved radio-ID migration.
- .136 robe and hairstyles; .137 earless skeletons/bone tails and Food Rot
  preservation; .138 bones compost; .139 boss-only random skill talents,
  rare daily powers, saved cooldowns and expanded stories.
This is evidence of retained implementation plus the stated test coverage,
not a claim that every historical gameplay report was reproduced live.

DIFFERENCES DELIBERATELY NOT RESTORED
- Casarandra Surge: eight old typed definitions and their runtime classes
  are absent. The user explicitly excluded it from the remaining .218
  restoration on October 15. That decision is preserved.
- VulpiteAdultLovinCooldown: deliberately removed by .87's documented
  balance change returning native mating intervals/recovery. Not an omission.
- AreaPermissionOrders, BoneHarvestOrders, PriorityCleaningArea,
  UrgentHaulingOrders and WreckSalvageOrders: their designators are already
  registered in Patches/ToolOrders.xml. Reimporting them would duplicate UI.
- ToolCraftingProgression.xml: current recipe definitions already contain
  the applicable station routes, with later steel/bone/iron rules. The old
  file also imposed 0.65/0.325 bench/spot speeds and an obsolete description.
  The resumed branch currently defines primitive-bench speed as 1.0. Its
  current balance remains; this historical speed difference is recorded here.
- Patch_JewelryWornGraphics and Patch_MakeAnyFrostvineTextile: later rendering
  and six-fiber cloth processing supersede the old hook classes. Their absence
  alone is not evidence of lost jewelry or cloth behavior.
- Material-specific impact particles: ToolImpactVisuals/ImpactKind remain
  in separate, unmerged 1.7 experimental patches. They were not imported into
  this 1.6 release. That is a real unmerged experiment, not a missing PNG.
- Old preview renders, obsolete generator scripts, SVG source inventories,
  build reports and superseded tests were not bulk-copied over current work.
  Their filename differences remain visible in the archive manifests.
- Future story questlines or a dedicated primitive rope station mentioned as
  plans are not established as shipped features by the compared packages.
  Existing primitive-bench hay-rope crafting is retained.

ASSET AUDIT
- 2,474 PNG files fully decoded: zero corrupt final PNGs.
- 1,091 extracted texture-reference occurrences checked; 827 distinct bundled
  base paths resolve, with folder/multi-direction handling and explicit
  expansions for original Vulpite hair and compost fill-state artwork.
- 15 native game texture paths are separately classified. The game's texture
  bundles were not supplied, so their bytes were not independently verified.
- 20 audio references resolve to bundled files.
- 1,447 typed XML definition IDs remain unique.
- 91 fully transparent directional layers are intentional: hidden backpack
  fronts, rear brooch views, and cart cargo/wheel layers already represented
  elsewhere in the composited sprite. They were preserved, not filled in.
- New icons were generated with the built-in image tool; their alpha is
  preserved and both have transparent pixels and visible content. Original
  restored artwork was copied unchanged. Final prompts: ImagePrompts.json.

VALIDATION
- Complete production compile passed against original supplied game DLLs.
- Existing all-suite regression runner passed: chronicles/succession,
  alcohol, trees, letters, performance scheduling, journeys/radio, tools,
  fishing, appearance/infants/skeletons, food/bones, boss history/heirlooms.
- 57 new native checks passed for actual XML patch application, repeated
  application, absent-target handling, preservation of existing generators,
  filters and facility data, native faction-icon getter behavior and both
  Living factions command paths. Unity texture loading is a controlled
  boundary in those tests; it is not an in-game render test.
- 2,015 inspected native method bodies remain unchanged in the existing
  headless startup fixture. Unity-internal-call notices from graphics
  boundaries appear in the broad log; they are not compiler failures or
  proof of a live game crash. The fixture deliberately does not run Unity.
- All final asset checks pass. See AssetAudit.json and NativeRegression.log.
- ZIP CRC and final checksum are recorded alongside the delivered archive.

INSTALL AND LIVE CHECK
Close RimWorld, replace the old StoneTools folder with this full folder and
restart with one copy enabled. No new colony is required by these changes.
Check assembly version 0.1.190.140. Inspect Living factions on a settlement
and expedition, and Dark entities with DEV: Show all if desired. View the five
recovered heirlooms on the ground and worn in all directions. Check ordinary
and bulk-goods trade lists, both cabinet types/filters, enclosed-room rack
speed, machining artwork and priority help. Save/reload the test colony.
A current Player.log and save are needed to diagnose remaining live-only
reports such as third-party UI fit, guest behavior or temperature displays.
0.1.190.139 - Heirloom skill talents, daily powers and stories

HISTORICAL BUILD NOTE / BUILD_0.1.190.139.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Build 0.1.190.139 beta | October 25, 2026 | RimWorld 1.6

BOSS HEIRLOOM TALENTS
Wearable or equippable heirlooms from bosses, faction leaders and the existing
rare ancient-creature encounters receive one saved random skill talent.
A 25% roll adds a second, different skill. All twelve native skills are in the
pool. Each talent gives +1 effective level (70%), +2 (25%) or +3 (5%).
Combined bonuses from these items are capped at +3 for each skill. Native
skill limits, disabled work, XP and learned levels remain intact. The bonuses
apply while worn or equipped, not merely stored in inventory or a toolbelt.
Existing percentage stat bonuses continue alongside the new skill talents.

RARE DAILY POWERS
Five percent of eligible items also receive one saved daily power:
- Echo stun: target a visible hostile pawn within 12 tiles. Stuns for 3 seconds
  at normal psychic sensitivity, scaling to a maximum of 6 seconds.
- Psyfocus surge: restore 15 percentage points of the wearer's psyfocus,
  capped at 100%. Cannot spend its charge when psyfocus is already full.
- Neural cooling: remove up to 20 neural heat, never below zero. Cannot spend
  its charge when there is no neural heat to remove.
- Calming memory: +4 mood for 6 game hours. Does not stack and cannot spend
  its charge on a pawn who cannot receive the memory or already has it.

The three psychic powers require Royalty, a psylink and psychic sensitivity.
Without Royalty, the rare-power roll selects Calming memory. Powers are item
commands, not permanently learned psycasts, and do not replace learned powers.
Select the wearer and use the heirloom's named command. Each item has its own
button and cooldown. Echo stun then asks for a target. Effects are immediate;
there is no additional psyfocus/heat cost beyond the daily item limit.

A successful use starts a rolling 60,000-tick cooldown (24 game hours). The
cooldown is saved with the item and survives transfers, repairs, inheritance,
copying of its record and save/load. Invalid targets and blocked uses do not
consume it. Sleeping, downed or mentally uncontrolled pawns cannot use powers.

STORIES
Twenty new connected backstories expand the pool from 38 to 58, with two new
stories for each of ten existing cultural/creature groups. The setting-detail
pool also adds four disasters. Stories preserve a consistent cause, choice,
consequence and keepsake rather than mixing unrelated fragments.
Existing written histories remain unchanged. Future new histories use the
expanded pool; unknown old cultures still use the neutral wanderer stories.

SAVES AND OPTIONS
Boss heirloom talents and daily powers is ON by default in Mod options.
Turning it off pauses these new benefits without erasing rolls or cooldowns.
Eligible existing items receive their deterministic talents on loading or when
first equipped. Their original names, quality, percentage bonuses, provenance
and written stories are retained. Reopening a save cannot reroll the talents.
Ordinary crafting materials, anonymous gear and decorative trophies do not
receive wearable skill talents or daily powers.

RETAINED
Includes all .138 content: bones in compost, Food Rot recovery across saves,
Vulpite skeletons and undead appearances, robes, hair, radios, faction
journeys, trees and prior systems. Existing PDF manuals retain their historical
version labels.

INSTALLATION
Close RimWorld, replace the previous StoneTools folder with this complete one,
and restart with exactly one copy enabled. Confirm version 0.1.190.139.
No new colony is required.

VALIDATION
See Tests/VALIDATION_0.1.190.139.txt for executed checks and test boundaries.
No live RimWorld colony or visual UI session was available.

TEAM
Robert "Bob" Burke / Westgate WEBS - Creator, writer, developer and coder.
Kristy Regalmann - Co-creator, graphic artist, developer and coder;
WordPress and social media specialist.
DeathWishGamer - Co-creator and testing collaborator, including Vulpite and
ideology creation and collaboration.
Tool Progression: Stone to Electric
Independent community mod. RimWorld belongs to Ludeon Studios. This project is not affiliated with or endorsed by Ludeon Studios.
0.1.190.138 - Marked bones in compost

HISTORICAL BUILD NOTE / BUILD_0.1.190.138.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Build 0.1.190.138 beta | October 25, 2026 | RimWorld 1.6

BONES IN COMPOST
- Compost bins now accept regular bones, tiny bones and fresh soup bones.
- Open Architect > Orders > Compost materials, then click or drag over the
  stacks to use. Haulers deliver marked stacks to an available compost bin.
- Each item adds 0.2 compost units, matching the existing material conversion.
  A full bin is 100 units and still produces ten fertilizer bags.
- Bones are not automatically consumed. Unmarked bones stay available for
  crafting, broth and gelatin. Use Cancel to remove a pending order.
- The existing plant/fish compost order has been renamed Compost materials.
  Existing orders and saves continue using the same designation and job IDs.
- Bone tools, named ancient bones, trophies and skulls are not added as inputs.
- Existing access, forbidden-item and bin-space checks remain in effect.
  Delivery consumes only the amount that fits and drops any remainder.

RETAINED
Includes every .137 feature, including Vulpite skeletons, undead appearances,
and the saved recovery queue that prevents failed placement deleting Food Rot.

INSTALLATION
Close RimWorld, replace the previous StoneTools folder with this complete one,
and restart with exactly one copy enabled. Confirm version 0.1.190.138.
No new colony or research is required for this addition.

VALIDATION
See Tests/VALIDATION_0.1.190.138.txt for executed checks and testing limits.

TEAM
Robert "Bob" Burke / Westgate WEBS - Creator, writer, developer and coder.
Kristy Regalmann - Co-creator, graphic artist, developer and coder;
WordPress and social media specialist.
DeathWishGamer - Co-creator and testing collaborator, including Vulpite and
ideology creation and collaboration.
Tool Progression: Stone to Electric
Independent community mod. RimWorld belongs to Ludeon Studios. This project is not affiliated with or endorsed by Ludeon Studios.
0.1.190.137 - Vulpite skeletons and Food Rot recovery

HISTORICAL BUILD NOTE / BUILD_0.1.190.137.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Build 0.1.190.137 beta | October 25, 2026 | RimWorld 1.6

VULPITE SKELETONS
- Dried Vulpite remains use RimWorld's compact skeleton head and body, with no
  drawn arms or legs. Fox ears disappear and the fur tail becomes a bone tail.
- Three new directional bone-tail textures cover front, side and back. West
  uses native mirroring. The tail follows the body's native corpse orientation
  and lying angle, including body and life-stage size changes.
- Bone remains keep their neutral bone color, independently of inherited hair
  color or dye. Normal skull extraction and native body-type selection remain
  responsible for the head and torso.
- The approved six-pose concept is included under SourceArt/Skeleton137.
  In-game poses use the native renderer with a separate bone-tail attachment.

UNDEAD VULPITES
- Vulpites reanimated through Anomaly's shambler mechanics retain their fox
  features while fleshy. Rotting ears and fur tails use the native decay tint.
- When the native renderer selects a dried skeleton, the ears and fur tail
  hide and the bone tail appears. Fresh and ordinary living appearances retain
  inherited/dyed hair coloring.
- Reanimation and shambler behavior use the existing Anomaly mechanics.
  The saved optional shambler-feeding setting keeps its current value.

SPOILED FOOD
- Ordinary native spoilage already converted food into ST_FoodRot in the
  ground/container test cases. A failing placement fallback was reproduced:
  the former code explicitly destroyed the replacement rot when placement and
  container insertion both failed.
- The replacement now falls back to the original valid map tile. A remainder
  that cannot be placed or stored is retained in a saved recovery queue and
  retried, with at most 16 pending stacks processed per 250-tick interval.
- Food Rot is preserved while queued. Once placed, its existing compost value,
  smell, freezing behavior and three-warm-day decay continue as before.
- Food quantities use the existing nutrition-based conversion. Normal eating,
  trading, recipe use, drugs, corpse decay and frozen-food timing are unchanged.
- Previously deleted food cannot be reconstructed from an already-saved game.

INSTALLATION
Close RimWorld. Replace the previous StoneTools folder with this complete one,
then restart with exactly one copy enabled. Confirm version 0.1.190.137.
Existing colonies can continue; no new colony is required.

All .136 hairstyles, Envoy Robe dye/trim behavior, fishing work fix, radio,
faction-discovery, trader journeys, seasonal trees and earlier content remain.
Existing PDF manuals retain their historical version labels.

VALIDATION
See Tests/VALIDATION_0.1.190.137.txt for executed checks and testing limits.
No live Unity gameplay session was available for final visual confirmation.

TEAM
Robert "Bob" Burke / Westgate WEBS - Creator, writer, developer and coder.
Kristy Regalmann - Co-creator, graphic artist, developer and coder;
WordPress and social media specialist.
DeathWishGamer - Co-creator and testing collaborator, including Vulpite and
ideology creation and collaboration.
Tool Progression: Stone to Electric
Independent community mod. RimWorld belongs to Ludeon Studios. This project is not affiliated with or endorsed by Ludeon Studios.
0.1.190.136 - Fishing selection, hairstyles and Envoy Robe

HISTORICAL BUILD NOTE / BUILD_0.1.190.136.txt

TOOL PROGRESSION - BUILD 0.1.190.136 BETA
Fishing work selection, Vulpite hairstyles and Embroidered Envoy Robe
October 25, 2026

STANDING / WAIT FIX
The supplied colony save showed two colonists repeatedly starting Wait jobs
at the same ticks they requested fishing rods. Its only rod was carried by a
different pawn. Native automatic fishing bypassed the ordinary per-cell tool
eligibility scan, so fishing won work selection and was then replaced with a
250-tick wait. The cycle prevented those pawns from choosing other work.

Automatic fishing now checks tool eligibility before committing to that job.
If no usable rod can be obtained, native work selection continues to other work
in the same scan. A reachable loose rod still allows the normal tool-fetch job.
Tool requirements, mining, tree work, manual fishing and NPC rules are retained.
After loading, unpause and allow any existing short Wait job to expire. No save
editing, global job reset or new colony is needed.

THREE NEW VULPITE HAIRSTYLES
- Vulpite raven sweep: windswept layers inspired by the black-haired artwork.
- Vulpite flowing cascade: long flowing locks.
- Vulpite envoy braid: half-up hair with a long side braid.

All three use the pawn's natural or dyed hair color, including black, natural
colors and the vivid Vulpite colors. The raven sweep is not locked to black.
Natural hair color continues to be inherited from one parent's active natural
hair-color gene. Suppressed colors and cosmetic dye are not inherited. Choosing
a hairstyle does not change genes; hair shape is a separate styling choice.
Existing pawns keep their current hairstyle. New Vulpites can receive any of
the nine named styles. With Ideology, choose styles/dye at a styling station.
Biotech is required for the Vulpite genes and hairstyles. Babies/newborns retain
the existing no-adult-hairstyle behavior. Existing ear and helmet fitting remains.

EMBROIDERED ENVOY ROBE
A layered dress robe with a short shoulder mantle, embroidered edging, broad
waist sash and silver clasp. It starts charcoal, matching the reference art.
Main fabric is dyeable through the game's normal apparel dye system. Colored
robes retain white embroidery; white and near-white neutral robes use black
embroidery. The native dye color is saved normally and the trim follows it on
the worn sprite and ground/inventory graphic. The robe does not inherit genes.

Craft at either tailoring bench after Complex Clothing: Crafting 5, 80 cloth,
10 silver. It uses the Shell layer and covers torso and legs. Wearable by
humanlike children and adults, with Female/Male/Thin/Fat/Hulk/Child textures and
the existing neutral fallback for additional modded body types. It is clothing,
not powered armor. Dyeing uses the game's normal DLC requirements.

RETAINED FEATURES
Includes all earlier tree, trader-journey, ground-radio, hidden-faction discovery,
show-all option, quest gating and radio save-compatibility fixes. Ground radios
still cannot call orbital traders. No previously packaged files are removed.

INSTALL
Close RimWorld. Replace the old StoneTools folder with the complete StoneTools
folder in this ZIP. Restart with one copy enabled and check version 0.1.190.136.

ART AND VALIDATION
Artwork was produced with the built-in image-generation tool. Source atlases,
prompts, later dye refinements and the reproducible technical importer are in
SourceArt/Appearance136/. The robe palette preview in Docs is a shader-color
approximation, not a live in-game screenshot. See Tests/VALIDATION_0.1.190.136.txt
for the automated checks and their limits. Unity/live colony rendering has not
been run in this environment.
0.1.190.135 - Ground radio definition and save compatibility

HISTORICAL BUILD NOTE / BUILD_0.1.190.135.txt

TOOL PROGRESSION - BUILD 0.1.190.135 BETA
Ground radio definition and save compatibility fix | October 25, 2026

FIX
The .134 ground-radio ThingDef ended in a digit. RimWorld rejects this naming
pattern and reported the same error for its generated blueprint and frame.
The building is now ST_GroundRadio. Its implied blueprint and frame inherit
the valid name. The installed comms-console artwork lookup uses the new name.

SAVE COMPATIBILITY
The game's typed definition compatibility hook maps the three old ThingDef
names to their replacements. Research retains ST_Radio134, so existing Radio
research identity and progress are unchanged. Classes and saved feature keys
from .134 are retained.

RimWorld appends each object's numeric ID directly to its ThingDef name.
On loading, actual legacy radio, blueprint and frame IDs are normalized before
native deserialization, together with exact references to those saved objects.
This prevents 134 from being read as part of the numeric object ID and preserves
job/selection/reference targets. Only the in-memory loading document changes;
the source save file is not rewritten. Subsequent saves use the new names.
A real old-name definition still supplied by an active content pack is respected.

RETAINED FEATURES
All .134 features remain: special/GMO trees enlarged 15 percent; saved incoming
and returning trader journeys; Radio after Microelectronics; ground-faction
contact and channel scanning; hidden unknown factions by default with a show-all
option; and Radio-gated remote quests. Ground radios cannot call orbital traders.
See BUILD_0.1.190.134.txt for feature details and gameplay test suggestions.

INSTALL
Close RimWorld. Replace the old StoneTools folder with the complete StoneTools
folder from this ZIP. Restart with one copy enabled and verify 0.1.190.135 is
loaded. Existing colonies can continue without starting a new game.

VALIDATION
The full production assembly compiled against the supplied RimWorld 1.6
assemblies. 589 automated assertions passed, including 28 new radio rename and
native Thing/Scribe migration checks. All 769 explicit ThingDef names passed
the naming check, which now runs automatically in the main build/test runner.
137 definition XML files and 20 industry research links passed that check.
Package integrity and XML parsing are checked separately. Unity rendering and
a live colony were not run in this environment.
0.1.190.134 - Trader journeys, radio and faction discovery

HISTORICAL BUILD NOTE / BUILD_0.1.190.134.txt

TOOL PROGRESSION - BUILD 0.1.190.134 BETA
Visiting trader journeys, ground radio and faction discovery | October 25, 2026

INSTALL
Close RimWorld. Replace the old StoneTools folder with the complete StoneTools
folder from this ZIP. Restart with one copy of the mod enabled. This update can
be added to an existing colony. The loaded version should read 0.1.190.134.

SPECIAL AND GMO TREES
Rare native trees, including the Archean tree, and all Bio-Arbor tree definitions
have a 15 percent larger visual size range. Ordinary native trees and bonsai keep
their previous sizes. Species proportions, growth, yields, placement footprint,
four seasonal palettes, fruit states and snow behavior are retained. The .133
distributed visual scheduler and graphics caches are retained. No texture files
were resized or replaced for this adjustment.

VISITING TRADER WORLD JOURNEYS
Random eligible trader incidents now schedule a journey from a reachable home
settlement of that faction to the player colony. The native incident queue owns
the scheduled arrival, incident parameters and retries. Travel takes between
0.25 and 3 game days according to route length. Requested caravans already in
that queue retain their original arrival time: no second delay is added.

A selectable world marker shows the faction, origin, colony, stage and estimated
arrival. At arrival, the normal game generates the trading group and goods and
handles its visit. The marker is removed while the real pawns are on the map.
The actual visitors' departures are recorded. After the remaining members leave
or become unavailable, a return marker represents those who actually exited.
A killed, captured or missing group does not fabricate a surviving caravan.
No extra pawn, animal, trader stock, silver or trade transaction is generated by
the marker system. These are itinerary markers, not interceptable player caravans.

Trips, routes, timers and member/departure IDs are saved. Existing requested
caravans and current trading visitors can be picked up after loading. A group
already visiting has return tracking only; its past incoming trip is not invented.
Canceled/expired native arrivals and completed returns clean up their markers.
If a home no longer belongs to the faction before departure, a reachable surviving
home is chosen for the return where possible. If no viable home/route exists when
a new visit is requested, normal native arrival remains available without a marker.
Quest-managed special arrivals are not delayed by this system.

OPTION: WORLD-MAP JOURNEYS FOR VISITING TRADERS
Default ON. OFF hides these markers and stops delaying newly generated visits.
Already scheduled native arrivals remain scheduled and arrive once. The system is
independent of the Living factions simulation and its NPC-to-NPC trade setting.

FACTION DISCOVERY
Factions become known through a visit to the player colony (including a raid),
nearby player exploration, a settlement visit, a trading contact or radio contact.
Player caravans and colonies notice settlements within approximately one world
tile. Discovering a faction reveals its settlements and activity. Player-owned
objects remain visible. Unknown factions continue their simulation normally;
visibility does not disable their production, expeditions or incoming incidents.
Static world meshes, expanding icons, selection and the mod's faction lists obey
discovery. Major simulation notifications are suppressed for unknown factions.
Foreign destinations of known expeditions stay unnamed until discovered.

OPTION: HIDE UNDISCOVERED FACTIONS (ON BY DEFAULT)
ON: show only discovered factions and their world activity.
OFF: show all faction settlements and activity immediately, even without Radio.
Switching OFF does not permanently mark all factions discovered. Switching ON
restores the saved discovery view. This display override does not unlock radio
calls or radio quests. Other feature switches still control whether their systems
run; this option changes their visibility.

Existing saves retain saved discovery from this build onward. On first upgrade,
current visitors and settlements marked visited by the native game supply evidence.
Prior contacts with departed visitors cannot always be reconstructed from old saves.
Starting goodwill alone is not treated as proof of a meeting.

RADIO RESEARCH AND BUILDING
Research Radio (600 research) after vanilla Microelectronics. It appears on the
Tool Progression research tab and can be found with research search. Build the
ground radio from Misc: 65 steel, 3 industrial components, Construction 4, 100 W.
It uses the installed game's comms-console artwork at a compact size.

Select a colonist and right-click the powered radio to scan channels. Scanning
takes one game hour and reveals one randomly selected unknown faction that has
radio technology. A completed scan has a 2.4-hour cooldown, including a scan with
no new signals. Power failures and solar interference interrupt scanning normally.
Industrial and higher NPC factions begin with radio knowledge. Developing factions
gain that knowledge upon reaching industrial technology in the faction simulation.
This capability and discovered contacts are saved. Tribes without radio technology
are not eligible radio contacts or scan results.

The radio contacts GROUND FACTIONS ONLY. It does not contact orbital traders,
announce their availability as a radio service, or accept a saved orbital-call job.
Orbital trade remains a service of the normal comms console. Ground faction calls
from either device require Radio research and an eligible known faction. The
show-all visibility option makes all factions visible but never bypasses research.

RADIO QUESTS
Remote request quests and ransom demands are blocked until Radio is researched.
The gate covers natural quest selection and explicit GiveQuest incident paths.
Physical crash arrivals, walk-ins, beggars, earned ceremonies, local discoveries
and continuation/reward chains keep their native behavior. Already accepted quests
are retained. New radio offers can reveal the factions involved after research.

For compatibility, quest authors can explicitly classify a script using the
RadioQuestExtension134 mod extension and its requiresRadio boolean. Without it,
known remote/physical script families, quest giver tags, autoaccept behavior and
random-offer status determine classification. An unrelated mod's custom direct
quest-generation path may need an explicit compatibility patch.

VALIDATION
See Tests/VALIDATION_0.1.190.134.txt for automated results and scope. This build is
compiled against the supplied RimWorld 1.6 references. Unity and a full running
colony are not available in this environment, so actual rendered radio artwork,
world-map appearance, live pawn movement and full-mod playtesting remain to be
checked in game. Existing documentation PDFs are retained as historical documents;
these release notes describe this update.

LIVE CHECK
1. Load your colony. Check Archean and GMO trees beside normal trees.
2. With hiding ON, explore or receive a visit and check that faction appears.
3. Turn hiding OFF before Radio research: all faction activity should appear.
4. Request a trade caravan and verify its original ETA is retained. Save/reload
   while incoming, during its visit and while returning.
5. Research Radio, build and power one, then order a channel scan. Check that an
   unknown radio-equipped faction is found and orbital traders are absent.
6. Test a radio quest before/after research and an ordinary physical crash event.
0.1.190.133 - Seasonal visual performance pass

HISTORICAL BUILD NOTE / BUILD_0.1.190.133.txt

TOOL PROGRESSION - BUILD 0.1.190.133 BETA
Seasonal and winter artwork performance | October 25, 2026

INSTALL
Close RimWorld. Replace the old StoneTools folder with the complete folder from
this ZIP, then restart with exactly one copy. Load the existing colony normally.
There is no new option or manual migration step. The visual registry is transient
and rebuilds from loaded objects; it adds no persistent per-tree save data.

WHY THIS PASS
The supplied colony XML contains 29,202 map objects and 2,984 native trees, with
20,922 objects whose definitions start with Plant_. The prior two visual-update
loops visited the whole plant group and all map objects together every 250 ticks.
This inventory identifies avoidable work; it is not a live CPU or GPU profile.
The latest supplied save also contains no duplicate native letter IDs.

CHANGES
1. Registered visual updates. The existing seasonal map component now tracks
   only supported native/GMO trees and this mod's eligible buildings, plants and
   items. It seeds the registry once when the map finishes loading. Native spawn
   and despawn hooks keep membership current. Each object's stable ID assigns it
   to one of 250 tick slots, with a map offset. This spreads checks across ticks
   instead of synchronizing two whole-map scans. Only state changes dirty meshes.
   The old winter map-component class remains for existing saves but no longer
   runs a second sweep. Removed objects/maps release registered references.
   Turning detailed trees off and back on retains tracking and restores visuals.
2. Tree graphics cache. Native and GMO cached graphics now compare compact numeric
   state plus definition/name identity. Texture paths are built only on cache
   misses. Leaf loss, blight, season, GMO fruit state and A/B shape remain distinct.
   The seasonal GMO tint no longer repeats an unused old stress-temperature lookup;
   the growth, fruit timer and gameplay temperature rules are unchanged.
3. Drawing scope. Graphic Print and DrawWorker hooks bind the Thing argument
   directly, avoiding a boxed object array on every call. Nested calls for the same
   thing reuse their snow decision. Nested other objects and exceptions restore
   the parent drawing state. The native and mod graphic target set is retained.
   This mod's ordinary winter artwork also reuses the map climate cache.

WHAT IS RETAINED
All artwork files and resolutions, four seasonal palettes, snow rules, rare tree
powers, native special graphics and GMO fruit states are retained. Faction
simulation pacing, trade, growth, raids, succession, alcohol behavior and the
.132 event-letter save fixes are unchanged. No quality or gameplay feature was
switched off to achieve these changes.

TEST RESULTS
481 behavioral assertions passed: 161 faction/history/visitor, 54 alcohol,
141 tree rules/assets, 90 letter/save identity, and 35 performance assertions.
The scheduler test visits 6,000 registered objects exactly once over 250 ticks,
24 per tick with dense IDs, rather than handling all 6,000 on one tick. Real
bucket sizes depend on saved IDs and membership; this is not a hard CPU-time cap.

Measured managed allocations over 20,000 calls in the supplied Mono fixture:
- Former native tree string-key path: 6,080,000 bytes.
- New actual native cached graphic path: 0 bytes.
- New actual GMO cached graphic path: 0 bytes.
- Former boxed Graphic.Print hook: 1,600,000 bytes.
- New nested typed Print/DrawWorker hooks: 0 bytes.
These are focused allocation measurements with prepared graphics and controlled
map/season inputs. They do not measure actual rendering, total frame cost or
colony speed. Shader startup is isolated because Unity is unavailable here.

LIVE CHECK
Compare the same colony, camera area and game speed with .132 and .133. Watch for
periodic pauses around large tree stands and snow changes. Check spring/fall and
snowy/roofed appearances, cut and plant a tree, move a mod item, and toggle detailed
trees off/on. New or changed visuals refresh through the normal tick cycle.
Pause-only visual checks may need the game to run briefly. Save and reload to
confirm appearance and event letters remain intact. No full colony was launched
in Unity here, and no numerical FPS/TPS improvement is promised.

Source and reproducible tests are included. See Tests/VALIDATION_0.1.190.133.txt.
0.1.190.132 - Unique event-letter save identities

HISTORICAL BUILD NOTE / BUILD_0.1.190.132.txt

TOOL PROGRESSION - BUILD 0.1.190.132 BETA
Event-letter save identity repair | October 25, 2026

INSTALL
Close RimWorld. Replace the old StoneTools folder with the complete folder from
this ZIP and restart. Keep exactly one installed copy. Load your existing colony
and save it normally. No new colony, deleted history, or manual save edit is needed.

CONFIRMED ISSUE
The supplied .131 logs report duplicate Letter_0 warnings during autosave.
The supplied colony contains two distinct archive letters with numeric ID zero:
an old native Ancient danger letter and a mod sick-beggar request. These are two
different objects, despite the diagnostic saying an object was already deepsaved.
Directly constructing a ChoiceLetter does not allocate a native letter ID.

FIX
The five remaining direct-construction sites now use LetterMaker.MakeLetter:
sick beggars, escaped slaves, slave-hunter demands, migrant-worker offers and
caravan events. Each retains its existing definition, text, visit, targets and
choices. Repeated migrant offers within one visit have independent IDs.
New survival-visitor offers use their allocated native ID, including reopening
an existing visit. Older saves retain their historical ST_SurvivalVisitor keys
unless those keys collide; duplicate offers receive fresh native IDs.

EXISTING-SAVE REPAIR
After the raw save and its ID allocator are loaded, affected letters are repaired
before the native loaded-object directory resolves references. FinalizeInit and
the pre-save path provide additional checks. Repair examines archive, active and
queued letters, counts a shared object only once and changes only this mod's six
event types. Native and other-mod identities take priority. A valid unique zero
is left alone; stale counters skip IDs already in use. Allocation happens before
saving, never halfway through writing references or before the saved allocator
is available. Native save/load warnings are not suppressed.

The repair preserves distinct archive entries, labels, text, visit state and
existing object references. An old reference containing only a shared ID cannot
identify which duplicate it meant. It resolves to the entry retaining that key;
the other letter remains in history with its new ID. A wrongly linked sidebar or
pinned entry cannot be reconstructed reliably. Open the preserved sick-beggar
request from History if needed; its choices still depend on a valid, unexpired
visit. This repair does not revive expired offers or deleted content.

RETAINED
The complete .131 detailed-tree artwork, seasonal palettes and climate-aware snow
are retained, including all GMO trees. The .130 Vulpite alcohol permissions action,
native social sipping support and successor-visitor compatibility are retained.
All earlier living-faction, genealogy, heirloom and skull-history content remains.
The new logs show 26 tree definitions registered and 4/4 successor visitor groups
ready. Registration is not a visual inspection of live tree rendering.

VALIDATION
446 behavioral assertions passed: 161 faction/chronicle/visitor, 54 alcohol,
141 seasonal-tree and 90 letter-identity assertions. The native duplicate warning
was reproduced before repair. Native Scribe tests verify old-save migration,
mixed old/new visitor keys, active/pinned references, queued mail, event fields,
allocator persistence and repeated save/load. 1,757 native method bodies remain
unchanged in the headless fixture. See Tests/VALIDATION_0.1.190.132.txt.
No live Unity colony session, full user-save load, incident actions or graphics
were tested here. The uploaded save was inspected read-only, not rewritten or
included in the release. A normal load, autosave and manual reload in RimWorld
remain the final live check.
0.1.190.131 - Detailed seasonal tree artwork

HISTORICAL BUILD NOTE / BUILD_0.1.190.131.txt

TOOL PROGRESSION - BUILD 0.1.190.131 BETA
Detailed native trees and seasonal tree rendering | October 25, 2026

INSTALL
Close RimWorld. Replace the old StoneTools folder with the complete StoneTools
folder in this ZIP, then restart. Keep exactly one installed copy.
Existing trees update automatically; no new colony or tree replanting is needed.
Mod options > Tool Progression > Detailed seasonal trees is ON by default.
Disabling it restores the previous rendering and native tree icons.

NEW ARTWORK
26 detailed native tree designs, including common trees, cacti, bonsai, pollution
trees, and the Anima, Gauranlen, Polux, Harbinger and Archean trees. The Archean
redraw follows the user's reference: a broad pale chartreuse canopy and twisted
ancient trunk. Optional trees are enabled only when their definitions exist.
Seven additional matching dormant sprites: oak, birch, poplar, maple, willow,
cypress and teak. These follow the game's actual leafless state.
The new native sprites are 512x512 RGBA, with preserved transparent backgrounds
and shared placement for each leafy/dormant pair. Native growth scaling remains.
Native tree icons also use the detailed art while the option is enabled.

FOUR SEASONAL APPEARANCES
Spring, summer, fall and winter use distinct rendering palettes. Summer displays
the original painted colors. Temperate deciduous trees receive stronger autumn
color, while tropical, evergreen and unusual trees retain their characteristic
foliage with smaller seasonal changes. This is palette-based seasonal rendering,
plus the seven dedicated dormant sprites, not four separate painted PNGs per tree.
The existing detailed GMO/Bio-Arbor artwork is retained and uses the same seasonal
system. Its two stable forms and ripe/unripe fruit states remain intact. All 21
GMO tree definitions are covered; no fruit or harvest mechanics were changed.

LOCAL CLIMATE AND SNOW
Seasons come from the map's local date, including hemisphere and permanent
summer/winter. Warm winters (12 C or warmer) stay leafy. Warm sheltered trees
use the summer palette. Native leaf loss, recovery and blight still take priority.
Snow is separate from seasonal coloring. It appears outdoors with existing snow
cover at 5 C or colder, or in freezing winter/permanent-winter conditions. Freezing
tundra, ice-sheet and sea-ice maps can also show snow outside calendar winter.
Roofs block snow, temperatures above 5 C remove it, and vacuum biomes never gain
atmospheric snow. A dry cold snap in an ordinary summer does not create snow.
The existing cached snow-material renderer supplies the snow layer. Native snow
overlays are suppressed only where the new tree graphic replaces the original,
avoiding old silhouettes and double snow. Native pollution/immature special
graphics remain available where needed.

PERFORMANCE AND COMPATIBILITY
No new saved pawn, plant, faction or world data. Native tree classes, components,
special powers, growth, fertility, yields and DLC rules are unchanged. The new
map component checks plants every 250 ticks, caches local climate and dirties
only changed meshes. Per-plant graphics use weak references; despawned plant
state is removed. Cached materials are reused. No per-frame whole-map scans.
All earlier faction/history, succession, heirloom, skull-history, Hospitality
and Vulpite alcohol changes from .130 are included unchanged.

VALIDATION
Full production DLL compiled against the supplied RimWorld 1.6.4871 references.
See Tests/VALIDATION_0.1.190.131.txt for test counts, evidence and limitations.
Live Unity rendering, mod load-order interactions and visual appearance in an
actual colony still need an in-game check. No claim of a live game test is made.

ART SOURCES
Generated using the built-in image-generation tool. Source PNGs and the complete
prompt set are in SourceArt/SeasonalTrees131/manifest.json and its sibling PNGs.
Export script: Source/import_seasonal_trees131.py. It only crops transparent
margins, resizes uniformly and pads; it does not redraw or recolor source art.
Runtime artwork: Textures/Things/SeasonalTrees/<tree>/Main.png and Dormant.png.
0.1.190.130 - Social sipping and successor visitor repair

HISTORICAL BUILD NOTE / BUILD_0.1.190.130.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Build 0.1.190.130 beta | RimWorld 1.6.4871 | October 25, 2026

CUSTOM ALCOHOL AND FOX COLONISTS
Two separate causes were found. The previously supplied colony's Social drugs
policy permits beer for recreation but permits the five custom drinks only for
dependency. Recreational beer use can reset dependency before it becomes due.
The save also records earlier Shogashu use; the drinks are recognized as alcohol.
In addition, the five custom drink definitions lacked nurseable=true, which the
native social-relaxation job requires before it considers a drink.

Honey mead, ruby wine, golden wine, Nihonshu and Shogashu now have that flag.
Native social and recreation searches already shuffle the permitted drink types.
No replacement drinking AI, forced dose, increased thirst or new daily schedule
is added. Alcohol intoxication, tolerance, dependency timing and access rules
remain native. Beer may still be chosen and carried drinks retain native priority.

EXISTING-SAVE ACTION
Load the colony, then open Options > Mod options > Tool Progression and click:
Enable all alcohol for Vulpite colonists

The action copies each affected pawn group's existing policy and enables alcohol
for both recreation and dependency. It assigns the copies to eligible player fox
colonists, including those in caravans. Existing schedules, inventory quantities,
other drug permissions, and mood/recreation thresholds remain intact. Original
policies remain available. To undo, select the old policy in Assign. To customize,
use Assign > Manage drug policies and edit the newly named Vulpite alcohol copy.
Only fox colonists with an active alcohol-dependency gene qualify; children with
an inactive dependency, non-fox colonists, guests and quest lodgers are excluded.
The action can be repeated for later arrivals. It does not run on load or keep
re-enabling permissions after a later player edit. Correctly tagged alcohols
from other mods are recognized by their Alcohol chemical too.

SUCCESSOR VISITORS / HOSPITALITY
The latest supplied log confirms .129 loaded but still reports the same missing
Peaceful group on ST_SuccessorEmpire128. The previous repair required a valid
basicMemberKind and ran only during individual faction reference resolution.
This release keeps that fast pass but can also select a human trader, then an
affordable human from the faction's own option/guard lists. It excludes cargo
animals and zero-weight/unresolved entries. It retries at the native post-resolve
stage, after all definition types resolve and before late configuration checks.
Existing Peaceful groups, combat/trader groups and native factions are preserved.
A startup message reports how many successor visitor definitions are ready;
unresolved definitions remain visible as warnings rather than being suppressed.
Saved successor definition names retain their 128 suffix for compatibility.

INSTALLATION
Close RimWorld. Replace the old StoneTools folder with this entire folder and
keep one installed copy. Restart and confirm version 0.1.190.130 in Mod options.
No new game or direct save-file modification is required.

INCLUDED AND VALIDATION
Retains all previous assets, faction simulation, genealogy, heirloom/skull history,
source, guides and historical PDF manuals. The .128 faction supplement remains
current for those systems. Test results and reproducible runner are in Tests.
Compiled against the supplied original RimWorld 1.6.4871 assemblies. Automated
checks use native types/methods with a headless startup fixture. Full Unity
startup with Hospitality, actual guest visits, pathing and drinking animations
still need in-game verification. The user's logs, screenshot and save are not
modified or bundled in this public archive.

Project: https://rimworldtoolprogression.com/
Robert "Bob" Burke / Westgate WEBS - Creator, writer, developer and coder.
Kristy Regalmann - Co-creator, graphic artist, developer and coder;
WordPress and social media specialist at Westgate WEBS.
DeathWishGamer - Co-creator and testing collaborator, including Vulpite and
ideology collaboration.
Independent community project; not affiliated with or endorsed by Ludeon Studios.
RimWorld and its DLC remain the property of their respective owners.
0.1.190.129 - Successor visitors and faction repairs

HISTORICAL BUILD NOTE / BUILD_0.1.190.129.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Build 0.1.190.129 beta | RimWorld 1.6.4871 | October 25, 2026

FIX: SUCCESSOR FACTION GUESTS
The supplied .128 startup log contains one warning from Hospitality:
ST_SuccessorEmpire128 has no Peaceful pawn group, preventing guest visits.
The log confirms that .128 loaded and reached the main menu; no exception or
error entry appears in this supplied excerpt.

Successor faction definitions now receive a missing peaceful group after XML
inheritance and references resolve. The group uses that faction's existing
basic member kind with a positive selection weight and native point cost.
This covers Empire, Outlander, Tribe and Vulpite successor definitions if needed.
An existing peaceful group is left unchanged. Military and trader groups are
preserved. Shared group lists are copied before additions. Vanilla Empire and
other unrelated factions are not changed. No Hospitality-specific dependency
or warning suppression is introduced.

SAVES AND INSTALLATION
The saved faction IDs retain their .128 names; they are not renamed to .129.
Existing successors automatically use the corrected definition on restart.
Close RimWorld, replace the old StoneTools folder with this complete folder,
and keep one installed copy. Confirm version 0.1.190.129 in Mod options.
No new game or direct save edit is needed for this definition repair.

INCLUDED
The complete .128 faction economy, warfare, technology, climate campaigns,
succession/surrender, genealogy, heirloom and skull-history systems, plus all
earlier assets, source, guides, credits and historical .124 PDF manuals.
Read Docs/Living_Factions_0.1.190.128.txt for the full faction feature guide.

VALIDATION
The complete assembly is compiled against original supplied RimWorld 1.6.4871
references. The new regression tests exercise native FactionDef.ResolveReferences
through the installed Harmony hook, preserve existing/vanilla groups, prevent
duplicate additions, and verify native visitor-group eligibility and point costs.
The existing living-faction regression suite is rerun. Exact results are in
Tests/VALIDATION_0.1.190.129.txt. No live Unity guest visit was run here.

Project: https://rimworldtoolprogression.com/
Robert "Bob" Burke / Westgate WEBS - Creator, writer, developer and coder.
Kristy Regalmann - Co-creator, graphic artist, developer and coder;
WordPress and social media specialist at Westgate WEBS.
DeathWishGamer - Co-creator and testing collaborator, including the Vulpite
and ideology systems.
Independent community project; not affiliated with or endorsed by Ludeon Studios.
RimWorld and its DLC remain the property of their respective owners.
0.1.190.128 - Living Factions and succession

HISTORICAL BUILD NOTE / BUILD_0.1.190.128.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Build 0.1.190.128 beta | RimWorld 1.6.4871 | October 25, 2026

Complete successor to .127. Includes its assets, all earlier systems, source,
test runners, website links, credits, and the historical .124 PDF manuals.

NEW: LIVING FACTIONS
Distant human settlements now maintain population, food, materials, treasury,
defenders, fortifications, stability, ruling houses, and recent outcomes.
Friendly and neutral settlements send funded food expeditions. Hostile factions
send skirmishes, raids and invasions. Losses, supply shortages, new outposts,
abandonment, conquest and political succession can change the world over time.
Technology advances through sustained prosperity and paid investment.
Royalty factions possessing climate devices can deploy temporary, attackable
climate sites against hostile NPC settlements, away from player homes.

SUCCESSION
A confirmed ruler death starts a succession review. An available adult relative
can inherit. Strong settlements can appoint another house. Weak settlements
under hostile pressure can surrender. Accepting a player-directed offer creates
an allied, self-governing NPC protectorate. Exhausted factions can fracture when
a replacement house declares independence. A missing relative is never assumed
dead, and a living ruler remains in office after a relative's death.

AUDIT FIXES
- Import archived/virtual parents and preserve their names and unknown life status.
- Preserve lovers, former lovers, fiances, spouses and former spouses.
- Count a stillbirth once when native pawn generation already fired a death event.
- Record subsequent deaths after resurrection, including before the next census.
- Snapshot ingredient histories before construction consumes them, then transfer
  history only to the newly completed building. Named skulls retain their history
  when used in skull displays; failed construction cannot label an older building.

WHERE TO LOOK
Options > Mod options > Tool Progression > Open living factions.
Or select an NPC settlement on the world map and click Living factions.
The existing Faction chronicle window contains named-person histories and events.
Read Docs/Living_Factions_0.1.190.128.txt for settings, rules and limitations.

INSTALL
Close RimWorld. Back up your save for beta testing. Replace the old StoneTools
folder with this complete folder; keep exactly one Tool Progression installation.
Restart and confirm 0.1.190.128 in Mod options. Existing saves receive a baseline;
the system does not invent past pregnancies, actual people, or earlier battles.
The supplied Northeast Lanunt Confederacy save was not modified.

VALIDATION
Full production C# assembly compiled against the supplied original RimWorld
1.6.4871 assemblies. Native Harmony targets, Scribe persistence, economic and
succession rules, and the audited history defects are covered by the included
headless tests. Read Tests/VALIDATION_0.1.190.128.txt for exact results and limits.
No live Unity colony or long campaign was run here. This is a beta build.

PROJECT AND CREDITS
Tool Progression: Stone to Electric
Robert "Bob" Burke / Westgate WEBS - Creator, writer, developer and coder. Kristy Regalmann - Co-creator, graphic artist, developer and coder; WordPress and social media specialist at Westgate WEBS. DeathWishGamer - Co-creator and testing collaborator, including creation and collaboration on the Vulpite and ideology systems. Independent community project; not affiliated with or endorsed by Ludeon Studios. RimWorld and its DLC remain the property of their respective owners.
0.1.190.127 - Faction chronicle and connected histories

HISTORICAL BUILD NOTE / BUILD_0.1.190.127.txt

Tool Progression - Stone to Electric
Build 0.1.190.127 beta for RimWorld 1.6
October 25, 2026

FACTION CHRONICLES, GENEALOGY AND HEIRLOOM RETURNS
Complete successor to .126, retaining its optional Hospitality startup fix,
all existing gameplay/assets and the .124 full PDFs. This note supplements
those PDFs; it does not relabel the older manuals as updated.

OPEN THE CHRONICLE
Options > Mod options > Tool Progression > Open faction chronicles.
Alternatively, select a human faction's settlement on the world map or a
player caravan and click Faction chronicle. The window has searchable,
paged tabs for Story / events, Settlements, Family records, and Returned
heirlooms. Open a family member's record to read parents, children,
siblings/half-siblings, spouses/former spouses, birth and death details.

STORY AND GENEALOGY
- Each visible human faction receives a saved background narrative based
  on its faction type. It is explicitly marked generated background lore.
- Real observed events are kept separately: births, deaths, returning to
  life, leadership succession, settlement gains/losses, confirmed settlement
  defeats, capital moves, and returned heirlooms.
- Family links use pawn IDs. Names and family snapshots persist after a
  pawn dies or the original game object is discarded. Relationships must
  exist in the game; the system does not invent parents or children.
- Native Biotech births, including each additional Vulpite baby, are recorded
  through the completed birth outcome. Stillbirths receive birth/death
  records. The system does not create pregnancies or children.
- Existing-save initialization records a baseline. A pawn first encountered
  as an adult is not incorrectly logged as a newborn. Earlier exact birth or
  death dates unavailable to this system remain unknown.
- Four censuses per game day record observed world changes. Pawn deaths
  and births also have direct event hooks. There are no per-tick pawn scans.
- Each faction retains its latest 512 event entries; lifetime counters,
  family records, settlement results and return receipts remain saved.

SETTLEMENTS, COMMANDERS AND CAPITALS
- Actual owned settlement counts determine the faction's recorded holdings.
  One stable settlement is selected as its capital. If it is lost, a remaining
  settlement becomes the new capital.
- Newly generated hostile human settlement maps identify an actual defender
  as a persistent commander. Its named boss-style history can follow its
  heirloom and remains. Unvisited commanders are shown as not encountered.
- At the capital, the actual faction leader appears when safely available.
  Dead, captured, traveling, spawned-elsewhere and quest-reserved leaders
  are not copied, resurrected or pulled away from their current situation.
  If unavailable, a local defender serves as commander.
- The capital receives 2 extra guards, increasing to 3 at 6 holdings and
  4 at 11 holdings, with a maximum of 4. They use an existing defender's
  faction-appropriate kind and join its existing defense group.
- Surviving commanders keep their identity on a later encounter. Their
  game objects are protected from world-pawn cleanup while they command
  an active holding. Historical family records do not retain full pawn objects.
- Existing loaded maps receive no additional guards. A capital's guard
  allocation is saved so reloading/revisiting cannot create repeat waves.
- Only native completed settlement defeat marks a confirmed battle defeat.
  An otherwise missing settlement is recorded with its cause unknown.
- Expansion is recorded when settlements are added or change allegiance.
  This release does not run autonomous off-map wars, conquer territory,
  or generate new settlements on a timer.

RETURNING HEIRLOOMS
1. Carry a finished named heirloom to its original faction's settlement and
   use Offer gifts, use a visiting trader's gift mode, or send it as a
   transport-pod gift to the faction's settlement.
2. Complete the gift. The native game handles the physical transfer.
3. A matching original faction receives an additional goodwill reward:
   ordinary origin 10; tier 1 origin 15; tier 2 origin 20; important
   boss/faction-leader origin 25. Normal goodwill limits/modifiers apply.
   This is additional to the normal value-based gift calculation.
4. Read the saved receipt and full returned-item history in the chronicle.

Selling an item is not returning it. Raw skulls/bones/hides, ordinary items
carrying only material history, own-faction items, unknown/ambiguous origins,
defeated factions and permanently hostile factions cannot earn this bonus.
New provenance records keep the original faction ID and pawn ID. Existing
records with only a faction name qualify only when that exact name resolves
to one faction. A renamed old faction cannot be guessed.

The saved reward guard is shared by every copy/product with the same original
provenance ID. Reacquiring, splitting or crafting the same origin cannot yield
another reward, including after save/reload. Returning at the goodwill cap
still records the return and consumes that origin's reward eligibility.

SKULL AND BONE HISTORY
- The mod's corpse/skeleton harvesting already transferred existing boss
  histories. It now also attaches an identified humanlike pawn's recorded
  family/life snapshot to recovered skulls and bones.
- RimWorld Ideology's Extract skull action now transfers history to the
  native skull before placement, including the extractor's name and date.
  It creates one native skull and preserves the native extraction behavior.
- Named skulls cannot merge into anonymous piles and erase their history.
  Existing supported recipe crafting carries the provenance onward.
- A skull from a known boss keeps its original backstory and event history
  alongside the recovered family snapshot. Select it and use Read history.
- Old anonymous skulls do not acquire invented identities. History on
  ordinary human meat is not added by this extension.

OPTIONS - ALL THREE DEFAULT ON
Faction chronicles and genealogy: off pauses new observation while retaining
all saved history. Re-enabling establishes a fresh observed baseline so the
disabled period is not falsely described as a series of witnessed events.
Settlement commanders and capital guards: off stops future additions;
existing pawns and records remain. Requires chronicles enabled.
Returning heirlooms improves relations: off stops the additional return
reward; normal native gifting remains unchanged. Saved receipts remain.

INSTALL AND TEST
Close RimWorld. Back up the colony save. Move the old StoneTools folder out
of Mods and extract this ZIP's complete StoneTools folder into Mods. Keep
one installed copy. Restart and confirm version 0.1.190.127 in Mod options.
An existing colony is supported; first enable/load establishes its baseline.

Suggested in-game checks:
- Open each chronicle tab; save/reload and confirm the same capital/family.
- Observe a birth and a death; confirm one entry per event and the parents.
- Gift a finished named heirloom to the original non-permanent-enemy faction;
  verify the receipt, goodwill and physical removal from player inventory.
- Extract/harvest a known pawn's skull; read history, save/reload, and check it.
- Visit a newly generated hostile settlement/capital; check commander,
  guard count, allegiance and normal combat behavior, then save/reload.

Automated compilation and focused native tests were run. No live Unity
session, rendered UI inspection or full-colony combat/birth simulation was
performed. See Tests/VALIDATION_0.1.190.127.txt for exact test scope.

Tool Progression: Stone to Electric
https://rimworldtoolprogression.com/support/
0.1.190.126 - Hospitality compatibility repairs

HISTORICAL BUILD NOTE / BUILD_0.1.190.126.txt

Tool Progression - Stone to Electric
Build 0.1.190.126 beta for RimWorld 1.6
October 25, 2026

Complete successor to 0.1.190.125. All prior files, artwork, systems and PDFs
are retained. This is a focused startup and settings-access fix.

FIX
DW's log from RimWorld 1.6.4871 reported an undefined target for
Patch_HospitalityGuestSave95. That optional patch stopped Harmony.PatchAll
inside the StoneToolsMod constructor, preventing normal mod registration.
The Bio-Arbor background could appear before the failure, while Tool Progression
was missing from Options > Mod options.

The Hospitality save-cleanup patch now uses an explicit Harmony Prepare guard.
If Hospitality is absent or its CompGuest save method/field does not match the
supported shape, that patch is skipped before Harmony tries to resolve it.
Supported versions still receive the existing save-reference cleanup. No new
dependency is required. This fix does not suppress other startup errors.

PRESERVED
- Existing settings and colony saves. No configuration reset or new game needed.
- All .125 named-heirloom inspection, quality and persistence fixes.
- All existing gameplay, definitions, artwork, website/support links and PDFs.
- Current full PDFs remain under Docs/Current_0.1.190.124. This note documents
  the .126 hotfix; historical build receipts describe their own releases.

INSTALLATION AND CHECK
1. Close RimWorld. Back up your saves.
2. Move the old StoneTools folder outside Mods, then extract this ZIP's complete
   StoneTools folder into Mods. Do not merge it over the old folder.
3. Keep one Tool Progression installation, including local and Workshop copies.
4. Restart RimWorld. Open Options > Mod options > Tool Progression.
5. Check that the panel shows version 0.1.190.126. The startup log should contain
   [Tool Progression] Loaded assembly 0.1.190.126 when construction completes.
6. If the entry is still missing, provide the new Player.log so any remaining
   startup error can be identified.

The duplicate syrchalis.processor.framework warning in the supplied log is a
separate installation issue. This package does not alter that other mod.

VALIDATION
The old .125 Harmony exception is reproduced with Hospitality absent. The new
optional patch is exercised through real Harmony class processing with absent,
compatible and incompatible representative component fixtures. Tests also
check patching continuation, settings entry metadata, supported guest cleanup,
and preservation of active group references. The heirloom regressions are rerun.
See Tests/VALIDATION_0.1.190.126.txt for the exact scope and limitations.

No live Unity startup/UI or full-colony gameplay session was run. Third-party
compatibility fixtures represent target shapes; they are not a comprehensive
test of every Hospitality release. The production DLL is compiled against the
original supplied RimWorld assemblies. Test runtime dependencies are excluded.

Tool Progression: Stone to Electric
https://rimworldtoolprogression.com/support/
0.1.190.125 - Heirloom quality and inspection display

HISTORICAL BUILD NOTE / BUILD_0.1.190.125.txt

Tool Progression - Stone to Electric
Build 0.1.190.125 beta for RimWorld 1.6
October 24, 2026

Complete successor to 0.1.190.124. All original files, artwork, systems and
current PDFs are retained. This release fixes named-heirloom inspection and
quality handling; it does not require a new colony.

FIXES
- Named heirlooms no longer put empty or whitespace-only lines into the
  inspection panel. This fixes the reported "Inspect string ... contains empty
  lines" error. The full backstory and Read history presentation are retained.
- Fifteen heirloom apparel definitions, including the war captain ring, now
  use their inherited quality component without adding a second one. This
  removes the duplicate Quality line and duplicate quality save fields.
- Existing saved heirlooms retain the first/native quality value. Normal native
  saving writes one quality field, or omits the default value as usual.
- Existing names, story keys, backstories, recorded histories, and permanent
  bonuses are preserved. No save-file editing or item recreation is required.

INSTALLATION
1. Close RimWorld and back up your saves.
2. Move the previous Tool Progression/StoneTools installation outside every
   RimWorld Mods folder. Disable/remove any second Workshop copy of this mod.
3. Extract this ZIP and place its complete StoneTools folder in RimWorld/Mods.
   The correct layout is Mods/StoneTools/About/About.xml, not a nested copy.
4. Keep only one Tool Progression installation. Do not merge the new folder
   over an older folder or leave an old copy in Mods under another name.
5. Restart RimWorld, enable the mod as usual and confirm loaded assembly
   version 0.1.190.125. Load your existing save and select the affected heirloom.

VALIDATION
The complete production DLL compiled against the supplied game assemblies.
All 80 focused inspection/native component persistence checks passed, including
load/re-save/reload of the affected ring's components from the supplied colony.
Checks cover all seven quality levels and retention of item history and bonus.
The existing boss history, iron tools, power and industry regressions passed.
See Tests/VALIDATION_0.1.190.125.txt for details and testing limits.

This is an ordinary full stored ZIP without ZIP64. It contains one production
DLL, all source and assets, test sources, and all earlier documents. The latest
full PDFs remain in Docs/Current_0.1.190.124; this note documents the .125 hotfix.
Game runtime assemblies, build dependencies and your save are not included.

Live Unity UI and whole-colony gameplay have not been exercised for this build.
Existing historical build notes and test receipts describe their own releases.

Tool Progression: Stone to Electric
https://rimworldtoolprogression.com/support/
0.1.190.124 - Website, support, credits and documentation

HISTORICAL BUILD NOTE / BUILD_0.1.190.124.txt

Tool Progression - Stone to Electric
Build 0.1.190.124 beta for RimWorld 1.6
October 24, 2026

This is a complete successor to the verified .123 full package. All .123 files
are retained. No gameplay balance, recipe, definition or texture was changed
for .124. This is a website/support and documentation rebuild.

NEW IN .124
- Mod settings: Website, support and credits opens a scrollable local window.
- Explicit buttons open the project, support, field guide, wiki, BBS, releases,
  beta testing (18+) and about pages in the player's browser.
- Local report dialog has a separate Website support button. Save report
  remains local, screenshot starts OFF, and no files are uploaded by the mod.
- Local reports include the support URL and directions to website file help.
- Updated project URL, current team credits and independent-project disclaimer.
- Four updated PDFs under Docs/Current_0.1.190.124: illustrated manual (151 pages),
  full build report/options (38), roadmap (10), modern electric tools (4).
  Each PDF has credits, disclaimer, website links and private support guidance.
- Current documents cover .110-.123: electric tools, wrought iron, smelting,
  lumber, waystation aftermath, save/history fixes, installation checks,
  Learning Helper controls and the inheritable Vulpite Scavenger Diet gene.
- Smelting and lumber default OFF, as implemented since .118. Their one-time
  migration and separate later player choices are explained in the documents.
- Dedicated Bio-Arbor and Vulpite story questlines remain future roadmap work.

CREDITS
Robert "Bob" Burke / Westgate WEBS - Creator, Developer, Writer and Coder.
Kristy Regalmann / Westgate WEBS - Co-creator, Graphic Artist, Developer,
Coder, and WordPress and Social Media Specialist.
DeathWishGamer - Co-creator and testing collaborator, including creation and
collaboration on the Vulpite and its ideology.

INDEPENDENT-PROJECT DISCLAIMER
Tool Progression: Stone to Electric, this documentation and the project website
are independent fan projects. They are not affiliated with, sponsored by, or
endorsed by Ludeon Studios, the creators or publishers of RimWorld or its
DLCs, or the creators of other third-party RimWorld mods. References describe
compatibility, requirements or community resources. They do not imply a
partnership or endorsement. Third-party names, logos, trademarks and content
belong to their respective owners. Existing music permissions and tester
agreement material remain in the full manual.

INSTALLATION
Close RimWorld. Back up your saves. Replace the old StoneTools mod folder with
the complete StoneTools folder from this archive. Keep only one installed copy,
including local and Workshop copies. Restart and verify loaded version .124.
The full ZIP is an ordinary stored ZIP without ZIP64. Drive transfer ZIPs are
separate ordinary ZIPs containing different files: extract ALL numbered parts
into the same empty staging folder, then install the assembled StoneTools.
Do not concatenate the Drive ZIPs. Do not install only one part.

VALIDATION
The complete production DLL compiled successfully against the supplied game
assemblies. Scavenger Diet and the rendering, installation and local-report
regressions passed. See Tests/VALIDATION_0.1.190.124.txt for scope and limits.
Live Unity UI and full-colony gameplay have not been exercised for this build.
Historical build notes/test receipts are retained and are not new .124 runs.
Website content was reviewed on October 24, 2026; no website edits were made.

Tool Progression: Stone to Electric
https://rimworldtoolprogression.com/support/
0.1.190.123 - Vulpite Scavenger Diet

HISTORICAL BUILD NOTE / BUILD_0.1.190.123.txt

Tool Progression - Stone to Electric
Build 0.1.190.123 for RimWorld 1.6

SCAVENGER DIET
- New Biotech gene: ST_VulpiteScavengerDiet, shown as scavenger diet.
- Included in the standard inheritable Vulpite genome.
- Reduces normal food poisoning chance by 50%.
- Other active genes combine multiplicatively, with total genetic protection
  capped at 90% while Scavenger Diet is active. Two 50% reductions give 75%.
- Example: a normal 10% risk becomes 5% with this gene, or at least 1% after
  genetic stacking. This does not impose a fixed 10% chance of getting sick.
- Even an additional immunity gene is limited by this genetic cap while
  Scavenger Diet is active. Non-genetic immunity remains effective.
- Difficulty and health modifiers remain separate. Suppressed genes do not
  contribute on the Scavenger Diet path. Pawns without this gene retain the
  original game calculation. Applies to both raw food and contaminated meals.
- Extractable, tradable and usable in xenogerms through normal Biotech systems.
- Complexity 1, metabolism 0: standard Vulpite hunger stays unchanged.
- Reuses the existing leaf gene icon. No new DLC requirement for the rest of
  the mod; this gene requires Biotech.

EXISTING SAVES
Existing pawns with the ST_Vulpite xenotype receive the inheritable gene once
when loaded. An already-present gene is not duplicated. Save after loading.
Subsequent player removal is respected. Custom xenotypes are not rewritten;
they can receive the gene through the normal gene system. Earlier Vulpite
balance migrations remain compatible in either migration order.

INSTALLATION
Close RimWorld. Replace the old StoneTools mod folder with the complete folder
from this archive. Keep only one installed copy, then restart. The loaded
version should be 0.1.190.123. Includes all .122 features and earlier fixes.
0.1.190.122 - Replacement full archive

HISTORICAL BUILD NOTE / BUILD_0.1.190.122.txt

Tool Progression - Stone to Electric
Build 0.1.190.122 for RimWorld 1.6

Fresh full archive replacing the damaged .121 download. The previous local
.121 ZIP was shorter than its recorded size and had no readable ZIP directory.

The mod is rebuilt with version 0.1.190.122. Gameplay and Learning Helper
behavior are the same as .121: use the heading's X to hide the helper, restore
it with the bottom-right Learning Helper toggle, and keep it below the Research
search. All .120 fixes and earlier content are included.

This release uses a standard ZIP with stored entries and no ZIP64 requirement.
CRC checks, an independent unzip check, and full extraction with byte-for-byte
comparison are performed before delivery. See Tests/VALIDATION_0.1.190.122.txt.

Close RimWorld, replace the old StoneTools folder with this complete folder,
keep one installed copy, and restart. The loaded version should be 0.1.190.122.
0.1.190.121 - Learning Helper hide and restore controls

HISTORICAL BUILD NOTE / BUILD_0.1.190.121.txt

Tool Progression - Stone to Electric
Build 0.1.190.121 for RimWorld 1.6

LEARNING HELPER CONTROLS
Click the X in the Learning Helper heading to hide it. The existing + / -
button still expands or collapses its list of learning topics.

To bring the helper back, use the existing Learning Helper toggle among the
bottom-right map controls. Hover over the controls to find its updated tooltip.
The toggle now hides the whole helper, including active tips. Previously the
native toggle only hid an empty helper; active tips could keep it on screen.

Hide/show uses RimWorld's existing per-colony play setting. It is saved with
the colony. Tips, selected topics, learning progress and research progress
are retained. Newly queued tips do not override the hidden setting. The
interactive tutorial and the global adaptive-learning preference keep their
native behavior; this update does not force disabled learning assistance on.

RESEARCH SEARCH ACCESS
While the standard Research window is open, the Learning Helper and its topic
detail pane appear below the search box. The list keeps its native scrollbar
and is limited to the available space above the bottom main-button row.
Closing Research restores the helper's normal position.

Research already has a search box in the upper-right corner. Type Fishing
there to find the research needed to unlock Architect > Zone > Fishing zone.
This build does not add a second search or change research requirements.

INSTALL
Close RimWorld, replace the previous StoneTools folder with this full folder,
keep one installed copy and restart. Existing colonies remain usable.
All .120 fixes and earlier content are included.

CHECK IN GAME
Open Research with active learning tips. Check that the search remains clickable.
Use the helper's X, then restore it using the bottom-right Learning Helper toggle.
Check both the list and an opened topic, and save/reload while hidden.
Headless native checks passed; actual Unity rendering and mouse clicks still
need live confirmation. Research-overhaul mods that replace the standard window
have not been tested. See Tests/VALIDATION_0.1.190.121.txt.
0.1.190.120 - Precept and relic save IDs; flying pawn rendering

HISTORICAL BUILD NOTE / BUILD_0.1.190.120.txt

Tool Progression - Stone to Electric
Build 0.1.190.120 for RimWorld 1.6

IDEOLOGY SAVE IDS
Fixes a confirmed defect in this mod's Merchant Tradition / Vulpite ideology
correction: newly created precepts were added without native initialization.
RimWorld's AddPrecept defaults init to false, leaving their saved ID at -1.
Multiple such objects produce the Precept_-1 duplicate deep-save warning in
the supplied October 24 logs. New precepts now receive native initialization,
including a unique save ID. Existing valid beliefs and IDs are retained.

Sacred heirloom dedication had the same missing-initialization pattern.
Relic creation now establishes its ideology before setting the thing type,
initializes the precept, and retains the existing item's material, chosen
name, identity and style link. The physical relic is not replaced.

The supplied RimWorld version already assigns missing (-1) precept IDs in
PostLoadInit. Native save/reload tests reproduce the old warning and confirm
that ordinary missing-ID precepts load with distinct IDs and re-save cleanly.
This update stops this mod adding new uninitialized precepts afterward.
It does not rewrite save files or promise to reconstruct ambiguous references
from every previously affected save. The user's actual colony was not tested.

FLYING CROW RENDERING
The logs show Crow40166 and Crow40167 drawing without a resolved render tree
through Skyfaller_FlyingPawn. The native flight draw calls DrawNowAt directly.
A cleared tree can coexist with cached valid pre-render results, allowing
that draw to skip graphics initialization. The patch prepares an unresolved
contained pawn's tree and pre-render data before the original flight draw.

The patch uses the already-transformed flight position and original flip.
Normal resolved draws, shadows, flight movement, animation and landing retain
their native paths. Unity setup is restricted to the main thread. Invalid
definitions still reach native drawing and report errors. No bird is removed
or disabled and no per-tick scan is added. An unexpected future flight method
leaves that method unchanged and logs a warning during patching.

Native dispatch tests exercise the original skyfaller and DrawNowAt with a
recorded pawn-rendering boundary. They verify preparation order, repeated tree
invalidation, resolved-tree behavior, transformed location, flip, shadows and
worker-thread behavior. This addresses the observed failure path; it does not
identify the full mod interaction or replace live Unity testing.

RETAINED FEATURES
Includes the complete .119 update: native Vulpite ear direction and duplicate
installation warnings. Boss backstories remain attached to remains and crafted
descendants. Smelting and lumber retain the .118 OFF defaults and one-time
settings migration, while remembering later player choices.

INSTALL AND CHECK
Close RimWorld. Replace the previous StoneTools folder with this complete
folder, keep one installed copy, and restart. Load the affected colony, let
an autosave finish, and check flying crows. Save/reload once to verify that
Precept_-1 no longer recurs. The running code version should be 0.1.190.120
in Tool Progression's mod settings. Existing settings are retained.

See Tests/VALIDATION_0.1.190.120.txt for completed checks and limits.
Only the production mod DLL is shipped; no game/runtime fixture DLLs are included.
0.1.190.119 - Vulpite ear mirroring and duplicate-install checks

HISTORICAL BUILD NOTE / BUILD_0.1.190.119.txt

Tool Progression - Stone to Electric
Build 0.1.190.119 for RimWorld 1.6

VULPITE EAR DIRECTION
The .118 left-facing ear texture was already mirrored and relied on a
Harmony mesh-cache correction to cancel RimWorld's second mirror. That
combination works when the correction is available, but leaves a reversed
result when it is unavailable. This build adopts the same native asset
convention as the other corrected hair: the east/west source texture and
dye-mask files match, and the native west mesh supplies the single mirror.
Ear direction no longer needs the extra mesh cache or the hair gene.
This removes the vulnerable path; it does not establish what caused DW's
specific appearance issue without a screenshot/log and live confirmation.

Front/back artwork, dye behavior, head position, infant proportions,
child/adult sizing and hat/helmet layering are retained. No gene or save
conversion is required. The existing cyan-braid correction remains.

DUPLICATE INSTALLATION WARNING
After startup finishes initializing the interface, a separate diagnostic
checks the local Mods folder, RimWorld's installed mod roots, subscribed
Workshop mod roots and the actual running content roots. It also catches
local duplicate package IDs that RimWorld omits from AllInstalledMods.
It recognizes the package ID or the original assembly identity. Missing
DLLs in otherwise recognized installations remain visible as copies.

When multiple roots are found, a dismissible window appears once per
process. It identifies loaded versus not-loaded content and shows the
builds found in each copy. The loaded code version is shown separately.
Extra copies of our DLL within one Assemblies folder also trigger a
warning, including renamed backup DLLs. Normal version-specific assembly
folders are treated as one installation. ZIP backups are ignored.

The window shows Mods/Workshop folder labels. Full computer paths are
available through Show full paths. It does not delete files, disable mods,
change subscriptions, edit saves, or send data. Inaccessible/malformed
files are skipped and the result is marked incomplete. The scan runs at
startup and on a manual request, never as a colony tick loop.

Options > Mod settings > Tool Progression now shows the code version,
check status and Check installation / duplicate copies button. Existing
local bug reports include the check summary without computer paths.
The startup diagnostic is independent of the main Mod constructor and
its PatchAll call, so a failed gameplay patch need not hide the warning.
It still requires this build's assembly to load; an inactive mod or a DLL
that cannot load cannot run its own diagnostic. It does not claim to fix
all causes of a missing settings menu.

INSTALL
Close RimWorld. Replace the previous StoneTools mod folder with this
complete folder and restart. Keep one installed Tool Progression copy.
Move extra local copies outside Mods, or unsubscribe from an unwanted
Workshop copy. Do not merge DLL backups into Assemblies. Existing saves
and prior settings remain usable. Smelting/lumber keep the .118 defaults
and one-time migration behavior. All previous content is included.

VALIDATION AND LIVE CHECK
See Tests/VALIDATION_0.1.190.119.txt for completed automated checks.
The native tests use the supplied RimWorld 1.6 assemblies with headless
OS/Steam/UI boundaries isolated. No game DLL or fixture DLL is shipped.
This is not a live Unity visual test or a claim of RimWorld 1.7 support.

In game: check uncovered, hatted and helmeted Vulpite adults/children/babies
in each direction, both on the map and in portraits. Check the installation
window's buttons, scrolling, loaded version and copy labels. A clean
single installation should not show a startup warning. A duplicate should
warn once; Check again should reflect files removed while the game is
closed on the next launch. Correcting the installation requires a restart.
0.1.190.118 - Boss histories and optional-industry defaults

HISTORICAL BUILD NOTE / BUILD_0.1.190.118.txt

Tool Progression - Stone to Electric - 0.1.190.118
October 23, 2026

BOSS BACKSTORIES AND REMAINS
Bosses receive a saved, faction-related story with a connected turning point,
consequence and keepsake legend. There are 38 coherent story bundles across
tribal, pirate, outlander, imperial, merchant, animal, insect, mech and anomaly
pools plus a neutral fallback. Name, faction/group and compatible circumstances vary. Legends do not
spawn additional keepsakes or falsely record actions by the player colony.
Vulpite Concord uses merchant stories; Corsairs use pirate stories. A pawn's
xenotype alone never assigns faction culture. DLC entities only use these hooks
when their existing pawn definitions are present; this adds no DLC dependency.

Stories are assigned to raid commanders/veterans, hostile faction leaders,
recognized bosses, and rare named animal/insect encounters. Each is generated
once, saved as complete text, and retained on return visits and faction changes.
Actual defeat, recovery, crafting and inheritance records remain separate.

The original pawn stays inside its corpse, including after rot/desiccation.
Read history is available on named pawns, corpses/skeletons and occupied impaled
displays. Harvested ordinary bones and skulls inherit the story. Butchering also
passes it to products, including raw hides and the existing named animal parts.
Tanning and recipe crafting carry all input histories onward. Named materials
cannot merge into ordinary stock or a different named stack; splitting copies
the complete record without sharing mutable history lists.

Recipes combining multiple bosses' remains retain all of their source histories.
Names, original faction, story text, origin and recorded defeat survive save/load.
Lore on ordinary materials changes no combat stats, hit points or prices. Existing
named-heirloom bonuses and the Revenant one-time reward guard are retained.
No per-tick history scan is added.

OLDER SAVES AND SCOPE
Old named legacy records receive a one-time story without discarding their
existing history. If their original faction type was never stored, a neutral
historical account is used rather than guessing the faction culture. Previously
anonymous bones cannot recover a pawn identity that the old build did not save.
Existing corpses holding a recorded boss pawn retain that identity.

History passes through this mod's bone recovery, butcher outputs, normal recipe
outputs and the existing heirloom paths. Other mods that destroy inputs and
create products outside these hooks may require compatibility patches. Total
destruction leaves no physical object to inspect; surviving heirlooms/remains
still preserve their own copies. No new indestructibility or resurrection is added.

SMELTING AND LUMBER DEFAULTS
Iron smelting progression and Lumber milling progression are OFF by default.
On the first start of this version, both older preferences are switched OFF
once and that migration is saved. Later choices in Options are remembered.
Players can enable either system independently. OFF hides the new construction
choices, pauses their added bills and disables new ore finds / mill power / new
furnace refueling through the existing option gates. Existing buildings, research,
ore, lumber and wrought-iron tools remain saved. Finished tools remain usable.
Vanilla logging, wood use, steel mining, smelting and smithing remain available.

INSTALLATION
Contains the complete .117 build, including the eight wrought-iron tools.
Close RimWorld, back up the save, replace the old StoneTools folder with this
ZIP's StoneTools folder, and keep only one enabled copy. A new colony is not
required. This archive contains source and focused tests as well as the DLL.

VALIDATION
See Tests/VALIDATION_0.1.190.118.txt. Automated validation does not replace a
live colony session. In game, check a named corpse's Read history, allow rot,
harvest or butcher it, split the bones, craft a trophy, and save/reload. Confirm
both new industry options start OFF, then enable one and confirm it stays set
on a later restart. No player save was edited during development.
0.1.190.117 - Eight wrought-iron tools

HISTORICAL BUILD NOTE / BUILD_0.1.190.117.txt

Tool Progression - Stone to Electric - 0.1.190.117
October 23, 2026

WROUGHT-IRON TOOLS
Eight early metal tools fill the gap between stone/bone and steel:
- Wrought-iron pickaxe: 15 wrought iron + 1 wood.
- Wrought-iron axe: 12 wrought iron + 1 wood.
- Wrought-iron building hammer: 8 wrought iron + 1 wood.
- Wrought-iron shovel: 12 wrought iron + 1 wood.
- Wrought-iron hoe: 10 wrought iron + 1 wood.
- Wrought-iron sickle: 8 wrought iron + 1 wood.
- Wrought-iron knife: 5 wrought iron + 1 wood.
- Wrought-iron chisel: 8 wrought iron + 1 wood.

HOW TO MAKE THEM
1. Smelt iron ore into wrought iron at the stone bloomery.
2. Research Smithing.
3. Build a fuelled smithy, or use an existing electric smithy.
4. Add the desired make wrought-iron tool bill. Assign a pawn to Smithing.
   Fuel or power the smithy as appropriate.
5. When tool requirements are enabled, the smith needs a carried hammer.
   A stone or bone hammer can forge the first iron hammer and all other tools.

Each recipe takes 1400 base work. Crafting skill controls quality and lifespan.
The new bills need Smithing, without the Electricity/Machining requirements of
the existing steel-tool recipes. Steel tools remain at the machining table.

BALANCE AND COMPATIBILITY
At equal quality and maker skill, iron tools work at x1.1 speed, compared with
stone/bone x1.0 and steel x1.25. Iron's base working life is 420,000 ticks
(7 full days of active work), between stone's 4 and steel's 10. Iron has
140 hit points, between stone's 100 and steel's 180. Value and melee strength
also sit between the matching stone and steel tools.

Normal maker-skill lifespan bonuses, quality speed bonuses, wear, toolbelts,
inventory/equipped use, cabinet storage and automatic fetching apply. Fetching
still requires a toolbelt and the existing auto-fetch option. It does not
automatically replace an already-carried working tool just to upgrade it.
No batteries or charging are required for iron tools.

Iron tools use the corresponding existing steel silhouettes with a darker
finish, including engraved and stack variants. Their measured grips are reused.
Stack/engraved rendering now honors each tool's draw color, including the single
tool shown in a pawn's hands when carrying a stack.

OPTIONS
Iron smelting progression remains ON by default. It now also controls crafting
these iron tools: off hides the new choices and pauses their bills, including
active jobs. Saved bills and finished tools are retained. Finished tools remain
usable. Re-enable the option to resume crafting. The lumber option is independent
and still defaults to ON. Existing saved option choices are preserved.

FULL BUILD AND INSTALL
Contains all .116 content and fixes, including Smelt any ore, Saw any logs and
the electric sawmill/precision mill power fix. No new colony is required.
Close RimWorld and back up your save. Replace the old StoneTools folder with
the StoneTools folder from this full ZIP. Keep only one installed copy enabled.
Restart and load your save. The smelting/lumber guide is updated for .117.

VALIDATION
See Tests/VALIDATION_0.1.190.117.txt. Compiled and automated checks use the supplied
RimWorld 1.6 assemblies. A complete live colony session with your full mod list
has not been run here. Check smithy crafting, held appearance, fetching and
save/reload in game after installation.
0.1.190.116 - Any-ore and any-logs bills; mill power

HISTORICAL BUILD NOTE / BUILD_0.1.190.116.txt

Tool Progression - Stone to Electric - 0.1.190.116
October 23, 2026

FIRST ADD BILL CHOICES
- Smelt any ore: available first at the bloomery, bellows furnace and existing
  electric smelter. Uses the station's normal 20-ore batch and output:
  bloomery 12 wrought iron, bellows 12 steel, electric 16 steel.
  This system currently supports iron ore. Other mods' ores are not included.
  Wrought iron refining and advanced bulk bills remain separate choices.
- Saw any logs: available first at the hewing bench, hand sawmill, electric
  sawmill and precision lumber mill. Processes ordinary wood and all 22
  Bio-Arbor wood types, preserving the source wood's matching lumber.
  Each batch uses one wood type. Select allowed logs in Details.
  Do until you have X counts matching lumber for the allowed wood types.
  Station costs/yields remain 20 to 16, 20 to 18, 20 to 20 and 80 to 80.
- Existing individual-material bills and saved bill order/settings remain.
  These are new Add bill choices; they do not automatically create active bills.

ELECTRIC MILL POWER FIX
The supplied save showed an electric sawmill with no power connection despite
nearby conduits. Its custom power component was not recognized by the game's
exact-type connector check. Both electric mills now use the native power trader.
New and loaded mills register for connection normally. The lumber option still
sets their draw to zero while disabled and restores it when enabled.
The electric sawmill requires 600 W; the precision mill requires 1000 W.

Includes the complete .115 build and all earlier content. Both progression
options remain independent and ON by default. Existing option selections are
preserved. No new colony is required. No changes are made to the supplied save.
GUIDE_SMELTING_LUMBER_114.txt has been updated for this release.

INSTALL
Close RimWorld and back up your save. Replace the old StoneTools folder with
the StoneTools folder from this full ZIP. Keep only one installed copy enabled.
Restart and load your save. Select the station, open Bills, then Add bill.

VALIDATION
Compiled and passed automated checks against supplied RimWorld 1.6 assemblies.
See Tests/VALIDATION_0.1.190.116.txt. A full live game with your complete mod list
has not been run here. Please check the new bill choices and power connection
in your colony after installing.
0.1.190.115 - Industry follow-up repairs

HISTORICAL BUILD NOTE / BUILD_0.1.190.115.txt

Tool Progression - Stone to Electric - 0.1.190.115
October 23, 2026

Fixes all four error entries in the supplied .114 startup log:
- The advanced ore-processing prerequisite and both electric ore/refining
  recipes now use Electricity, the research used by the vanilla electric smelter.
- Renames the internal lumber template to ST_LumberTemplate. RimWorld rejects
  ThingDef names ending in numbers. Generated, usable lumber keeps its .114 IDs.

Includes the complete .114 smelting and lumber update and all earlier content.
Both systems have independent options and default to ON for new settings.
Existing option selections, workshops, bills, materials and research IDs remain.
The corrected smelting/lumber guide is GUIDE_SMELTING_LUMBER_114.txt.

INSTALL
Close RimWorld. Replace the existing StoneTools folder with the StoneTools folder
from this full ZIP, then restart. Keep only one installed copy of this mod.
No new colony is required for these definition corrections.

VALIDATION
See Tests/VALIDATION_0.1.190.115.txt. Automated checks do not replace a live
RimWorld startup with your full mod list.
0.1.190.114 - Iron smelting and lumber milling

HISTORICAL BUILD NOTE / BUILD_0.1.190.114.txt

Tool Progression - Stone to Electric - 0.1.190.114
October 23, 2026

Adds independent iron-smelting and lumber-milling systems, both ON by default.
Settings are at the top of Tool Progression's mod options.

Smelting: occasional iron ore finds during completed player mining; wrought iron;
stone bloomery; fuelled bellows furnace; new ore/refining bills at the existing
electric smelter; advanced bulk-processing research and bills on the same bench.

Lumber: hewing bench, hand sawmill, electric sawmill and precision lumber mill.
Stable generated lumber definitions preserve ordinary/Bio-Arbor wood identities.
Progressive speed and material recovery; no repeated milling or material creation.
Finished lumber can be used as wooden building/furniture stuff.

Six new workshop sprites and two resource sprites, with transparent backgrounds.

Off prevents new production and construction of the selected system, stops extra
ore finds or mill power as appropriate, and retains saved resources, workshops,
research and bill settings. Vanilla production remains available.

Includes all .113 waystation/remains, trade-generation, modern-tool and earlier fixes.
Steel-tool recipes remain at the machining table.

Read GUIDE_SMELTING_LUMBER_114.txt for costs, yields, research and work assignments.
Read Tests/VALIDATION_0.1.190.114.txt for completed checks and live-testing limits.
0.1.190.113 - Generation and waystation aftermath fixes

HISTORICAL BUILD NOTE / BUILD_0.1.190.113.txt

Tool Progression - Stone to Electric
Build 0.1.190.113 - Waystation remains and animal trader fixes

FIXES FROM YOUR .112 LOG

1. Animal/mech remains generation
The native RimWorld 1.6 forceDead generation path calls a clothing tracker after
death. Animals and mechs do not have that tracker, so it can throw a null-reference
error. The reported offset, 0x00cfd, matches that native path.

Remains now finish pawn generation before being killed off-map, following the
normal scattered-corpse sequence. They are never spawned alive. Ancient corpse
age, desiccation, damage, identity and race are retained. Clothing, weapons and
food stock are still removed. Existing scene guards are preserved.

2. Animal trader caravan meetings
Native world-map caravan meetings can request trader stock without a world tile.
Our small-herd generator incorrectly queried that missing tile's temperature.
When stock generation fails, RimWorld discards the trader's generated goods; an
encounter with no eligible goods hides its Trade option.

The generator now follows vanilla's approach: use the supplied tile when present,
otherwise use a player home map for climate. If neither is available, skip only
the climate filter. Normal 3-8 animal stock, herd/exotic selection and temperature
checks at known locations remain in place. Pawn generation receives that location.

INSTALL
Close RimWorld and replace the old StoneTools folder with this full build's
StoneTools folder. Keep only one enabled copy. All .112 features are included.

THE ENCOUNTER ALREADY OPEN
This update prevents the stock error in newly generated encounters. It cannot
restore the discarded goods inside an encounter that already exists. Choose
Move on, or reload a save from before that encounter after installing .113.

REPAIR THE EXISTING .112 WAYSTATION, IF NEEDED
New waystations use the corrected generation automatically. A scene already
saved by .112 keeps its remaining bodies and does not automatically refill.

If the .112 error left animal or mech remains missing:
1. Enter that waystation camp.
2. Enable Development mode in Options.
3. Open debug actions > Tool Progression > Repair .112 missing remains.
4. Read and confirm the repair, then disable Development mode if desired.

This one-time action adds only missing animal/mech categories for the original
story. It does not recreate merchants, reroll the scene or rebuild the ruin.
Existing matching bodies and protected map objects are retained. New .113 scenes
cannot use this legacy repair. The repair guard survives saving/loading.

Use it only for the reported .112 failure, not after harvesting/removing bodies:
the older save did not record whether a missing body failed or was already taken.
An alternative is to reload a save from before that waystation first received
its .112 scene, then let .113 create it normally.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies. Passed 55 new regression
checks for the reported errors and repair policies, plus the existing 970
waystation checks, 43 landmark checks, 241 exploration checks, 192 electric-tool
checks, 183 tool-work checks, 70 save/load checks and local bug-report checks.
The fixture verifies 870 native pawn/corpse/trade/job method bodies are unchanged.

Remains preparation tests run production code with native corpse age/rot handling;
full pawn generation, death and graphics are isolated test boundaries. Stock tests
exercise production enumeration and native trade eligibility. Live-game retesting
with the full mod list is still needed. See Tests/VALIDATION_0.1.190.113.txt.
0.1.190.112 - Exploration follow-up repairs

HISTORICAL BUILD NOTE / BUILD_0.1.190.112.txt

Tool Progression - Stone to Electric
Build 0.1.190.112 - Abandoned waystation aftermath

WHAT YOU WILL FIND
Each eligible waystation receives one randomly chosen, saved scene around its
old tether posts:

- Raider attack: two or three dead merchants, including one or two impaled
  wagoners, with the remains of a pack animal.
- Mech battle: two or three merchant skeletons, two shattered mech bodies
  and a pack-animal skeleton.
- Animal attack: two or three merchant skeletons, two pack-animal skeletons
  and a predator skeleton.

Select a body, impaled wagoner or old tether post to read the abandonment clue.
The clues describe a likely cause, based on the scene.

Merchants are generated from trader pawn kinds belonging to factions in your
world, including installed humanlike races and their normal xenotype selection.
A vanilla merchant/villager fallback is used if no suitable trader faction exists.
Their actual bodies, names, race and faction are retained. Mounted displays reuse
the existing skeleton-on-stake artwork; it is not custom artwork for each race.
Ground skeletons use the normal corpse graphics supplied by RimWorld/their race.
Pack animals and predators vary within a small vanilla pool.

These are already dead, adult remains. They do not introduce living visitors,
new family relationships, fresh meat or generated clothing/weapon stock.
Skeletons support the existing bone-harvesting system. Mech remains use normal
corpse handling. Deconstructing an impaled display releases its original body.
Abandoned displays do not grant the colony's invader-warning/suppression effects.

YOUR CURRENT CAMP
The update can also add one scene to an already loaded waystation camp with
surviving old tether posts. Load your save and briefly unpause. The addition runs
once, after map generation/loading has finished, avoiding later ancient-junk
scatter. It uses clear cells around the posts and does not rebuild the ruin.

If needed, developer actions > Tool Progression > Add waystation aftermath
requests the same protected one-time addition. It cannot reroll a finished scene.

Existing colonies, quest sites, occupied non-player maps and fully cleared
waystations are excluded. Existing buildings, items, pawns, crops and quest-tagged
objects are protected. If there is not enough clear space for the complete scene,
nothing is placed. A saved map and world-tile guard prevent duplication on reload
or map recreation, including after an interrupted partial placement.

INSTALL
1. Close RimWorld.
2. Extract this full ZIP and replace the old StoneTools mod folder with the new
   StoneTools folder. Keep only one copy of this mod enabled.
3. Load your save and briefly unpause at the camp.

All .111 landmark fixes and .110 electric tools are included. This release adds
aftermath scenes; wagon chances and earlier reward probabilities are unchanged.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies. Native-grid scene planning,
installed-race selection, one-time lifecycle and native save/load checks passed.
Existing exploration, tool, report and impaled-body regression checks also passed.
See Tests/VALIDATION_0.1.190.112.txt for details and reproducible test runners.
Live Unity rendering and full in-game corpse generation still require play testing.
0.1.190.111 - Missing exploration landmark placement

HISTORICAL BUILD NOTE / BUILD_0.1.190.111.txt

Tool Progression - Stone to Electric
Build 0.1.190.111 for RimWorld 1.6
October 23, 2026

MISSING EXPLORATION LANDMARKS
The Overgrown caravan waystation, abandoned workshop and Bio-Arbor vault
could fail to appear after entering their tile with Camp. The old layout
required a 40-cell gap from the arrival point regardless of map size. On a
75 x 75 map that can exclude every valid footprint. Natural trees also
failed the standable-cell check, despite the layout being intended to clear
natural vegetation. The tile was marked built before placement succeeded.

FIXES
- Arrival clearance scales down on small maps, retaining the 40-cell gap on
  larger maps. The map edge and the arrival area remain protected.
- Natural vegetation may be cleared within the ruin footprint. Sown crops,
  quest-tagged objects, buildings, rocks, blueprints, frames, pawns, items,
  water, unsuitable terrain, existing floors and roofs remain protected.
- After 500 random attempts, a complete map scan finds an eligible clearing
  when one exists. This runs only during generation or a manual repair.
- A footprint failure no longer consumes the one-time landmark.
- Newly generated maps have a fallback if their map generator did not run
  the non-critical mutator step. Success remains protected against repeats.
- Partial placement exceptions keep their duplicate guard and log an error.
- A new saved completion list protects successful .111 generation/repair.
  Old saves without this list load with it empty; old built guards remain.

YOUR ALREADY-EMPTY CAMP
1. Save a backup and close RimWorld. Replace the old StoneTools folder with
   this complete StoneTools folder. Keep only one installed copy enabled.
2. Load the save and open the empty waystation camp map.
3. With Development mode enabled, open the Debug actions menu at the top.
4. Search for: Repair missing exploration landmark
   The action is under the Tool Progression category.
5. Select it and confirm that this site was empty on first entry.
6. Look around the map for the ruined shelter and tether posts. Save again.

The action refuses a player colony, quest site, unrelated map, landmark
with recognizable surviving structures, or a site completed by .111.
It places the missing landmark once in a protected clearing. It does not
reroll a wagon, contextual tools, extra cargo or consumed rewards.
If no clearing fits, it reports failure and preserves the previous guard.
Older built flags cannot distinguish an empty generation failure from a
fully looted site, so legacy repairs are explicit developer actions and
never run automatically on loading a save. Do not use it to restock a site.

EXPECTED WAYSTATION CONTENT
A small ruined shelter, two ruined tether posts, a damaged table, 1-2 bones
and a 25% chance of one rope. A wrecked cart/wagon is still only a 1% chance
on a suitable new map. Deconstructing an actual cart/wagon wreck teaches
Wheeled Carts if unknown. Merely visiting a waystation does not grant it.

WORKSHOP AND VAULT
Their original small reward tables and guards are retained. No reward
rates, cart rates, tool stats, art, research or DLC requirements changed.
All .110 electric tools and earlier content are included.

VALIDATION
Compiled 244 production C# files against RimWorld 1.6.4871 and Harmony 2.3.6.
691 automated checks passed: 43 native-grid placement/lifecycle/repair,
203 exploration/save/definition checks, 192 modern electric tool checks,
183 native tool-work checks and 70 caravan injury/save checks.
Also passed the local bug-report writer checks and a 1,000,000-sample
existing loot probability check. Native terrain, roof and thing grids
exercise footprint protection. Real Scribe verifies saved completion state.
World/UI boundaries and final structure spawning are isolated in lifecycle
tests. A live Unity session was not available; camp appearance and the
repair menu still need in-game confirmation. No game DLLs or fixture DLLs
are included. Tests/run_landmarks111.py reproduces the automated suite
using locally supplied game assemblies and runtimes.
0.1.190.110 - Battery cultivator, vacuum and electric knife

HISTORICAL BUILD NOTE / BUILD_0.1.190.110.txt

Tool Progression - Stone to Electric
Build 0.1.190.110 for RimWorld 1.6

MODERN ELECTRIC TOOLS
Battery cultivator: Hoe work, including sowing and tilling; x1.6 base speed.
  Cost: 50 steel and 3 components; 3600 work; mass 3 kg.
Cordless vacuum: Broom work, including normal and priority cleaning; x1.6.
  Cost: 40 steel and 2 components; 3000 work; mass 2 kg.
Electric knife: Knife work, including cooking and butchering; x1.5.
  Cost: 25 steel and 2 components; 3000 work; mass 1 kg.

Make all three at a machining table after Electricity and Machining.
Crafting 4 and a usable Hammer tool are required, matching existing
electric-tool recipes. The construction drill counts as a Hammer tool.

Carry tools in inventory or a worn toolbelt; they do not need to replace
the equipped combat weapon. Automatic fetching still requires a toolbelt.
They use the existing charger and automatic recharge setting. A full
battery lasts 60000 active work ticks. An empty tool is unavailable;
a carried usable manual tool can still serve as a fallback.

Base working life is 720000 ticks (12 continuous working days). Each
Crafting skill level at creation adds 10% to that base. Masterwork gives
15% extra tool speed; Legendary gives 25%. Both use teal-and-gold engraved
art. Existing heirloom, storage and toolbelt systems remain in place.
These tools do not plant automatically, clean an area instantly or bypass
ordinary work assignment, resources, skills, reachability or reservations.

ART AND CONTENT
Includes six original image_gen sprites, twelve runtime single/stack
textures, embedded SVG stack layouts, generation prompts and packaging
source. Both qualities have measured hand grips and work-head direction.
The knife is held in one hand; cultivator and vacuum use two hands.
New stable definitions: ST_BatteryCultivator, ST_CordlessVacuum,
ST_ElectricKnife. All previous definitions and files are retained.

VALIDATION
Compiled all 243 production C# files against the supplied RimWorld
1.6.4871 assemblies and Harmony 2.3.6. No compiler errors or warnings;
the existing FieldHarvest CS9258 informational notice remains.
192 new native component/holder checks pass: equipment, inventory,
toolbelts, battery exhaustion, recharge eligibility, working wear, split
state, Masterwork/Legendary speed, manual fallback, grips and job routing.
183 existing native mining/tree enforcement and driver save/load checks
pass. 70 caravan injury save/load checks and bug-report checks pass.
The .109 headless fixture preserves 227 native job/workgiver method bodies.
It isolates Unity startup; it does not simulate a live colony or pathfinding.
XML, recipe links, texture variants and archive integrity are also checked.

INSTALL AND LIVE CHECK
Close RimWorld. Back up the save. Replace the old StoneTools folder with
the complete StoneTools folder in this ZIP, keeping only one installed
copy of Tool Progression, then restart. No new external dependency.
Existing .109 saves are expected to remain compatible; live confirmation
is still required. Test on a copy of a save first.

At a researched machining table, make each tool. Test sowing/tilling,
normal and priority cleaning, cooking and butchering. Check all four pawn
facings with normal and Masterwork tools. Empty/recharge a battery; check
manual fallback, toolbelt fetching, stack display and save/reload.
Retest primitive mining/tree requirements from .109. Send a fresh player
log and local mod bug report if anything behaves incorrectly.

This full successor package retains all .109 features and art. Historical
manuals and build notes retain their original version labels; the included
Modern Electric Tools .110 PDF is the current change supplement.
Only Westgate.StoneTools.dll is packaged. No game DLLs, private fixture,
build toolchain or account metadata is redistributed.
0.1.190.109 - Mining and tree-tool enforcement

HISTORICAL BUILD NOTE / BUILD_0.1.190.109.txt

Tool Progression - Stone to Electric
Build 0.1.190.109 for RimWorld 1.6

MINING AND TREE TOOL ENFORCEMENT
Adds a final carried-tool check directly before native mining and plant
work callbacks advance. Mining requires a usable pickaxe or mining drill;
tree cutting/harvesting requires a usable axe or chainsaw. Equipped tools,
inventory tools and tools inside a worn toolbelt count. Nearby floor tools
do not count until the pawn actually carries them.

Jobs using native mining/cutting/harvesting driver classes are recognized
even when another mod gives them a different job name. Derived mining and
plant work givers are recognized too. Matching tool speed modifiers and
existing small-plant hand-work exceptions follow the renamed jobs.

Work stops if the needed tool is dropped, destroyed or out of charge.
The new callback guard does not apply a second wear or charge cost.
Native driver save/load rebuilds the guarded callbacks, so resumed work
is checked too. Existing automatic fetching still requires a toolbelt.

The existing "Require tools for supported work" option remains ON by
default. An explicit OFF choice is retained and allows work without tools.
Its tooltip now explains these rules. Startup logging and local bug reports
show the requirement and automatic-fetching settings to aid diagnosis.
No new setting is added. Small plants/crops keep their existing slower
hand-work options; tree work is not included in those exceptions.

VALIDATION AND LIMITS
Compiled 243 production C# files against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6. No compiler errors or warnings; the existing
FieldHarvest 'field' identifier produces an informational CS9258 notice.

The .108 baseline already blocks canonical Mine, CutPlant and
HarvestDesignated jobs with requirements ON. Tests reproduce separate
bypasses for renamed native jobs and directly invoked native work callbacks.
The .109 tests close those bypasses. DW's exact mod/settings combination
was not available, so these results do not establish the sole cause of
his reported tribe behavior. That session needs an in-game retest.

183 focused native work checks pass: canonical and renamed mining/tree
jobs, direct callbacks, equipment/inventory/toolbelt holders, removed and
destroyed tools, wrong tools, empty batteries and single charge consumption,
native driver Scribe round trips, crop-to-tree target changes, small-plant
hand work, work-speed classification, settings ON/OFF, NPC/animal exclusions,
retired callbacks and derived mining work givers.

The headless fixture retains 227 native job/workgiver method bodies,
including their generated work callbacks. It isolates Unity startup,
graphics, map failure checks, plant stat lookup and colony end-job scheduling.
It does not simulate a full live map, pathfinding, tool fetching or Unity.
Existing caravan injury serialization passes 70 native checks. Local bug
report writing/version/privacy regression checks also pass.
Repeat with Tests/run_tools109.py and locally supplied dependencies.

INSTALL AND CONFIRM
Close RimWorld. Replace the old StoneTools folder with this complete folder,
keep only one installed Tool Progression copy, and restart.
In Mod settings > Tool Progression, turn ON:
  Require tools for supported work

Retest the basic tribe with no carried pickaxes or axes. Mining and tree
work should not progress. Carry/equip the proper tool, or use a toolbelt
to fetch it, then retry. Remove the tool during work and confirm it stops.
If the problem persists, send a fresh player log and the local mod bug
report, which now identifies the requirement setting and .109 version.

This full package retains all .108 files and earlier features, including
caravan injury save repair, cart icons, baby ear/tail fitting and hair fixes.
Artwork is unchanged. Only the production Westgate.StoneTools.dll is
packaged; no RimWorld DLLs, private fixtures or build tools are included.
0.1.190.108 - Caravan injury save fix

HISTORICAL BUILD NOTE / BUILD_0.1.190.108.txt

Tool Progression - Stone to Electric
Build 0.1.190.108 for RimWorld 1.6

CARAVAN INJURY SAVE FIX
Repairs the autosave warning that travelInjury refers to a Hediff which is
not deep-saved. A caravan event letter could retain its direct injury
reference after treatment or natural healing removed that injury.

The letter now stores an optional injury ID using the existing XML field.
On load, an unresolved decision reconnects only to that exact injury in
the correct pawn's health list. Missing/healed injuries remain gone; no
other injury is substituted. Resolved letters clear their treatment target
while preserving their history text. Clearing a letter's target does not
remove or change an injury that is still healing naturally.

Existing saves are supported, including an old travelInjury ID whose
injury no longer exists. Loading discards that stale target, and the next
save omits it. No new setting, health conversion or injury recreation.

VALIDATION
Compiled 242 production C# files against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6. No compiler errors or warnings; the existing
FieldHarvest 'field' identifier produces an informational CS9258 notice.

70 focused checks use native Scribe and HediffSet serialization with the
production ChoiceLetter_ToolTravel. The original Hediff_6917 warning is
reproduced using the former reference call with the native save checker
enabled. The fixed path saves and loads without warnings or errors.

Checks cover active exact-injury identity, another same-definition injury,
unchanged health counts and severity, repeated round trips, letter-first
and health-first serialization order, legacy missing IDs, resolved letters,
history/other event fields, missing/null fields and mismatched owners.

The headless fixture isolates startup configuration, profiling, log output
and health cache refresh. A registered pawn supplies the world/map owning
boundary. Native Scribe, health-list ownership restoration and production
letter serialization are exercised; this is not a live Unity save test.
Run Tests/run_save108.py with locally supplied dependencies to repeat it.
Bug-report output/version checks and XML parsing also pass.

INSTALL AND CONFIRM
Close RimWorld, replace the old StoneTools folder with this complete folder,
and restart. Keep only one installed Tool Progression copy. Load your save,
save under a new name, then reload it to confirm normal play and autosaves.

Includes every .107 file, the pawn/animal cart icons, baby ear/tail fitting,
left-facing hair corrections and all prior content. Artwork is unchanged.
Only the production Westgate.StoneTools.dll is packaged; no game DLLs,
private test fixture DLLs or build tools. Built for RimWorld 1.6.
0.1.190.107 - Attached-cart icons and baby fit

HISTORICAL BUILD NOTE / BUILD_0.1.190.107.txt

Tool Progression - Stone to Electric
Build 0.1.190.107 for RimWorld 1.6

CART ICONS IN PEOPLE AND ANIMALS LISTS
An attached cart now has an item icon beside its pawn or animal in the
caravan's People and animals list. The icon uses the attached vehicle's
existing artwork: wheelbarrow, hand cart, pack sled, light wagon, freight
wagon, merchant wagon or optional industrial cart. Hover over it for the
vehicle name, its puller and, for animal wagons, the assigned rope leader.

The icon reserves space in the native extra-icon strip beside existing
rideable, pregnancy and other status icons. The shared strip also serves
caravan splitting and trade lists. A loose spare cart carried as cargo is
not shown as attached. This is a display change only: it neither assigns
carts nor changes capacity, caravan selection or work. The indicator means
attached equipment; it does not guarantee the current crew is travel-ready.

VULPITE BABY FIT
The .106 screenshot shows an infant tail high beside the swaddle and large
ears above the bare head. Newborns and babies now use 80% of their previous
ear dimensions and 65% of their previous tail dimensions. The tail moves
lower by 0.15 units multiplied by the existing native body-size factor
(0.06 units for the tested 0.6-wide body with unit body-type scale).

RimWorld's existing childScale does not apply to babies. This adds infant
proportions while retaining the native age-sized meshes and .106 age-aware
offsets. It retains the head/body parent transforms, depth and animation
inputs. Adults and children retain their prior rendering. No setting or
save conversion is required; the next drawing pass uses the pawn's current
developmental stage. No artwork has been altered in this build.

VALIDATION
Compiled 241 production C# files against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6. No compiler errors or warnings; the existing
FieldHarvest 'field' identifier produces an informational CS9258 notice.

469 native infant checks pass: newborn/baby/child/adult, four directions,
map/portrait parameters, real XML loading, correct head/body node types,
native scale and depth preservation, age transition, and hidden hairstyles.
16 cart indicator checks pass with native inventory and transferable
objects: human/animal carriers, attached identity with a spare preceding it,
detach/remove, scrolled-row coordinates, slot reservation and no mutations.
The final GUI draw call is recorded rather than rendered in the cart test.

Existing native hair/headgear tests, including 3,200 parallel mesh-cache
lookups, pass. Local bug-report output/version checks pass. All 136 XML
files parse, and the six hairstyle east/west texture/mask pairs still match.
The headless startup fixture preserves 112 native rendering/age/XML method
bodies. Neither the production DLL nor game methods used by those tests
are replaced with simplified rendering logic.

These automated checks do not replace a live Unity visual check. Confirm
the baby in portraits, on the map, while carried and in a crib, including
all four directions. Confirm cart icons beside both humans and animals,
especially rows which also have pregnancy or rideable icons. Hover for the
vehicle name. Adults, children and detached/spare-cart rows are comparisons.

INSTALL
Close RimWorld, replace the old StoneTools folder with this complete folder,
and restart. Keep only one installed Tool Progression copy. Includes every
.106 file and all prior content, including the .105 exploration additions.
Only the production Westgate.StoneTools.dll is packaged. No game DLLs,
test fixture DLLs or build tools are included. Built for RimWorld 1.6;
compatibility with the 1.7 beta is not established by these references.
0.1.190.106 - West-facing hair and baby attachment offsets

HISTORICAL BUILD NOTE / BUILD_0.1.190.106.txt

Tool Progression - Stone to Electric
Build 0.1.190.106 for RimWorld 1.6

LEFT-FACING HAIR
Corrects the west texture and dye-mask files for the three original Vulpite
hairstyles: ivory sweep, silver tousle and golden wave. Those files were
already mirrored, which lets the normal HairDef rendering path mirror them
again on the native west-facing hair mesh. All six hairstyles now use the
same side-image/mask convention. Both the custom Vulpite graphic and the
ordinary HairDef path can use the native west mesh without reversed art.
The cyan braid retains its existing separate side-orientation correction.
Existing east/front/back artwork, dye colors, hair fits and hats remain.

BABY EARS AND TAIL
Newborn and baby ear offsets now follow the native head-size factor.
Their tail offsets follow the native body-mesh width and body-type scale.
The attachment meshes already shrink with the pawn: this fix adjusts their
adult-sized placement offsets without applying a second size reduction.
It preserves draw layers, animation/debug offsets and native head/body
parent transforms, including the transforms used in portraits and beds.

Babies no longer receive the adult pink-pixie hairstyle's ear-position
adjustment when that hairstyle is stored but invisible in their pawn data.
Adult and child attachment placement and existing child-tail sizing remain
unchanged. No new setting or save migration is needed. The age-aware offset
is evaluated when drawing; it is not saved as a fixed baby position.

INCLUDED
Complete .105 exploration update, including rare ruined carts/wagons,
Wheeled Carts discovery, workshops, waystations and the possible rare
Bio-Arbor seed vault. Every earlier package file remains present.

VALIDATION
Compiled 240 production C# files against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6, without compiler errors or warnings.
399 native infant-alignment checks pass: newborn/baby/child/adult, all four
facings, map and portrait views, native XML loading, worker bindings, body
types, head/body sizing, pivots, depth and hidden hairstyle corrections.
The headless fixture omits Unity configuration-path startup and profiling;
112 tested native rendering/age/XML method bodies are verified unchanged.
The production mod DLL is used without any fixture edits.

Existing native hair/headgear tests pass: six styles in four directions,
normal hats versus full-head helmets, correct braid/ear mesh direction,
other pawns/features, uncached meshes and 3,200 parallel cache lookups.
All six east/west texture and dye-mask pairs match. All XML files parse.
These checks do not replace live Unity rendering. The reported appearance
still needs confirmation in the user's game, especially held/sleeping babies
and any interaction with other appearance mods. This is a RimWorld 1.6 build;
the supplied references do not establish compatibility with the 1.7 beta.
No game DLLs or modified test fixture DLLs are included in this release.

INSTALL AND QUICK TEST
Close RimWorld and replace the old StoneTools folder with this complete one.
Keep one installed Tool Progression copy. Existing saves can use this build.

Check a pawn facing left with each of the original three hairstyles, then
the braid and newer styles. Check both an uncovered head and a hat/helmet.
Inspect a newborn/baby from all four directions, in a portrait, while held
and while sleeping. Ears should stay on the head and the tail at the body.
Check an adult and a child as a comparison; their established fit is retained.
0.1.190.105 - Sparse exploration landmarks and rare wrecks

HISTORICAL BUILD NOTE / BUILD_0.1.190.105.txt

Tool Progression - Stone to Electric
Build 0.1.190.105 for RimWorld 1.6

SPARSE EXPLORATION
Includes the complete .104 build and all earlier content. Adds three
independent ON/OFF settings under Tool Progression's existing mod settings.

1. Sparse exploration landmarks (Odyssey)
   Up to one workshop and one caravan waystation on small worlds; up to two
   of each when the surface has at least 30,000 tiles. A separate 35% roll
   allows at most one sealed Bio-Arbor seed vault in the whole world.
   Placement is not guaranteed when suitable unused tiles cannot be found.
   Waystations prefer roads. All three use Odyssey's native landmark icons
   and tile descriptions. The other DLCs are not required for these sites.

   Workshop: a damaged primitive bench or machining table, 2-4 scraps of
   matching wood/steel, and a 45% chance of one poor, worn matching hammer.
   Waystation: ruined shelter, two unusable tether posts, 1-2 bones and a
   25% chance of one rope. A cart is still only a rare map-generation roll.
   Bio-Arbor vault: a small sealed surface building, damaged hydroponics,
   an archive description and one seed cache, guarded by a megascarab and
   spelopede. Deconstruct the cache for 1-3 seeds of ONE GMO cultivar.
   Ordinary planting research/conditions apply. No free GMO research.
   This is a small standalone ruin, not the deferred Bio-Arbor quest chain.

2. Very rare ruined carts and wagons
   A 1% chance on each suitable NEW surface map, with at most one added.
   Suitable maps have roads, junk/ruin/abandoned tile features or one of the
   new workshops/waystations. Hostile-owned and quest Site maps are excluded.
   Clear-space requirements can reduce the actual rate below 1%.
   Successful rolls choose a handcart 65% of the time and wagon 35%.
   This feature works without Odyssey on suitable road maps.

   Completed Deconstruct GUARANTEES Wheeled Carts knowledge if unknown.
   Already-known research gets no substitute reward. Fire, damage and other
   destruction give no discovery reward. Sleds do not teach wheeled carts.
   Two new transparent ruin sprites include the wagon's old animal remains.
   Each wreck yields 2-6 wood, with a 10% chance of one rope. Merchant wagons
   additionally have a 25% chance of one steel and 40% chance of 1-2 bones.
   There is also ONE exclusive cargo roll:
       90.9% no bonus item; 8% basic; 1% uncommon; 0.1% rare.
   Handcarts have primitive tools, rope and ordinary orchard seeds.
   Merchant cargo can include steel tools/components; the rare pool contains
   old revolvers, bolt-action rifles, Sunburst or Medleaf GMO seeds.
   A cargo roll produces one item/seed. Tools/guns are worn (20-50% condition),
   poor or normal quality. No advanced firearm pool is added.

3. Sparse site tools and extra wreck finds
   Supported logging, mining, farming, junk, refinery and warehouse maps
   have a 20% chance of ONE worn matching axe, pickaxe, hoe or hammer.
   Tribal sites use stone; other supported sites use steel. The item needs
   an accessible outdoor position beside an existing structure. Sites with
   no suitable position receive nothing. New custom landmarks use their
   own small loot lists instead of receiving another contextual tool.
   Old cars, jeeps and car frames gain the same exclusive cargo roll as
   merchant wagons. Existing steel/component/mechanical-clue salvage stays.
   Tires, machinery, mech remains, explosives and protected quest wrecks
   do not receive this extra cargo. Tires still yield 2/4 steel only.

SAVES AND CONTROLS
World placement is attempted once, including the chance of no seed vault.
Existing saves can receive landmarks on unused surface tiles when loaded.
Already-loaded maps are not populated with new buildings or site tools.
Existing eligible cars receive their saved cargo roll when first loaded.
Map visits, generated landmarks, reward consumption and exact loot are
saved. Reloading does not reroll cargo; discarding/revisiting a visited tile
does not replenish this update's added ruins or tools. There is no resupply.
Older saves do not contain a full historical list of discarded map tiles;
repeat prevention tracks visits from this build onward.

Turning landmarks or wrecks off prevents future additions. Existing sites
and wrecks remain. Turning sparse finds off stops contextual tools and the
extra car cargo payout. Existing cart wrecks and seed caches retain their
advertised contents and cart knowledge reward. Ordinary original salvage
continues to work. All preexisting .104 features and settings are retained.

VALIDATION
Compiled 239 production C# files against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6. No compiler errors or warnings.
202 exploration checks pass against the production DLL and native game
assemblies: exclusive loot rates (one million stratified samples), limits,
research conditions, native comp deconstruction callback, duplicate guards,
quest/explosive exclusions, saved loot/settings/world state and XML field/
type bindings. Also passed existing tire eligibility/reward regressions
and the local bug report writer tests (now reporting version .105).

Headless tests replace scene-dependent placement, logging, random input
and research-manager messaging with fixtures. Real Scribe serialization,
production reward logic and native comp APIs are exercised. They do not
simulate a live Unity scene, whole-world generation, paths or rendering.
No game assemblies or fixture assemblies are included in the release.
Reproducible compile/test helper: Tests/run_exploration105.py.

INSTALL AND LIVE CHECK
Close RimWorld, back up your save and replace the old StoneTools folder
with this complete folder. Keep one installed copy and Harmony enabled.

With Odyssey enabled, generate a world and check the three landmark types;
the seed vault may be absent. Visit a workshop/waystation and inspect the
small footprint and sparse loot. Use developer mode to locate the vault or
add its tile mutator on a fresh map for a direct placement test. Check that
the vault is sealed, its insects defend it, and its cache deconstructs.

For cart testing, developer-spawn ST_RuinedHandcart or ST_RuinedMerchantWagon
on a test colony. With Wheeled Carts unknown, finish Deconstruct and verify
the unlock plus tiny salvage. Save/reload before dismantling another wreck;
verify the same cargo and no second research reward. Destroy a separate
wreck with damage and verify no knowledge/cargo. Check all four rotations.

Check a fresh road map with Odyssey disabled; the custom world landmarks
must be absent and cart definitions/settings must load without errors.
Exercise ordinary car salvage, tire salvage and a fresh tribal work site.
Existing saved colonies should gain no newly placed ruins on loading.

ART
RuinedHandcart and RuinedWagon are newly generated transparent bitmap art.
Art direction: top-down RimWorld-style ruined wooden transport, weathered
muted materials, broken wheels/axle, readable at small scale, no text or
background; wagon includes old harness and sun-bleached draft-animal bones.
0.1.190.104 - Visiting trader transport

HISTORICAL BUILD NOTE / BUILD_0.1.190.104.txt

Tool Progression - Stone to Electric
Build 0.1.190.104 for RimWorld 1.6

VISITING TRADER TRANSPORT
New land trader caravans have a 40% chance to arrive with one transport.
The feature defaults ON. Change the chance from 0% to 100%, or switch it off,
in Options > Mod settings > Tool Progression. Turning it off stops future
assignments; equipment on existing visitors remains intact.

Tribal factions (Neolithic or lower): one adult trader/escort pulls a wooden
pack sled. This applies even if their group also has pack animals.

Other factions: when a suitable pack animal is present, a selected caravan
has a 65% chance to use an animal wagon and a 35% chance to use a handcart.
Without a suitable pack animal, an eligible adult pulls a handcart instead.
Animal wagons use the existing light/freight/merchant artwork, weighted
60% / 30% / 10%. Generated transport is wooden and normal quality.

Only healthy adult carriers of the visiting faction are eligible. Human
pullers require body size 0.8 or higher; pack animals require body size 1.0
or higher. Children, prisoners, slaves, downed or mentally broken pawns,
undersized carriers and animals that are not pack animals are excluded.
The group must contain an eligible human. Existing attached carts prevent
another transport from being added to the same arrival group.

BEHAVIOR AND SAVES
The transport is a real cart item attached in its carrier's inventory.
It uses the existing directional and loaded-cargo artwork. Trade goods stay
in their original inventories; this feature does not generate additional
merchandise or change stock quantities. The working transport itself is
excluded from sale stock using the game's inventory mechanism.

Visiting carriers retain their normal caravan arrival, gathering, rest,
defense and departure jobs. The colony's wagon-crew parking and automatic
handcart parking do not take over their movement. NPC carts do not require
a player-assigned rope leader or rider. This feature does not add another
NPC hauling AI or rebalance their existing cargo capacity.

The cart attachment, originating faction and native non-sale inventory
state are saved. A carrier recruited/captured into the player's faction,
or a cart moved to a colonist, uses the existing player cart rules. Existing
player carts and older saves have no visitor exemption. Ordinary visitors,
raids and orbital traders do not receive new transport from this feature.
Already-present traders are not retroactively equipped.

INCLUDED FIXES
Full .103 content is retained, including the tether-post stall fix, multiple
animals at named posts, individual release, east-facing wagon artwork,
pulling-animal clearance and sleeping-animal wagon visibility. No new DLC
is required for visiting trader transport.

VALIDATION
Compiled 236 production C# files against the supplied RimWorld 1.6.4871
assemblies, with no compiler errors or warnings. All 134 XML files parse.
44 visiting-trader native/fixture checks pass: settings defaults, chance
boundaries, all transport choices, eligible carriers, real inventory and
non-sale storage, duplicate prevention, actual Harmony arrival hook,
non-trader exclusion, movement protection and cart ownership save/load.
The .103 tether tests also pass: 38 job checks and 26 state/save checks.
Total: 108 checks. Every .103 package file remains present.

The tests run without a Unity scene. Scene state, item construction,
health information, random samples and graphics-resource setup use fixture
boundaries. Inventory operations, native arrival-hook dispatch, cart logic
and Scribe persistence are exercised against the supplied game assemblies.
These checks do not replace live rendering/pathfinding/playtesting.
Only the production mod DLL is packaged; no test fixture/game DLLs ship.

INSTALL AND LIVE TEST
Close RimWorld, back up your save and replace the old StoneTools folder
with this complete folder. Keep only one installed Tool Progression copy.

For a quick test, set Trader transport chance to 100% and trigger fresh
trader caravans in developer mode. Check a tribal caravan for a pulled
sled; check other caravans for handcarts and animal wagons. Watch arrival,
trading and departure, then save/reload while a transport is present.
Return the chance to 40% (or your preference) when finished. Continue the
named-post multi-animal tether test from .103 as well.
0.1.190.103 - Tether stall fix

HISTORICAL BUILD NOTE / BUILD_0.1.190.103.txt

Tool Progression - Stone to Electric
Build 0.1.190.103 for RimWorld 1.6

TETHER HANDLER STALL FIX
The animal-wagon crew component could replace an animal's FollowRoper job
with its parking Wait job every 30 game ticks. This prevented the animal
from reaching the handler, who remained waiting at the tether post.

Wagon parking now yields while the animal is being led by a native
RopeToDestination job, including Tool Progression tether jobs and native
pen-rope jobs. It also yields while the animal is tied to a spot, allowing
native rope-limited movement, grazing and rest. The change applies to
light, freight and merchant wagons. Normal uncrewed parking resumes after
release. The post's multi-animal storage, individual release and saved
custom names remain in this full build.

INCLUDED CONTENT
Includes all .102 files and features: complete east-facing wagon artwork,
pulling-animal clearance, sleeping-wagon visibility, the wildlife-cache
load repair, Caravanner/Forced March/negotiated passage, and the in-game
pause-menu bug report button. This release changes the wagon job conflict;
it does not replace the native roping system.

VALIDATION
- Compiled all 235 production C# files against the supplied RimWorld
  1.6.4871 assemblies with no compiler errors or warnings.
- The new job test reproduces the parking interruption against the previous
  .102 assembly and passes against .103.
- 38 native/fixture job checks pass: three wagon types, distant-versus-arrived
  animals, completion of the native arrival loop, multiple animals sharing
  a post, individual release, normal parking after release, native pen
  roping, and an ordinary animal without a wagon.
- 26 native/fixture tether checks pass: simultaneous ropes, individual
  release, old single-animal save migration, names and save/load round trips,
  invalid/dead entry handling, and releasing animals when a post is removed.
- All 134 XML files parse. Package contents retain every .102 file.

These are headless tests with scene/pathfinding, job-dispatch and Unity
profiling/resource boundaries supplied by fixtures. They are not live-game
playtesting. Only the production Westgate.StoneTools.dll is shipped;
fixture copies of game or mod DLLs are excluded.

INSTALL AND TEST
1. Close RimWorld and back up your save.
2. Replace the old StoneTools folder with the complete StoneTools folder
   from this ZIP. Keep only one installed copy of Tool Progression.
3. Load the affected save. If a handler still has an old stuck order, draft
   and undraft that pawn, then issue the Tether animal order again.
4. Check that the animal follows, ties to the post and frees the handler
   to return to work. Repeat with each animal-wagon type and an ordinary
   tame pen animal.
5. Tie a second animal to the same named post, save/reload, then release
   one animal. The remaining animal and the post name should stay intact.
0.1.190.102 - Shared tether posts and wagon artwork

HISTORICAL BUILD NOTE / BUILD_0.1.190.102.txt

Tool Progression - Stone to Electric
Build 0.1.190.102 for RimWorld 1.6

MULTIPLE ANIMALS AND NAMED TETHER POSTS
A tether post now holds multiple tame pen animals, with no one-animal cap.
Use Tether animal to add another animal, or select a handler and right-click.
Release animal opens a choice of animals and unties only the selected one.
Handlers continue to reserve the post during each job, so handling happens
one order at a time. Native eight-cell rope reach and food/shelter needs remain.
Select Rename post to give it a saved name, up to 60 characters; leave blank
to restore the default. Names appear on the post and in tether-selection menus.
Old single-animal saves migrate automatically. Removing or uninstalling the
post releases every animal attached to it. Rope costs and post durability remain.

EAST-FACING WAGONS
The original east-facing atlas slices cut through the rear of the wagon artwork.
Light, freight and merchant wagons now use their complete west-facing layers
on RimWorld's UV-flipped mesh when facing east. Body, wheels, rear wheels, shafts
and loaded cargo share the same reflection. The attachment grips use matching
mirrored coordinates. Applies to attached and parked carts, empty or loaded.
Other facings, human carts, material colors and individual dye colors retain
their existing rendering. No raster artwork has been regenerated or replaced.

PULLING ANIMAL CLEARANCE
Moves the animal wagon farther behind its puller. The shaft-end anchor is now
0.35 body-size-scaled tiles behind the animal center, instead of 0.18 ahead.
This adds 0.53 scaled tiles of separation in every facing. Existing size scaling
and perspective drop remain. Animal world position, jobs and pathfinding do not
change. The .101 sleeping-animal visibility fix is included.

WILDLIFE SAVE-LOADING REPAIR
The supplied .101 log contains one error: Null key while loading dictionary of
Verse.Pawn and System.Int32, label=stWildlifeFirstSeen88. This cache records when
wild animals were first seen; removed or destroyed animals could leave null keys.
Loading now uses native Scribe's null-key skipping without logging those expected
stale cache entries. Valid animal/timestamp pairs and the next-check time remain.
Before saving, the cache removes departed, dead, tamed and other-map animals.
The setting still defaults OFF. No animals are deleted, respawned or moved.
Existing saves load directly; the next ordinary save writes the cleaned cache.

VALIDATION
Compiled 235 production C# files against supplied RimWorld 1.6.4871 assemblies.
All 134 XML files parse. 104 wagon/wildlife checks, 54 sleep-render regression
checks and 26 native tether checks pass (184 total). The native Scribe fixture reproduces the previous null-key error,
loads its old-format data without errors, preserves neighboring timestamps,
checks save pruning and round trips, and accepts absent/null old-save fields.
Drawing checks exercise all three wagon models, all four directions, empty and
loaded layer dispatch, mirrored grip coordinates and size-scaled attachment
clearance. Native UV-flipped mesh behavior was inspected in the game assembly.
Tether checks use native rope trackers and Scribe, covering simultaneous ropes,
individual release, protection from automatic pen relocation, post removal,
names, old single-animal migration, empty posts and save/load round trips.
These are headless checks with scene and Unity boundaries supplied by fixtures,
not a live game. Test fixture DLLs are not included in this full ZIP.

FULL BUILD AND INSTALL
Includes all .101 content, Caravanner/Forced March/negotiated passage and earlier
features. Local bug reporting remains in the in-game pause menu only.
Close RimWorld. Back up your save. Replace the old StoneTools folder with the
complete StoneTools folder from this ZIP. Keep only one installed copy.

LIVE CHECK
Load the affected save and check that the wildlife error no longer appears.
View light, freight and merchant wagons facing east and west, empty and loaded.
Check the puller's clearance in all four directions, then watch it sleep/wake.

Tether test: tie at least two animals to one post, rename it, save and reload,
then release one animal. Check that the others stay tied and the name remains.
0.1.190.101 - Sleeping-animal wagon visibility

HISTORICAL BUILD NOTE / BUILD_0.1.190.101.txt

Tool Progression - Stone to Electric
Build 0.1.190.101 for RimWorld 1.6

WAGON SLEEP VISIBILITY FIX
Two standing-only checks prevented attached animal wagons from drawing when
their pulling animal lay down. Wagons are held in the animal's inventory while
attached, so suppressing this overlay made the entire wagon disappear.

Animal wagons now draw before the standing-only handheld-work check. The cart
renderer allows attached animal wagons during normal lying and animal-bed rest.
The wagon keeps its existing upright artwork, position and facing calculations.
Normal tools, buckets and hands still require a standing pawn. Human cart
parking, dead/downed handling and per-frame duplicate-draw protection remain.
This changes rendering only. No save-data fields, inventory transfers, animal
jobs, attachment state, wagon art, cargo, capacity or travel stats are changed.

FULL BUILD
Includes the entire .100 release: Caravanner benefits, Forced March and
negotiated passage, plus all earlier gameplay, artwork and audio updates.
Local bug reports and optional screenshots remain available only from the
in-game pause menu. The report action opens no email app, browser or desktop.

VALIDATION
Compiled all 235 production C# sources against the supplied RimWorld 1.6.4871
assemblies. All 134 XML files parse. Passed 18 headless regression checks of
production render dispatch and native inventory cart selection: ground sleep,
animal-bed rest, waking, map/direct draw deduplication, non-draw phases,
handheld-visual suppression, removed wagons and existing invalid-owner guards.
The fixture supplies scene state, frame time, position projection and graphics
boundaries. Fixture DLLs are not included. This is not a live Unity visual test.

INSTALL
Close RimWorld. Back up your save. Replace the previous StoneTools mod folder
with the complete StoneTools folder from this ZIP; keep only one installed copy.
Existing saves need no conversion.

IN-GAME CHECK
Watch an animal with an attached wagon fall asleep on the ground or in an animal
bed, then wake. Confirm the wagon stays visible throughout and resumes its usual
position when the animal moves. Check all four directions and a loaded wagon.
0.1.190.100 - Caravanner, Forced March and passage

HISTORICAL BUILD NOTE / BUILD_0.1.190.100.txt

Tool Progression 0.1.190.100 - Caravanner, Forced March and negotiated passage
Full RimWorld 1.6 package based on 0.1.190.99. October 22, 2026.

CARAVANNER ROLE
The Merchant Tradition specialist is now called Caravanner (formerly Trade
Envoy). It requires Ideology, the Merchant Tradition meme and Social 6.
Assign it through your ideology's specialist roles. It is available to any
eligible colonist, not just Vulpites; Biotech is not required for this role.
The saved role definition ID is unchanged. Existing assigned Trade Envoys
receive the new behavior; saved/custom role names are preserved.

- Retains +5 percentage points of Trade Price Improvement, including selling,
  and +10 percentage points of Negotiation Ability. These are the existing
  native role effects, not an extra sale multiplier added on top.
- An able assigned Caravanner gives the caravan +10% world travel speed.
- Player-owned pack animals gain +10% of their existing caravan carrying
  capacity, including applicable equipment bonuses. Human hauling capacity
  and non-pack animals are unchanged.
- Each benefit applies once per caravan, regardless of the number of leaders.
- Capacity uses the actual selected group for formation, split and trade
  previews. Removing or incapacitating the leader removes the bonuses and
  can leave a caravan overloaded. Native mass limits still apply.
- Shuttles receive no walking-speed or Forced March benefit.

FORCED MARCH
Select a traveling player caravan on the world map and choose Forced March.
Read and confirm the costs. The caravan needs an able Caravanner, a route,
no overload, no roadside stop, and sufficiently fed/rested walking members.
This command never activates automatically.

- Lasts up to six game-hours. Continue through ordinary night stops.
- Reduce 25% of a difficult tile's excess travel cost, capped at 25% faster
  movement. Flat ground and roads do not receive an invented terrain bonus.
  Cart/weather effects, impassability and ordinary route restrictions remain.
- Normal food and rest needs continue. Start requires at least 40% rest and
  25% food for walking adults/animals that have these needs. It stops below
  10% rest or food, on pause/arrival, an unavailable leader, an overload,
  roadside encounter, or a change in caravan membership.
- End Forced March stops it early. The same costs apply even to an early end.
- Walking adults and animals lose 20 percentage points of rest when it ends
  and get twelve game-hours of fatigue: -10% movement speed, and -10% caravan
  travel speed applied once even when several members are tired. Babies,
  children, carried pawns and caravan-bed occupants are not charged this cost.
- Every member receives a five-day cooldown from activation. It follows that
  pawn through split/merge, arrival, departure and save/load. Changing leaders
  or adding fresh members does not reset the cooldown for existing travelers.
- Runs and cooldowns are saved using numeric IDs, avoiding dangling caravan
  references after merging or map entry. Fatigue uses a native timed hediff.
- The ordinary route planner still uses its normal night-rest estimates;
  actual movement and the displayed march countdown govern the active push.

NEGOTIATED PASSAGE
During an ordinary human caravan demand for goods, an accompanying able
Caravanner adds a silver offer to the original demand dialog. It does not
create extra incidents. It excludes demands for people/animals, mech or
animal attackers, surprise attacks, quests using other encounter types,
colony raids and battles already underway.

- Offer 20% of the originally demanded goods' market value, rounded up.
  Minimum 50 silver, never more than the demanded value. The caravan must
  carry enough silver; multiple inventory stacks are supported.
- Acceptance chance: 20% + 2.5 percentage points per Social level + 10
  percentage points per unit of Negotiation Ability, capped at 75% (minimum
  20%). The dialog displays the offered amount and chance before choosing.
- Only one attempt per encounter. No silver is taken if the offer is refused.
  Refusal preserves the original full-demand and fight options.
- Acceptance pays only the agreed silver, keeps the originally demanded
  goods, and uses native attacker cleanup. It grants no lasting ceasefire.
- Native faction selection, enemy generation, original demands, surrender,
  combat and encounter budgets are retained. Changed/incompatible dialog
  hooks fall back to the original choices instead of replacing the incident.
- Uses the normal paused native demand dialog; this is not an extra saved
  quest or a new general-purpose combat negotiation system.

SETTINGS
Three new switches default ON and remember the player's choices:
1. Caravanner travel and pack-animal bonuses (Ideology).
   OFF removes these new passive bonuses; existing role trade effects remain.
2. Player-controlled Forced March (Ideology).
   OFF prevents new marches and ends an active march with its normal costs.
   Existing fatigue and cooldowns are not erased.
3. Caravanner passage negotiations (Ideology).
   OFF leaves native encounter choices unchanged. Eligibility is rechecked
   before an outstanding offer can execute.
No Ideology: no new role, leader benefits, march controls or passage offers.

VALIDATION
- All 235 production C# files compile against the supplied RimWorld 1.6.4871
  Managed assemblies and Harmony, with no compiler errors or warnings.
- 65 focused production/native checks passed. Covers native role assignment,
  DLC/skill/incapacity gates, capacity formation and collection pipelines,
  no stacking, shuttle exclusion, march limits, split cooldowns, real Scribe
  active-run/cooldown/settings round trips and old-save defaults, fatigue,
  split silver stacks, affordability, offer/chance caps, refusal/acceptance,
  single payment, original choices and native incident hook installation.
- The headless fixture supplies world state, pawn state, stat values, random
  rolls and the native payment/attacker-cleanup boundary. These tests do not
  simulate the complete encounter or a running Unity map. Graphics startup
  shims are private test fixtures and are never distributed with the mod.
- XML, definition identities, retained assets and ZIP integrity checked.
- Live RimWorld startup, full-world save/load, night travel, terrain/ETA,
  negotiations, recovery, other-mod interactions and balance still need testing.

INSTALL / FIRST LIVE CHECK
Close RimWorld and back up the save. Replace the old StoneTools folder with
this complete folder; keep only one copy enabled and retain Harmony.
Confirm the log reports assembly 0.1.190.100.
Assign or use an existing Trade Envoy/Caravanner. Compare caravan capacity
with and without the role holder and one pack animal. Test a night march,
early cancellation, exhausted travelers, arrival, save/reload and splitting.
At a human goods demand, check insufficient silver, refusal and acceptance.
Verify the original surrender and fight choices remain available on refusal.

RETAINED
All .99 content, including the yellow/black report button only inside the
in-game pause menu, local text reports and optional screenshots. No email,
browser or desktop window opens and nothing is sent automatically. All prior
artwork, audio, gameplay definitions and fixes are retained. This build does
not claim to resolve the outstanding automatic-drinking or amulet reports.
0.1.190.99 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.99.txt

Tool Progression - Stone to Electric
Build 0.1.190.99 | RimWorld 1.6 | In-game pause-menu reporting only

The Report a ToolProgression mod bug button has been removed from the
startup/title screen. Its startup drawing patch is no longer in the assembly,
so the DLC icons are left visible and clickable.

The yellow-and-black button remains inside the in-game pause-menu panel,
below Quit to OS. Drawing also requires an active game. Local text reports and
optional screenshots (OFF by default) behave as in .98. Nothing is sent and
no email app, browser or desktop window opens.

INSTALL
Fully close RimWorld. Replace the installed StoneTools folder with the complete
StoneTools folder from this ZIP, then restart the game. Keep only one copy enabled.
The compiled mod version is 0.1.190.99. This is a full build, not a patch.

CHECKS
Production compilation passed with zero errors/warnings.
Compiled assembly checked: startup report-patch type absent; pause-menu report
patch present. All prior gameplay definitions, textures and audio retained.
XML, ZIP integrity and packaged DLL checks passed.
Live startup and in-game UI were not run in this environment.
0.1.190.98 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.98.txt

Tool Progression - Stone to Electric
Build 0.1.190.98 | RimWorld 1.6 | Pause-menu bug button placement

The in-game pause menu now contains a wide yellow-and-black button inside
its panel, below Quit to OS, matching the location requested in the screenshot.
Button label: Report a ToolProgression mod bug

Uses the menu's own content rectangle so the button follows the menu and UI
scaling. The former floating pause-menu button is removed. The title-screen
button keeps its bottom-left location and uses the same longer label.

Reporting remains local: report.txt plus an optional game screenshot (OFF by
default). Nothing is sent and no email app, browser or desktop window opens.
Files are in ToolProgressionReports beside RimWorld's Saves folder.
All .97 features, charging/gem-label fixes, definitions, artwork and audio remain.

INSTALL
Close RimWorld. Replace the installed StoneTools folder with the complete
StoneTools folder from this ZIP. Keep only one copy enabled.
The compiled mod version is 0.1.190.98. This is a full build, not a patch.

CHECKS
Production compilation: zero errors/warnings.
Native menu layout inspected: 450 x 390 panel, 170-wide native left column;
report button uses the bottom 42 UI units across the menu content width.
Local reporting and screenshot code are unchanged from .97.
XML parsing, full ZIP integrity and packaged DLL checks pass.
Live in-game placement and screenshot capture still need visual testing.
0.1.190.97 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.97.txt

Tool Progression - Stone to Electric
Build 0.1.190.97 | RimWorld 1.6 | Local bug reports for streamers

REPORT A BUG
The yellow-and-black button is at the bottom left of the main menu and the
in-game pause menu. It opens an in-game text form. Save report creates a
separate dated folder containing report.txt. Screenshot capture is optional
and OFF by default. If selected, screenshot.png is saved beside the text.
The game pauses while the report form is open.

PRIVACY AND STREAMING
No email app, browser, file manager or desktop window is opened.
Nothing is sent or uploaded. No account login or credentials are needed.
The dialog and saved report do not automatically expose the full local file
path, computer username, email-account details, logs or saves.
Only the entered description, game/mod versions and report date are written.
Screenshots read the game's rendered view, never the desktop or other apps.
The report editor and in-game pause-menu tab close briefly for capture, then
the report form returns. Other visible game content may appear in a screenshot;
review the files before sharing. No screenshot occurs unless selected.
The confirmation stays in the game and says the report was saved.

FIND AND SEND AFTER PLAYING
Open RimWorld's save-data directory, then ToolProgressionReports.
Each Report_... folder contains report.txt and, if selected and successful,
screenshot.png. Review those files and attach them manually to an email to
westgatewebs@gmail.com. Use [RimWorld Bug] in the subject.
The report text includes these instructions. The mod never opens email.

Default Windows save-data location:
%USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
Custom save-data locations are respected. Reports use the game's own configured
save-data directory, beside its Saves folder.

If screenshot saving fails, the text report remains saved and the in-game
message says the screenshot was unavailable. Text save errors show a generic
message, without a private filesystem path.

PREVIOUS FIXES INCLUDED
The complete .96 charging and gem-ingredient changes remain: equipped,
inventory and toolbelt tools are recognized; charging activity names the tool
and battery percentage; empty/full/invalid tools cannot keep charging jobs
running; the bone crown requires '3x cut or polished gems'.
Includes .95 tire salvage/save-reference fixes and all previous artwork/audio.
The earlier warm-kitchen Frozen-label report remains unconfirmed.

INSTALL
Close RimWorld. Replace the installed StoneTools folder with the complete
StoneTools folder from this ZIP. Keep only one copy enabled.
The compiled version is 0.1.190.97. This is the full mod, not a patch.

VALIDATION
Production C# compilation passes with zero errors/warnings.
Real local-file tests pass: unique report folders, UTF-8/Unicode text, version
fields, no automatic personal-path collection, no screenshot in text-only
saves, and safe failure for an unwritable destination.
Native headless charging and all ten gem-recipe label tests pass.
The obsolete .96 email-draft test is superseded by the local-file report tests.
No live RimWorld rendering or screenshot capture is available in this runtime.
Check the button, report creation and optional screenshot in game.
0.1.190.96 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.96.txt

Tool Progression - Stone to Electric
Build 0.1.190.96 | RimWorld 1.6 | Bug reports and clearer charging

REPORT A BUG
A yellow button with black text and border appears at the lower left of the
main menu, just above the vanilla expansion icons. It opens a report window.
- Open email draft: opens the player's default email handler with the recipient
  westgatewebs@gmail.com, a bug-report subject, game/mod versions and a template.
- Copy report template: copies the same template for pasting into Gmail or
  another email service. The recipient is shown in the report window.
Fill in what happened, what was expected and the reproduction steps. Attach
Player.log, screenshots and a copy of the save where useful. Nothing is sent
by the mod; the player reviews and sends the message from their email service.
No new mailbox, account credentials, inbox polling or automatic replies are
included. The button uses native UI drawing and requires no new textures.

CHARGING
The supplied save contains electric shears at 12.61% battery inside Shioka's
toolbelt, despite empty hands. The player confirmed overlooking the belt.
That screenshot alone does not demonstrate a charging malfunction.
- Activity now names the electric tool and its current battery percentage.
- Manual recharge orders reject empty, non-electric or already-charged tools.
- Revalidation also occurs when the command is clicked and before reservation.
- If all tools are dropped or become charged, the job finishes while walking
  or waiting, including jobs restored from a save.
- Equipped tools, inventory tools and belt contents remain eligible.
- Original charge rate, automatic 20% threshold and 99.9% finish threshold remain.

GEM INGREDIENT LABELS
Ten jewelry recipes now display "cut or polished gems" instead of a generic
"ingredients" label. The bone gem crown still needs 14 bones, 4 leather and
3 cut or polished gems. Ingredient filters, amounts, products and item stats
are unchanged. The source generator preserves the clearer label.

PREVIOUS CHANGES RETAINED
Complete .95 content, including tire salvage (2 steel ordinary, 4 steel giant),
save-reference cleanup, inventory-only gloves, .94 body-specific belt widths,
clothing and hat/hair handling, and the food storage-temperature diagnostic.
The warm-kitchen frozen-food report remains unconfirmed. This release does not
claim to resolve that report. Existing live clothing-fit checks still apply.
Animal feeders: Architect > Furniture > Wood/Steel animal feeding trough.

VALIDATION
- Production assembly compiles with no warnings or errors against RimWorld 1.6.
- Native headless charging fixture verifies belt/inventory/equipped tools,
  rejection of invalid tools/orders, job completion, named activity and rate.
- Native XML loader and bill formatter verify all ten gem ingredient labels.
- Native main-menu patch target exists. Button geometry clears the vanilla
  expansion panel at five UI resolutions. Email subject/body encoding passes.
- Every XML file parses. All assets, other definitions and patches match .95.
  Jewelry.xml differs only by the ten customSummary labels.
- Full ZIP CRC and packaged assembly hash verified. Detailed audit in Docs.

LIMITS
No live Unity/RimWorld session was available. Check button appearance, clicking,
clipboard and the operating system's email handler in game. If opening an
email draft does nothing, use Copy report template and paste into Gmail.
The headless tests do not simulate a complete map or a complete save load.
No email was sent during validation.

INSTALL
Close RimWorld. Replace the installed StoneTools folder with the complete
StoneTools folder from this ZIP. Keep only one copy enabled. The startup log
should report 0.1.190.96. This is the full mod, not a patch-only download.
Your .95 repaired save remains compatible; no additional save edit is needed.
0.1.190.95 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.95.txt

Tool Progression - Stone to Electric
Build 0.1.190.95 | RimWorld 1.6 | Tire salvage and save references

ANCIENT TIRES
Select an ancient wheel/tire and choose Salvage wreckage, or use the existing
Salvage wreckage order. Construction workers dismantle it using the existing
salvage job and tool requirements. Ordinary ancient tires yield 2 steel; giant
ones yield 4 steel. No components or research rewards come from tires.
The wheel is consumed before payment. Existing quest, explosive, faction and
reach restrictions remain. Existing car/mech salvage rewards are unchanged.
The supplied save contains 3 AncientWheel and 6 AncientGiantWheel objects.

SAVE REFERENCES
- Hospitality: before saving, clear its cached group only when the group has
  been removed from its manager and the pawn no longer belongs to that group.
  Active groups are preserved. This optional hook requires Hospitality's
  recognized CompGuest.lord field and PostExposeData method; no hard dependency.
- Quest shuttles: before saving the three affected native quest-part classes,
  clear a reference only if the ship was started, has no current job, is absent
  from the ship manager, and its physical shuttle is gone or it is disposed.
  Registered ships, including future pickups that have not spawned, remain.
- These changes repair stale references at their source. They do not suppress
  warnings, cancel quests, remove pawns, or change the loading stages.

The separate Autosave-2_Repaired_Save_95.zip contains a repaired COPY of your
latest supplied save. Exactly five references to departed TransportShip_2 are
cleared in the old dropoff stage of the Aletta quest. Aletta, her future pickup,
ships 3/4/5, active visitors in Lord_9 and every other byte are retained.
Lord_8 is already absent from that particular save and needs no further edit.

PREVIOUS CHANGES RETAINED
- Gloves retain item/inventory graphics and have no worn drawing route.
- Existing coat/clothing item sizes, hat/hair behavior and boot limb handling.
- .94 work/rope toolbelt widths: Hulk sides +50%; Thin front -20%, sides +40%.
  Hulk front/back and Thin back remain unchanged.
- Food storage-temperature readout. This is diagnostic information; the earlier
  report of frozen food in a warm kitchen is not a confirmed resolved bug.
- All definitions, textures, audio, recipes, item stats and save identifiers
  match .94. No other gameplay source has changed.

VALIDATION
- Production assembly compiles with no warnings or errors.
- Native Scribe + upstream Hospitality 1.6 fixture reproduced both stale-ID
  warnings before patching and saved with zero warnings/errors after patching.
- Active visitors/future pickups, loading phases and ambiguous cases retained.
- Both tire definitions pass 12 native eligibility checks, including rejection
  of quest, explosive, foreign, unspawned and already-consumed objects.
- Clothing regression: 46 nodes, 7 body types, 4 directions, map and portraits;
  5,152 transform and 10,304 visibility/layer comparisons pass.
- Save repair: XML parses; all other bytes are unchanged.
- Full mod ZIP integrity and packaged DLL verified.

LIMITS
Headless native-method fixtures are not a live RimWorld session. Confirm tire
salvage, visitors, the Aletta pickup and save/reload in game. Clothing fit still
needs the live visual check requested in .94. Test records are in Docs.

INSTALL
Close RimWorld. Replace the installed StoneTools folder with the complete
StoneTools folder from this ZIP. Keep only one copy enabled. The startup log
should report 0.1.190.95. This ZIP is the full mod, not a patch-only download.
The separate repaired save ZIP includes its own installation instructions.

ANIMAL FEEDERS
Architect > Furniture > Wood animal feeding trough / Steel animal feeding trough.
Build inside a pen and use the Storage tab to select feed. Haulers refill them.
0.1.190.94 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.94.txt

Tool Progression - Stone to Electric
Build 0.1.190.94 | RimWorld 1.6 | Toolbelt fit

The supplied save identifies Ichine as Hulk body type and Asakae as Thin.
This build adjusts the existing worn work and rope toolbelt graphics:

Body type     Front width     Side width       Back width
Hulk          unchanged       +50%             unchanged
Thin          -20%            +40%             unchanged
Other types   unchanged       unchanged        unchanged

The adjustment changes horizontal width only. Belt height, vertical position,
texture selection, layers, clothing visibility and existing body scaling stay
the same. Both left and right directions use the same width correction.
No raster images were edited. Floor and inventory item graphics are unchanged.

All other .93 behavior is retained, including item-only gloves, clothing item
sizes, boot missing-limb handling, hat/hair behavior and the food-temperature
readout. Stats, tool capacity, recipes, prices and save identifiers are unchanged.

VALIDATION
- Production compilation passed without warnings or errors.
- Native render-method fixtures passed across 46 authored apparel nodes,
  seven body types, four directions and both map/portrait flags.
- 5,152 transform calls and 10,304 visibility/layer comparisons passed.
- Approved views, offsets, belt height and unrelated apparel stay unchanged.
- All three glove kinds retain item graphics and no worn drawing route.
- Definition XML, textures, sounds, patches and other gameplay source match .93.
- Full ZIP integrity and packaged assembly checked.

LIMIT
These are headless native-method checks, not live Unity visual tests. The new
width values are visual tuning based on the screenshots; confirm their fit in
RimWorld before treating the appearance as final.

INSTALL
Close RimWorld. Replace the installed StoneTools folder with this complete
folder and keep only one copy enabled. Startup should report 0.1.190.94.
Load your current save. Compare Ichine's left/right belt views and Asakae's
front/left/right views. Ichine's front and back should look as they did in .93.
This is a full mod package, not a colony save or a patch-only download.
0.1.190.93 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.93.txt

Tool Progression - Stone to Electric
Build 0.1.190.93 | RimWorld 1.6 | Clothing item size

The screenshot shows the custom frostvine parka on the floor beside a
larger vanilla-style pair of pants. The custom parka's graphicData.drawSize
was 0.7. Its new size is 1.0, increasing each dimension by about 43%.
This changes the floor/stockpile item graphic, not the worn body mesh.

All 77 wearable definitions were reviewed, including runtime vanilla-graphic
substitutions. Eleven custom item graphics shared the undersized setting:

- Frostvine winter parka and ember-fiber heat-resistant parka.
- Patchwork coat, pants and hat.
- Beekeeper's suit, waterproof waxed jacket and iron wax plated armor.
- Woven field boots and winter boots.
- Woven sash.

These use 1.0 item draw size. Gloves keep their approved 0.7 or 0.6 values
and remain invisible when worn, with their normal equipment effects.
The five garments that copy vanilla graphics already follow those native
graphics. Toolbelts and backpacks retain their existing item sizes.
Jewelry and crowns retain their smaller accessory scales.

No images were regenerated or resized. No UI icon multiplier was changed.
The larger setting targets world item graphics; the inventory interface
can fit icons to its own fixed slots. All worn graphic paths, render nodes,
body variants, hat/hair logic and missing-foot handling remain as in .92.
The native apparel node selects its own humanlike body/head mesh; it does
not use this item graphic size as the worn-mesh scale.

VALIDATION

- Production compilation passed without warnings or errors.
- All 77 wearable definitions have an item-size audit in Docs.
- Exact XML comparison allows only the 11 graphicData.drawSize changes.
- All apparel subtrees, glove definitions, other definition values,
  gameplay source, textures, sounds and patches are unchanged from .92.
- Full ZIP integrity checked, with source and audit included.
- The .92 native test reports remain historical; no additional behavior
  tests were needed for this item-size-only correction.

INSTALL AND CHECK

Close RimWorld and replace the existing StoneTools folder with this complete
folder. Keep one copy enabled. Startup should report 0.1.190.93.
Place the frostvine parka and another coat beside vanilla clothing in a
stockpile. Compare their size, then check patchwork clothes and specialist
outerwear. Gloves should look the same as in .92.

Live in-game visual checking remains necessary. This full mod also retains
the .92 preserved-food Storage temperature line. It does not contain or
replace a colony save; the separately repaired guest-reference save remains
a separate file.
0.1.190.92 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.92.txt

Tool Progression - Stone to Electric
Build 0.1.190.92 | RimWorld 1.6 | Clothing fit, hat hair and food temperature

GLOVES AND CLOTHING

All three glove kinds (woven field, winter and Bio-Arbor harvesting gloves)
keep their item graphics and equipment behavior but have no worn drawing nodes.
Their inventory, equipment-list and ground-item icons remain available.
Stats, coverage, crafting, prices and saved definition identifiers are unchanged.

The seven remaining workwear drawing nodes used an extra 1.5 scale on a native
body-sized mesh. This enlarged belts, sashes and boots and displaced their
visible attachment points. Their multiplier is now 1.0, using the existing
artwork and body variants. No texture pixels were changed.

The screenshots showed oversized belt pouches and floating gloves. Normal
coats, pants and hats use their existing native apparel routes. Their fit was
reviewed against the screenshots; no separate size defect was established.
Body-type, pose and third-party body-texture combinations still need live checks.

HATS AND HAIR

The blanket helmet crop removed the upper 40% of Vulpite hair even beneath a
tuque, leaving the visible horizontal bare stripe in the supplied screenshots.
Ordinary upper-head hats now cover the full hair through their opaque pixels.
The previous fitted crop remains only for visible FullHead helmets.
Hair direction, braid mirroring, lower locks, crown layers and ear placement
retain their established handling. Uncovered hair and other pawns are unchanged.

FOOD TEMPERATURE REPORT - INVESTIGATION STILL OPEN

The supplied screenshot shows dried produce x15 with Fresh (Frozen), but no
temperature reading for the food's location. The supplied log is build .91.
It has no food-temperature exception and no repeated .90 rendering casts.

The preserved foods use native CompRottable. Native inspection labels food
Frozen from its ambient temperature (rounded to a whole Celsius degree), not
from its long shelf life or the fact that it was dried/smoked. Inspection of
this mod found no override making preserved foods cold. Controlled native
fixtures show frozen status at -5/0 C, refrigerated at 5 C and unfrozen at
21/35 C for dried produce, dried meat, smoked meat and broth cake.

This does not reproduce or disprove the reported kitchen problem. This build
adds Storage temperature to those foods' inspection text using the same native
ambient-temperature source and the player's chosen display units. It does not
change freezing, spoilage, shelf life, food age or saved stacks. The readout
will identify what temperature the game is actually using for the selected food.
If it reports a warm temperature alongside Frozen, send a full screenshot of
that selection, the room temperature and a fresh Player.log; a save will help
reproduce interactions with other mods. The unrelated Lord_6 save warning in
the supplied log has not been attributed or changed in this visual update.

VALIDATION

- Production compilation without errors or warnings.
- 46 authored nodes: 736 native transform calls and 1,472 visibility/layer
  comparisons across all directions and map/portrait flags passed.
- All three glove definitions retain item paths with no worn route; native
  WornGraphicPath getters remain empty. The native empty-path rendering branch
  was inspected; its Unity shader initialization cannot run in this fixture.
- 12 existing anatomy/custom-body fallback checks passed.
- Five headgear regression groups passed, including all six hairstyles in
  four directions and 3,200 threaded mesh-cache selections.
- 20 native food-status cases passed with controlled temperature inputs.
- All 77 wearable definitions audited: 74 worn routes and 3 deliberate
  inventory/item-only glove routes. Referenced custom assets are present.
- Texture, audio, patch and source-art bytes unchanged from .91. Definition
  values identical after excluding the intended worn-render-node changes.
- Full archive integrity checked; reports and regression source are included.

Fixtures run outside Unity. They do not replace live gameplay, pixel-perfect
fit, third-party compatibility or save/load testing. Earlier build reports
are historical; this report supersedes their glove and ordinary-hat behavior.

INSTALL AND RETEST

1. Close RimWorld, back up the test save and replace the old StoneTools folder
   with this complete folder. Keep one mod copy enabled, with Harmony before it.
2. Confirm startup reports assembly 0.1.190.92.
3. Equip each glove kind: it should remain listed but draw nothing on the pawn.
4. Check belts, sashes and boots from all four directions, including portraits.
   Boots must remain hidden on a missing corresponding foot.
5. Check tuques, patchwork hats, crowns and a full-head helmet on the affected
   Vulpites. The tuque should no longer produce a straight bare hair stripe.
6. Select the reported dried produce and read Storage temperature. Compare it
   with the temperature displayed when hovering the food's own room.
0.1.190.91 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.91.txt

Tool Progression - Stone to Electric
Build 0.1.190.91 | RimWorld 1.6 | Pawn and portrait rendering fix

Fixes the repeated InvalidCastException shown in the .90 log while drawing
Asakae, Ichine and pawn portraits. The supplied log contained 266 reports of
that error.

CAUSE AND FIX

The new workwear graphics and 39 jewelry graphics used authored, generic
render nodes with RimWorld's native apparel-body worker. That native worker
casts its node to PawnRenderNode_Apparel in both OffsetFor and ScaleFor.
The generic authored node cannot satisfy that cast.

Build .91 gives these authored graphics a body worker that supports their
node type. It retains native body visibility, clothing display flags and
directional layer behavior without invoking the incompatible apparel cast.
Thirteen glove, boot, belt and sash drawing nodes inherit the correction;
39 jewelry drawing nodes are routed to the same corrected worker.

All .90 artwork, body variants, texture paths, missing-limb handling and
crown/hair rendering remain included. Stats, recipes, prices, settings and
save identifiers are unchanged. This is the complete mod, including the
earlier blight cleanup, tool conversations, escorts and optional wildlife.

VALIDATION

- Production compilation passed without compiler errors or warnings.
- The regression reproduced 832 native OffsetFor/ScaleFor cast failures in
  .90 across the 52 affected nodes, four directions and map/portrait flags.
- The same 832 calls passed in .91, together with 1,664 comparisons of
  clothing visibility and directional layers against native behavior.
- All 12 existing anatomy/custom-body fallback checks passed.
- All five existing crown/hair regression groups passed.
- Definitions and texture bytes were compared with the full .90 archive.
- Full ZIP integrity checked. See Docs/Build_91_Validation.json.

Tests run against native game methods in a fixture outside Unity. They do
not constitute a live gameplay or visual fit test. The earlier .90 report
remains included as historical documentation; this report supersedes its
rendering status.

INSTALL AND RETEST

1. Close RimWorld and back up the save you will test.
2. Replace the old StoneTools folder with this complete StoneTools folder.
   Keep one copy enabled and Harmony loaded before Tool Progression.
3. Start RimWorld and confirm the log reports 0.1.190.91.
4. Load the affected save. Check Asakae, Ichine, their portraits and the
   colonist bar, then move the pawns and turn them in each direction.
5. Confirm the repeated InvalidCastException has stopped. Save/reload the
   test colony and send a fresh Player.log if another issue appears.
0.1.190.90 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.90.txt

Tool Progression - Stone to Electric
Build 0.1.190.90 | RimWorld 1.6 | Wearable artwork and rendering

This is the complete mod, including the .89 blight cleanup and tool-request
conversations and the .88 escorts and optional wildlife arrivals/departures.

WHAT CHANGED

- Harvest gloves now have recognizable inventory art and individual worn gloves.
- Winter boots have directional worn art for each foot.
- Tool belts, rope belts and woven sashes have directional worn graphics.
- Patchwork coats, trousers and hats use their authored patchwork graphics.
- Frostvine and ember parkas, beekeeper suits, waxed jackets and iron-wax armor
  use their own worn art instead of generic clothing substitutions.
- Gold, silver and gem circlets and the bone-and-gem crown have new inventory
  and directional worn images. Existing jewelry routes were also audited.
- New clothing and workwear supply Male, Female, Thin, Fat, Hulk and Child
  body variants in all four directions. Custom third-party body shapes use
  the neutral supplied silhouette; their individual fit is not verified.
- Glove and boot graphics are suppressed for the corresponding missing hand
  or foot, including a missing parent limb. This changes graphics only.
- Conditional heirloom ornaments now respect native headgear/clothing display
  visibility, as well as their existing feature requirement.

The audit covers all 77 wearable definitions and 661 custom texture paths.
It found no missing paths, unexpected blank images or opaque backgrounds.
340 texture files were added. Five apparel definitions intentionally retain
their native RimWorld clothing graphics with their existing material tint.
Some rear-facing brooch and front-facing pack images are intentionally blank.

PRESERVED BEHAVIOR

Item identifiers, stats, recipes, costs and other nonvisual definition values
are unchanged from .89. There is no new settings reset or save migration in
.90. The existing .89 settings behavior is retained: tool conversations
default ON; random wildlife departures default OFF. Previously saved player
choices remain governed by the existing settings code.

INSTALL

1. Close RimWorld and make a backup of the save you will test.
2. Extract the ZIP. It contains one StoneTools folder.
3. Replace the previous StoneTools folder with this complete folder. Avoid
   nesting StoneTools inside another StoneTools folder or enabling two copies.
4. Keep Harmony enabled before Tool Progression in the load order.
5. Start RimWorld 1.6 and confirm that the startup log reports 0.1.190.90.

CHECKS COMPLETED

- Compiled against the supplied RimWorld 1.6 and Harmony reference assemblies.
- Verified assembly version .90, 67 render-node declarations, native XML field
  names, rendering worker classes and constructor signatures.
- Native fixture checks cover individual missing limbs, missing ancestors,
  prosthetics, unknown anatomy and the scoped custom-body fallback.
- Crown/hair regression covers visible headgear layers, adult/child hair,
  all six Vulpite hairstyles in four directions, preserved other-pawn
  behavior and cached mesh handling.
- XML and archive integrity checks are recorded in Docs/Build_90_Validation.json.
- The item-by-item audit is included as Docs/Apparel_90_Audit.csv and .json.

IN-GAME TESTING STILL NEEDED

These are compile, asset and native fixture checks, not a live Unity test.
Check ordinary human and Vulpite pawns wearing the new items in each facing,
while standing, walking, working and lying down. Check portraits, material
tints, child and larger body fits, and the four crowns with each hairstyle.
Check that only the correct glove/boot disappears after a limb is missing,
and that the appearance updates after replacing it with a prosthetic.
Finally, save and reload the test colony and check worn items again.

The supplied fixture checks do not guarantee correct fit with every third-party
body or apparel mod. Send a screenshot and Player.log for any remaining issue.
0.1.190.89 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.89.txt

Tool Progression 0.1.190.89 - Blight cleanup and tool-request conversations
Full RimWorld 1.6 testing build. October 22, 2026.

BLIGHT LOOP FIX

The supplied Autosave-2(2).rws contained five pictured colonists running
HarvestDesignated jobs on infected cattails. Each target had both HarvestPlant
and CutPlant orders. The native PlantsCut workgiver can choose harvesting
first when both orders exist. Harvesting does not clear that infection.

When Cut all blight cleanup is active, infected plants now lose the conflicting
harvest designation and retain their cut designation. Saved harvest jobs on
infected plants are stopped so normal cutting can take over. Targets briefly
held in the native plant-job queue are handled too. Existing valid cutting
jobs are allowed to finish. Healthy plants retain their harvest orders.

The cleanup responder no longer starts another job immediately after ending
a blocked job: EndCurrentJob already selects the replacement. Sowing and
healthy cutting remain paused until the cleanup has removed all blight.

Your save was inspected, not edited. With this build, its active cleanup
repairs the conflicting designations on the next cleanup tick (within one
game-second). No plant, resource or pawn is deleted by the repair itself.
The pawns still have to do the cutting. If cleanup is not active in another
save, use Cut all blight on an infected plant.

PAWNS ASK CRAFTERS FOR WORK TOOLS

When the existing automatic tool system detects a real shortage and creates
an Auto bill, a worker can approach a nearby capable crafter and briefly
show the requested tool's icon in a native speech bubble directed at them.
The icon comes from the tool already defined by the mod; no new art is needed.

The crafter is not stopped, reserved or given a conversation job. They finish
their current task. At their next ordinary work selection, an accepted tool
request gets priority, subject to normal crafting eligibility. Periodic job
override scans cannot interrupt an active task to start an automatic tool bill.
Direct player orders are still honored. Meals, rest and urgent work take
precedence. A native work scan already selecting an Auto tool bill is kept.

Crafters must have the relevant work enabled and meet the recipe requirements.
Native crafting still checks ingredients, research, power/fuel, skill,
reservations and access. A missing material or unavailable bench means the
bill waits; no tools, ingredients or work are granted for free. A request does
not guarantee immediate production. Other crafters may fulfill the same bill.

Request rules:
- Look for another suitable worker within 40 cells. Prefer a pawn already
  crafting, then recipe skill, then distance. No long trip across the map.
- Both pawns must be awake, undrafted and capable. No approach during a
  mental break, active melee threat, burning, labor or a managed group duty.
- The requester needs speech and the recipient needs hearing.
- A crafter keeps moving/working if their current job requires it. The
  request walk can fail normally and has a 20 game-second timeout.
- Only one approach to a particular crafter is allowed at a time.
- Failed attempts have a one game-hour cooldown. Successful conversations
  have a longer cooldown and do not repeat while the recipient stays capable.
- The worker resumes normal behavior after asking. They do not stand at the
  bench waiting for the finished tool. A toolbelt and automatic fetching are
  still needed for the existing tool-fetch behavior.
- Existing tools, manual bills, suspended Auto bills and duplicate suppression
  continue to use the established shortage calculation. Basic unlocked tool
  recipes are used; requests do not trigger expensive upgrades.

SETTING: Ask crafters for missing tools with speech bubbles

Default ON. ON enables the approach, tool-icon speech bubble and accepted
request priority between work jobs. OFF disables those conversations and
priority handling while leaving the ordinary automatic tool-bill system
available. Turning off Automatically queue missing work tools disables both.
Turning this option off cancels a pending request walk on its next check; it
does not delete a bill or interrupt a crafting job already underway. The
setting, recipient references and conversation cooldowns are saved.

PRESERVED

All .88 features are included. Random wildlife departures still default OFF,
and their arrival/departure wording is unchanged. Limited Vulpite escorts,
.87 fox balance and family systems, tools, recipes, research, graphics and
music remain included. This build adds no new textures or audio.

VALIDATION

Compiled against the supplied RimWorld 1.6 assemblies and Harmony.
- 121 tool-request checks: settings and cooldown persistence, protected work,
  job boundaries, real Harmony entry points, bill selection scope and handoff.
- 26 blight checks: the native dual-order conflict reproduces; after the fix
  the native workgiver chooses cutting; healthy orders and target transitions
  remain correct. All five saved pawn targets confirm the same order conflict.
- The .88 131-check suite and the existing four family regression groups pass.
- XML, new job-driver fields, unchanged assets and ZIP integrity are checked.

These are outside-Unity tests with explicit location, capability, path and
rendering inputs. The blight fixture retains native designation storage and
workgiver selection but isolates Plant graphics startup. No game DLLs or test
runtime binaries are included. Live bubble rendering, walking, crafting,
blight removal, full-world save/reload and mod compatibility still need testing.

INSTALL AND TEST

1. Close RimWorld and back up your save. Replace the old StoneTools folder with
   the complete StoneTools folder in this FULL ZIP. Keep only one copy enabled.
2. Confirm version 0.1.190.89 at startup. Load the supplied colony save and
   unpause. The affected cattails should get cutting jobs instead of repeated
   harvest jobs. Confirm infected plants disappear as cutting completes.
3. Watch an already working crafter when another pawn lacks a tool. Keep
   automatic tool requests and the new conversation option enabled. Provide
   an unlocked basic recipe, suitable bench, materials and work assignments.
4. Confirm the requester approaches and displays the correct tool icon, the
   crafter finishes the current task, then makes the requested tool. Check
   that a tool already available or an existing bill does not create extras.
5. Test missing materials, sleeping/drafted pawns, turning conversations OFF,
   and saving/reloading during an approach and while a request is pending.

If a loop continues, keep Player.log and a save made while it is happening.
0.1.190.88 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.88.txt

Tool Progression 0.1.190.88 - Vulpite escorts and wildlife wandering
Full RimWorld 1.6 package based on .87. October 22, 2026.

VULPITE COMBAT GROUPS

New ordinary Vulpite Concord and Corsair combat groups favor ranged pawn
types from their existing equipment pools. Native weapon budgets, equipment
generation and combat costs remain in use. If no valid ranged pool is
available, the original pool is retained.

At 800 or more group points, one Scyther may fit. At 1600 or more points,
one Tesseron may also fit. These thresholds do not guarantee both: the
combined cost must fit within 25% of the original group budget, using the
loaded mech definitions' combat power. That cost is deducted before the
fox fighters are generated. The group must retain room for ordinary fox
fighters; no escorts are added if fewer than two standing humans result.

Maximum: one Scyther plus one Tesseron. No centipedes, bosses or expanded
hive roster. No free escort points. Missing or incompatible mech definitions
are skipped. Traders, settlement inhabitants, sieges, sapper/breacher and
other special strategies, forced-downed and age-restricted groups retain
their existing generation. Only the two Vulpite factions are affected.

Setting: Vulpite ranged combat groups and limited mech escorts (Biotech)
Default ON. Requires Biotech and an existing Vulpite faction. ON applies the
doctrine to newly generated qualifying combat groups, including ordinary
combat aid. OFF restores normal future generation; it does not remove pawns
already on the map. Existing faction definitions and incident parameters
are not rewritten. Player-owned mechs and other factions are unchanged.

This first phase uses faction-controlled escorts and native group behavior.
It does not grant player mechanitor implants, change mech production costs,
or add custom shield/laser firing rules. Shield-pack combinations, heavier
escorts and the Caravanner upgrades remain later stages.

RANDOM WILDLIFE DEPARTURES

Setting: Random wildlife departures and arrival notices (OFF by default)
Default OFF, including when an older settings file lacks the new entry.
Your later choice is remembered. ON enables the departure checks and
natural-arrival notices. OFF stops new departures and interrupts pending
departure walks on their next job check. Animals that have already left
are not recreated. RimWorld's normal wildlife spawning continues either way.

On ordinary colony maps with a supported wild-animal ecosystem:
- Check twice per game day; each check has a 50% chance to consider sending
  one eligible animal away. Failed checks do not accumulate catch-up events.
- The animal must have been observed on that map for at least one day.
- Keep at least 12 wild animals. Skip sparse maps below half their native
  desired animal weight. Recheck population immediately before exit.
- At most one mod departure walk may be in progress on a map.
- Select an idle, awake wild adult with a reachable safe map edge. It walks
  there normally. It is not deleted in place or teleported off the map.
- Protect owned/tame, named, young, pregnant, sick/injured, downed, quest,
  managed-group, insect and Anomaly-entity animals. Hunt/tame designations
  also protect an animal.
- Recent harm, targeting/interactions, mental states, fire and active hostile
  threats prevent or interrupt departure. A blocked path or an overlong walk
  fails normally. Switching the feature off also cancels the walk.

Messages use the requested wording, with the animal's label:
  [Animal] has wandered out of your area.
  [Animal] has wandered into your area.

The departure notice is sent only after a successful exit. Arrival notices
observe animals actually spawned by the normal wildlife spawner while the
game is running. Initial map population and loading an existing save are
not announced as arrivals. Delayed flying arrivals, births, quest animals
and animal incidents outside that native spawn call are not covered by the
arrival observer. No extra arrival event is forced after a departure.

RimWorld still decides natural arrivals using its normal ecosystem, biome,
season and temperature rules. A departure can make space; it does not
guarantee a replacement animal or a particular species.

PRESERVED FROM .87

The standard -2 Vulpite genome, 150% genetic hunger factor, Crafting passion,
saved-fox migration, fertility balance, triplet cap, inheritance, 1.5x
childhood and shared childcare remain unchanged. All prior artwork, audio,
recipes, research, plants and other features are included.

The automatic wine/mead and amulet-removal reports still need a reproducing
live save. This build does not claim to resolve those reports. No new food,
fertility or gene changes were made without live-test evidence.

VALIDATION

- The complete production assembly compiles against the supplied RimWorld
  1.6 game assemblies and Harmony. Version: 0.1.190.88.
- 131 focused outside-game checks passed: settings defaults and native
  Scribe round trips; old-settings OFF default; exact message wording;
  budget and population boundaries; faction/DLC/group exclusions; ranged
  pool selection; shared-parameter preservation; production Harmony hooks;
  animal protection gates; and litter-roll boundaries.
- Existing family regression tests passed: native close-relative checks,
  adult boundaries, romance/pregnancy guards, parental hair inheritance,
  fox-only starting pets and the relative fox-taming bonus.
- These tests use explicit pawn-generation, map, age and designation inputs
  outside Unity. They are not a live raid, pathfinding or full-world save/load
  simulation. No modified game assemblies are distributed.
- XML, definition identity, asset preservation and archive integrity are
  recorded in Docs/Build_88_Validation.json and the accompanying test record.

INSTALL

1. Close RimWorld and back up the save.
2. Replace the old StoneTools folder with the complete folder in this ZIP.
   Keep only one copy enabled, with Harmony enabled.
3. Confirm the startup log reports assembly 0.1.190.88.
4. Wildlife departures should initially be OFF. Enable them under Options >
   Mod settings > Tool Progression when you want to test the feature.

LIVE TEST CHECKLIST

1. Load a .87 save with wildlife OFF: no new wandering notices or departure
   jobs. Save/reload and confirm the setting stays off.
2. Enable wildlife on a populated colony map. Allow at least one game day
   for residence eligibility and additional time for random checks. Confirm
   an eligible animal walks to an edge and the departure message follows
   the exit. Confirm natural ground arrivals use the arrival wording.
3. Mark an animal for hunting/taming during its walk, or turn the feature
   off. Confirm the departure stops. Check tame pets and quest animals.
4. Save/reload during a departure. Confirm there is no duplicate notice,
   duplicate animal, immediate population purge or lost settings choice.
5. Generate small and larger ordinary Vulpite combat groups. Check ranged
   fighters, escort limits, same-faction behavior, combat and retreat. Check
   other factions, traders and siege/breaching strategies remain ordinary.
6. Continue .87's live pregnancy/birth/save-load, childhood, childcare and
   10-15 day food/mood trial. Those live results remain outstanding.

If something fails, retain the save and Player.log at the time of failure.
This is a full testing build; live gameplay and mod compatibility still need
confirmation before treating the new systems as release-ready.
0.1.190.87 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.87.txt

Tool Progression 0.1.190.87 - Vulpite balance and reproduction
Full RimWorld 1.6 package based on 0.1.190.86. October 21, 2026.

THIS BUILD
The standard Vulpite genome moves from -6 to -2 metabolic efficiency,
corresponding to a 150% genetic hunger factor before other food-need modifiers.
Native inheritance limits remain enforced. The old fixed genome could fail
those limits; the revised genome passes the native inheritance calculation.
The startup log reports the actual loaded standard genome total, so other
mods' gene-definition changes can be identified.

BALANCE CHANGES
- Crafting passion replaces Artistic passion in the default genome. Social
  and Intellectual passions remain. Jewelry already uses Crafting.
- Psychic Affinity leaves the default genome. Its gene definition and existing
  genepacks remain available. Nature Attuned and its Royalty meditation access
  remain, along with attractiveness, fur, bite and alcohol dependency.
- Quick-footed: movement +10% (was +15%); melee dodge +5 percentage points
  (was +15). The 10% aiming/ranged/melee cooldown reductions are removed.
  Metabolic cost -1 (was -2). Native combat-speed genes no longer conflict
  solely because of an effect Quick-footed no longer supplies.
- Kind charm: +10% Social Impact and Negotiation Ability (was +20%);
  the direct +2 percentage-point trade-price bonus is removed. Kind remains.
  Metabolic cost -1 (was -2). The existing Trade Envoy role is unchanged.
- Comfort and variety need: its existing comfort/recreation drawbacks now
  contribute +3 metabolic efficiency (was +2), with smaller fertility benefits.
- Eligible unrelated adult partners (18+): conception modifier x1.25 (was x2),
  applied once per couple. Native mating intervals and recovery cooldowns return.
  Sterility, health, age and the player's pregnancy approach are still respected.
- Singles/twins/triplets stay 50%/40%/10%, capped at three. Childhood stays
  1.5x with matching growth points; adult aging is normal. Shared childcare stays.

EXISTING SAVES
A one-time load migration recognizes named standard Vulpites with the stock
functional gene set. It swaps inherited Artistic passion for Crafting and
removes inherited Psychic Affinity. Gene operations use the native game API.
Skill levels, earned XP, hair and cosmetic genes are preserved. A naturally
Major Art passion is retained when the old passion gene had added nothing.
The completed migration is saved on each pawn; later player edits are respected.

Custom genomes, hybrids, implanted xenogenes, and stock genomes with functional
genes added or removed are not rewritten. Shared gene-definition balance
changes still apply to their existing genes, so their hunger can differ from
150%. Their remaining inherited genome may need an individual review.
Existing pregnancy gene sets are preserved; future conception uses the parents'
updated genes. Already scheduled mating cooldowns are allowed to expire.

VALIDATION
- Full production assembly compiled against the supplied RimWorld 1.6 Managed
  assemblies and supplied Harmony. No game or Harmony DLL is included here.
- 288 outside-game checks passed. These cover native inheritance rejection of
  the old -6 fixture, 100 successful standard revised-genome pairings, native
  hunger calculation at six ages, alcohol activation age, native passion/gene
  migration, repeat-call safety, natural Major passion, XP and hair preservation,
  custom/implanted/hybrid/no-Biotech gates, and conception modifier/zero fertility.
- All 14 fox records from fox test 86(1).rws were reconstructed as test pawns and
  passed migration selection, gene budget and skill-level/XP preservation checks.
  The original save was not edited. This is not a live-world save/load test.
- Native tests use temporary Unity startup/profiling shims; 155 method bodies
  covering inheritance, gene operations and metabolism were verified unchanged.
  Vanilla beauty (-2) and alcohol dependency (+3) metadata are explicit fixtures;
  custom gene data are read from the shipped XML. The live startup audit reports
  the actual installed definitions. The fixture assemblies are not distributed.
- XML, definition identities and source/assembly version checks are recorded
  in Docs/Build_87_Validation.json. The full ZIP is CRC-checked before delivery.

INSTALL AND FIRST LIVE TEST
1. Close RimWorld and back up the save.
2. Replace the old StoneTools mod folder with this complete StoneTools folder.
   Keep only one copy enabled. Keep Harmony enabled.
3. Load the existing save. Confirm the startup log reports assembly 0.1.190.87
   and the standard Vulpite genome reports metabolism -2, genetic hunger x1.50.
4. Check a standard adult fox: Crafting passion, no default Psychic Affinity,
   and the expected hunger factor. Save under a new name, reload, and check
   that passions do not increase again. Check a customized fox separately.
5. Test eligible unrelated adult partners, then pregnancy/birth save-load.
   Watch food use and mood over 10-15 game days; use a longer population trial.
   Confirm children have no prematurely activated alcohol requirement.

Live RimWorld startup, full-world save/load, mod interactions, pregnancy and
birth, colony food balance and long-term population balance still need testing.
The mech escort doctrine, Caravanner upgrades, Forced March and negotiated
passage are later stages. This build establishes the first balance test.
Automatic wine/mead use and amulet-removal reports remain live-test items from
.86; orchard clarity and all other .86 content are retained.
0.1.190.86 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.86.txt

Tool Progression 0.1.190.86 - orchard clarity and remaining fix list
Full RimWorld 1.6 package based on .85. Prepared October 21, 2026.

DONE IN THIS UPDATE

- Renamed eight orchard food harvests with clear food names: wild orchard
  apples, wild orchard hazelnuts, amberheart GMO hazelnuts, rainveil starfruit,
  mirepod nuts, sunspire dates, crimsonwild grapes and sunwild grapes.
- Food descriptions explicitly distinguish edible harvests from planting
  seeds and saplings. The grapes also identify their wine recipes.
- Fourteen seed/sapling descriptions now explain the Plant seeds command,
  suitable ground, one item per plant, and the named research requirement.
  Internal research IDs have been replaced with readable names.
- Saved item IDs, nutrition, recipes, seed chances, planting mechanics and
  all .85 gameplay features remain unchanged. All .85 artwork is retained.

QUICK PLANTING GUIDE

Harvested nuts and fruit are food. To plant, obtain the separate matching
seed or sapling and finish its required research. Select that item on the
map, click Plant seeds, and mark suitable ground. An available grower with
enough Plants skill consumes one matching item for each new plant. Saplings
start partially grown. Research alone does not turn harvested food into seeds.

NEXT TESTS - WORK DOWN THIS LIST

1. Automatic wine/mead use - unresolved live report.
   All five mod drinks have the Alcohol chemical, Social drug setting and
   Drugs category needed by native selection and dependency reset. The older
   supplied New Tribe1 test merchat 1 save already permits all five under
   For addiction in its colonists' assigned Social drugs policy. Therefore,
   a missing wine/mead permission is not established as the cause there.
   This early save does not reproduce DW's later reported incident.
   Test one dependent fox with reachable, allowed wine or mead and no beer.
   Enable For addiction for that drink and let dependency become due.
   Pass: the pawn drinks without an order and its dependency resets.
   Also check that disabling that drink's permission is respected.

2. Amulets after clearing forced wear - unresolved live report.
   The .82 beauty-based apparel score is included. Native removal without
   replacement checks the clothing policy; scoring does not override it.
   The older supplied save's Anything policy allows jewelry but the save
   contains no amulet, necklace or charm item to reproduce the report.
   Test a clean, permitted amulet whose quality and condition pass the
   assigned clothing policy. Clear forced wear and let several game hours
   pass. Pass: it remains worn unless replaced by a preferred allowed item.
   Then disallow it and confirm normal removal still works.

   If either report persists, save immediately after it happens and retain
   Player.log plus a screenshot of that pawn's assigned policy. Use the
   latest build. A screenshot alone cannot establish the saved policy state.

3. Food and mood balance - pending a combined 10-15 game-day trial.
   Compare a fresh tribal fox group with the existing saved group. Record
   displayed hunger/metabolism, food produced and eaten, comfort, recreation
   and mental breaks. The old recording's hunger figure is not a reliable
   measure of the current genome. No food-cost change is made in .86.

4. Earlier DW changes - implemented, targeted live retesting remains.
   - Natural meditation with a non-tribal Nature Attuned fox and Royalty.
   - Valuable versus ordinary gifts; refusal and repeat-gift limits.
   - Whip pain cap, expiry, armor blocks and pain-resistant targets.
   - Gene conflicts and the player-ordered second calming attempt.
   - Filth illness while food poisoning already exists.

5. Family update - included from .85; continue live checks.
   - Singles/twins/triplets only: 50% / 40% / 10% per eligible pregnancy.
   - Pregnancy and labor save/load, parentage and one maternal outcome.
   - Faster childhood with matching growth points; no extra adult aging.
   - Shared adult-fox childcare, including later player priority overrides.

6. Release checks.
   Exercise each installed DLC's gated content, save/load and a fresh log.
   Update the full manual after the remaining behavior/balance tests settle.
   Arrange DW's proposed one-week first look before the Workshop release.
   No date is committed by this build.

VALIDATION AND LIMITS

All 224 production C# files compiled against RimWorld 1.6.4871 and Harmony
2.3.6. XML parsed successfully. A structural comparison confirms that the
two edited orchard files differ only in labels/descriptions; all definition
IDs and gameplay fields are retained. Previous files and artwork are kept.
The full ZIP passed its CRC check. No live RimWorld session was run here.
This update resolves the description problem, not the two unreproduced
automatic-drinking and amulet-removal reports.

INSTALL

Close RimWorld. Back up the save. Replace the old StoneTools folder with
the complete folder from this ZIP. Keep only one copy enabled. The startup
log should report assembly 0.1.190.86.
0.1.190.85 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.85.txt

Tool Progression 0.1.190.85 - Vulpite families
October 21, 2026

COMPLETE BUILD
Includes every .84 feature, the approved Bio-Arbor loading image, the gene
icons and the duplicate Deconstruct fix. Requires Biotech for these family
features. This is a testing build; no live RimWorld session was run here.

MULTIPLE BIRTHS
One baby: 50%. Twins: 40%. Triplets: 10%. Maximum three babies.
The average is 1.6 babies per eligible pregnancy, before birth outcomes.
The existing higher conception chance and 18+ unrelated-parent rules remain.

Litter size is rolled once and carried through pregnancy and labor. It is
saved with the pregnancy/labor hediff. Older pregnancies gain a litter roll
when they next pass through the family initialization/birth handling.
Existing genomes and pregnancy progress are not rewritten.

Each sibling uses the native birth routine and the pregnancy's inherited
gene set, with the same genetic parents. Native gender/appearance generation,
health outcome, family links, naming letters and birth notifications remain.
The chosen healthy/ill/stillborn outcome applies to the litter. The mother's
normal childbirth-risk roll and postpartum/lactation effects occur once,
not once per sibling. Only the primary baby can be put in the doctor's arms.
A saved delivery guard prevents repeating a litter during the same labor.
Growth-vat embryos and direct births without native labor are not multiplied.
Pregnancy duration is unchanged in this build.

FASTER CHILDHOOD, NORMAL ADULT AGING
Baby and child biological aging is multiplied by 1.5 on top of the selected
storyteller aging rate. For example, a normal 4x child-aging rate becomes 6x.
The bonus ends at the race's native adult age (13 for standard humanlike
Vulpites). After that, the normal game aging curve and other active aging
genes apply. The mod's existing 18+ romance/pregnancy restriction remains.
Adult lifespan is not shortened by the new childhood multiplier.

Growth-point gain receives the same 1.5 multiplier while the child is eligible.
Learning still depends on the actual learning need; this grants no automatic
maximum growth tier. Normal growth moments and choice letters remain.
Growth vats receive no extra multiplier. Existing children keep their current
age and begin using the faster rate; they do not jump to an older age.

SHARED CHILDCARE
Capable adult Vulpite colonists are assigned Childcare priority 1 once.
This includes existing adults, arriving colonists and children reaching the
native adult stage. In the simple Work tab this appears as enabled Childcare;
manual priorities show 1. The initial assignment is saved, so changing a
priority later (including switching it off) survives checks and save/load.

The normal work system handles feeding, playing, carrying babies to safety
and teaching, including unrelated and non-Vulpite colony children. Capable
adults can bottle-feed with suitable food; breastfeeding still requires
lactation. A school desk/learning setup and native teaching eligibility still
matter. Work incapabilities, rest, drafted orders, reservations, allowed
areas and explicit baby-feeding restrictions continue to apply.
This creates a shared pool of caregivers; it does not force every adult to
interrupt their current task or care for the same baby at once.

VALIDATION
224 production C# files compiled against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6. 42 focused fixtures passed using the complete
new production source files with game-service substitutes. These cover the
litter distribution and cap, saved state, stage transfers, repeated delivery,
maternal effects, child/adult growth and childcare defaults/player overrides.
Native assembly inspection confirmed the birth-call locations and labor
lifecycle used by the patches. XML and full archive checks passed.
These checks do not replace live gameplay testing.

INSTALL AND TEST
1. Back up the save and close RimWorld. Replace the previous StoneTools folder
   with this complete folder. Keep one copy enabled. The log should say .85.
2. Check adult foxes have Childcare enabled. Provide baby food/milk, accessible
   cribs and a school setup. Observe an unrelated fox feed or play with a baby
   and an eligible teacher give a lesson. Later priority/feeding edits should
   remain respected after saving and reloading.
3. Save during a Vulpite pregnancy, reload, and complete the delivery. Check
   no more than three newborns, correct family links, inherited genes and a
   naming opportunity for each. Each pregnancy can still be a singleton.
4. Observe an existing child age faster, keep learning opportunities available,
   and check growth choices. Confirm the extra rate ends at biological age 13.
5. Review the Player.log after childbirth and a save/reload cycle.
0.1.190.84 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.84.txt

Tool Progression 0.1.190.84 - approved Bio-Arbor loading screen
October 21, 2026

FULL BUILD
This is the complete mod, including every .83 feature and fix.

OPENING IMAGE
Uses the exact final image approved by Bob, at 1672 x 941 pixels:
- Stylized green BIO-ARBOR company name.
- Green DNA strand becoming branches and leaves above, roots and grass below.
- Voidpearl vines and Hullweave creepers mixed into the ship's overgrowth.
- Science. Soil. Second Chances. in one small line beneath the company name.
- Hull damage partly obscures the tagline, deliberately leaving a mystery.
The Bio-Arbor quest/storyline is planned; this build does not implement it.
The existing full-screen loading display and three-second fade are retained.

RETAINED FROM .83
Game-style custom gene icons with the small green DNA-tree badge, the full
standalone logo and editable icon sources, and the duplicate Deconstruct
fix for eligible wrecks. Every earlier feature is also included.
Gene effects, saved IDs, food costs, jobs and rewards are unchanged by .84.

VALIDATION
All 221 production C# files compiled against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6. All XML files parsed successfully. The packaged
loading image matches the approved PNG byte for byte. Every .83 file remains
present; the only changed runtime artwork is the loading image. Full ZIP
integrity checks passed. No live RimWorld session was run.

INSTALL
Close RimWorld. Replace the previous StoneTools folder with the StoneTools
folder from this full ZIP. Keep only one copy enabled.
The startup log should report 0.1.190.84.
Check the opening screen and the existing gene-icon and salvage-button fixes
in game. See BUILD_0.1.190.83.txt for those detailed checks.
0.1.190.83 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.83.txt

Tool Progression 0.1.190.83 - gene icons, Bio-Arbor logo and Deconstruct fix
October 21, 2026

GENE ICONS AND LOGO
Custom genes now use grey-and-white symbols with a small green Bio-Arbor
DNA-tree badge overlapping the lower-left corner. The logo connects DNA to
leafy branches above, and roots with grass below. The full transparent green
logo is included in SourceArt/BioArbor; the tiny badge uses a simplified
vector version so it remains readable at small sizes.

24 transparent textures cover all 32 custom GeneDefs, including retired
save-compatibility entries. Fox ears, fangs, nature affinity and the three
skill passions now have distinct symbols. Hair-colour genes retain their
coloured hair symbols while their Bio-Arbor badge stays green. The existing
hair colours, gene effects, metabolism, conflicts and saved IDs are unchanged.
Native gene frames, the Vulpite xenotype icon and faction art are retained.

Original SVGs and reproduction scripts are included in SourceArt/Genes.
The full logo was made with the built-in image-generation tool; its prompt
and the vector badge notes are included in SourceArt/BioArbor.

OPENING IMAGE
The opening artwork uses the green DNA-tree logo on the ship's hull. The two
Odyssey space plants are mixed into its existing overgrowth: Voidpearl vines
with translucent cyan pods, and Hullweave creepers with silver-blue leaves
and turquoise veins. The exact user-selected opening image was used for the
plant edit, with the mod's plant textures as references. The ship composition,
planets, BIO-ARBOR lettering and logo remain visually consistent.
Resolution remains 1672 x 941. The earlier logo-only variation is saved
separately on Drive; this complete build uses the space-plant version.

DECONSTRUCT FIX
The screenshot showed native Deconstruct beside the mod's Salvage wreckage
button on an ancient macro-engine block. The native button is generated by
the reverse-designator bar, separately from Building.GetGizmos.

Eligible wrecks on home maps now show only Salvage wreckage as their removal
button. The salvage job, working time, loot and research-clue chances are
unchanged. Cancel remains available after marking the wreck for salvage.

An existing native deconstruction or uninstall order suppresses the extra
salvage button. That order and its Cancel command remain intact. Ordinary
buildings, quest/explosive objects, non-home maps and Architect deconstruction
retain their previous behaviour. No saved jobs or definitions are renamed.

VALIDATION
All 221 production C# files compiled against the supplied RimWorld 1.6.4871
assemblies and Harmony 2.3.6. The native command-creation method was inspected
to confirm the correct hook. XML, gene texture links, transparent artwork and
archive checks passed. Every .82 asset remains present, with the new gene
artwork added separately. The opening texture has the requested logo and
space-plant artwork update.
Gene definition comparisons confirm visual changes only.
No live RimWorld session was run.

INSTALL AND CHECK
Close RimWorld. Replace the previous StoneTools folder with this full folder.
Keep only one enabled copy. The startup log should report 0.1.190.83.
Load the same save and select the ancient macro-engine block. Confirm that
only Salvage wreckage appears. Mark it, confirm Cancel appears, cancel it,
then salvage it once and check that the job finishes and rewards appear.
Also select an ordinary wall and confirm its Deconstruct button still works.
Open the Biotech gene editor or a Vulpite pawn's genes. Check the lower-left
green badge, labels and icon readability at your normal UI scale. Check a
hair-colour gene and confirm the symbol is coloured and its badge is green.
0.1.190.82 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.82.txt

Tool Progression 0.1.190.82 - DW feedback test build
Full package based on 0.1.190.81. Prepared October 21, 2026.

STATUS: Compiled and checked outside the game. Not yet live-game verified.
This is a testing build, not a claim that all six reports are resolved.

1. AUTOMATIC ALCOHOL - reviewed; reproduction still needed
All five current mod drinks have the correct Alcohol chemical, Social drug
category and Drugs category: ruby wine, gold wine, bee mead, nihonshu and
shogashu. The game's native dependency job can select them. It requires the
specific drink's For addiction checkbox, reachable/allowed stock and a
sufficiently developed dependency. Beer permission does not cover wine/mead.
The descriptions now explain this. Saved policies and dependency timing are
unchanged. No replacement drinking AI or forced policy changes were added.
Test: enable For addiction for the available drink in that pawn's assigned
policy; use an allowed, accessible stack. Let dependency reach its native
need threshold. Check automatic drinking AND that dependency resets.
Then disable that drink's permission and confirm it is respected.
If it still fails, retain the save, policy screenshot, dependency level and log.

2. AMULETS / JEWELRY - selection improvement; removal needs policy check
Jewelry now contributes its beauty to the game's apparel selection score.
Better quality, gemstones and settings can therefore make a piece preferable.
Condition reduces that contribution, capped at 0.5 score. This uses the native
component hook; clothing policies, forced wear, layers, taint and reachability
still apply. The default Anything policy already permits jewelry.
In the inspected native optimizer, removing an item with no replacement is
a policy rejection, not a low apparel score. This change does not override it.
Test: allow the jewelry, its quality, condition and taint status in the assigned
clothing policy. Clear forced wear and observe it through an apparel check.
Place a better permitted amulet in storage and check ordinary replacement.
Then exclude jewelry and confirm the pawn can remove it.

3. GIFT VALUE - implemented
Gift acceptance retains the opinion-based chance and gains 3 percentage
points per 100 silver of the delivered item's market value, capped at a
15-point bonus. Native quality, condition and gemstone value already affect
market value, so quality is not counted a second time. A neutral recipient's
chance is 65% at zero value, 68% at 100, and 80% at 500 or more.
Acceptance never exceeds 95%. One-day cooldown and ten-day same-giver repeat
protection remain. Refusal remains possible. Gifts do not force romance or
mutual attraction. Only one item is delivered, not the stack's total value.
Test: ordinary and valuable gifts; acceptance/refusal; repeat gifts; save/load
during delivery; ensure no duplicate items or extra opinion reward on repeats.

4. NATURAL MEDITATION - implemented
The active Nature Attuned gene grants Natural focus with Royalty enabled,
without needing a tribal backstory. Explicit trait prohibitions still apply.
Native access to other focus types remains. Adding, suppressing or removing
the gene is checked on the next focus query. The existing +2 nature mood stays.
No Royalty means no new focus grant. No Biotech means no active fox gene.
Existing pawns that already carry the gene benefit; this does not insert genes
into old/custom genomes that lack it. It does not directly award psylink levels.
Test: a non-tribal carrier, Natural focus object and anima-tree meditation;
then suppress/remove the gene. Also start with Biotech without Royalty.

5. WHIP PAIN - implemented, conservative starting values
Each successful damaging cat-o'-nine-tails strike adds 5 percentage points
of temporary pain, capped at 20 across all attackers. Only standing flesh
humanlikes qualify. Blocked hits, misses, ordinary weapons, animals, machines
and already downed targets add nothing. The effect expires 30 seconds of
game time after the last qualifying hit. Pain resistance/immunity applies
normally. No extra injury or bleeding is created by this effect.
Existing weapon damage, slave suppression and stun behaviour are retained.
Normal injury/death rules still apply; this does not guarantee a living capture.
Test: repeated hits, armor blocks, pain immunity, expiry and save/load during
the effect. Check that all four whip versions work and no duplicate sting is
created. Assess capture strength before increasing the cap or duration.

6. FOOD AND MOOD - partial: insult selection corrected; food test pending
Cautious now reduces mood-caused insult-spree selection, including targeted
sprees, to 20% of its incoming weight where the native aggressive-break rule
has not already done so. The reduction is never applied twice. Hide in Room
and Sad Wander keep triple weight. Eligibility/severity rules still apply;
insult sprees and other harmful breaks remain possible.
Food costs, comfort penalties, recreation pressure, fertility and the other
genes are unchanged. The current standard xenotype's custom genes total -7
metabolic efficiency before vanilla genes and active-gene overrides. That is
not a final hunger figure for every saved pawn. The native metabolism curve
is 225% food at -5, 100% at 0, and 50% at +5. The old recording's +50% hunger
should not be assumed to describe the current standard genome.
Test a fresh tribal group and the existing saved group separately. Record
the active metabolic total and displayed hunger rate for each pawn, food
produced/eaten, comfort, recreation and mental breaks over 10-15 days.
This combined live test is needed before changing metabolic balance.

VALIDATION
- All 221 production C# files compiled against the supplied RimWorld 1.6.4871
  Managed assemblies and Harmony 2.3.6.
- 43 focused behaviour checks passed for gift limits/cooldowns, meditation
  DLC/gene/trait gates, whip hit/target/stack/expiry-refresh gates, cautious
  insult weights, and jewelry utility. These use isolated fixtures.
- 16 existing production nature-thought environment/DLC checks passed.
- XML, definition identity, alcohol configuration and asset preservation
  checks are recorded in Docs/Build_82_Validation.json.
- No live RimWorld session was run. Full game startup, existing-save loading,
  mod compatibility, animation and balance remain in-game verification tasks.

INSTALL
Close RimWorld. Back up the save. Replace the old StoneTools folder with the
complete StoneTools folder from this ZIP; do not merge two enabled copies.
Start RimWorld and check that the log reports assembly 0.1.190.82.
All .81 artwork, audio, research and DLC content are retained. Optional
Anomaly shambler feeding remains OFF by default.
0.1.190.81 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.81.txt

Tool Progression 0.1.190.81 - full RimWorld 1.6 build

STARTUP CORRECTIONS
- EMP protector stays a solid, impassable 2x2 machine and now fully blocks
  sight and projectiles, consistent with its building settings. Its 12-tile
  field, 400 W draw, backup, research and protection code are unchanged.
- Genegrain and Odyssey Voidpearl no longer declare a recreation type when
  giving zero recreation. Nutrition, cooking use and DLC requirements stay
  unchanged. Crownfruit keeps its existing recreation benefit.
- BioArborLoadingScreen now has the native StaticConstructorOnStartup
  attribute. The texture still loads only from the GUI repaint on the main
  thread, preserving early loading, full-screen fill and the existing fade.
- The loading-screen message gets its version from the compiled assembly
  instead of displaying the old hard-coded 0.1.190.71.

CONTENT
Includes the entire 0.1.190.80 build. Optional shambler feeding remains OFF
by default, with Anomaly required. Research layout and all assets retained.

VALIDATION
Compiled all 219 C# source files against RimWorld 1.6.4871 and Harmony 2.3.6.
50 existing mocked loading-screen checks passed (fade, sizing, GUI state).
XML syntax and targeted EMP/food configuration checks passed.
These are compile and static/mocked checks, not a live RimWorld session.
Live startup and save-load testing are still needed.

INSTALL
Close RimWorld. Replace the old StoneTools folder with this complete folder.
Keep only one copy enabled. Restart. The log should report assembly 0.1.190.81.
0.1.190.80 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.80.txt

Tool Progression 0.1.190.80 - full RimWorld 1.6 build

SHAMBLER FEEDING (ANOMALY, OFF BY DEFAULT)
Enable in Options > Mod settings > Tool Progression:
Shamblers swarm and feed on downed pawns (Anomaly - OFF by default).

The setting starts false for new installations and older settings files.
An explicit enabled choice is remembered. The checkbox appears only with Anomaly.

- Shamblers favor nearby victims already surrounded by other feeders.
- Targets must be alive, downed, visible, reachable, flesh-based enemies.
- Native shambler hostility and psychological invisibility are respected.
- Living humanlikes and animals can be targeted. Mutants are excluded.
- Each feeder must reach melee distance and chew for five game-seconds.
- Each bite targets a random remaining natural external body part.
- Bionic replacements and their child parts are excluded.
- Normal bite damage and armor apply. Small parts can be lost; large parts
  take at most 25 damage per bite. Loss of a vital part can kill the victim.
- A whole swarm shares a three-second minimum between bites on one victim.
- A damaging bite adds up to three native blood splashes around a victim
  that can bleed. Blood uses the victim's race, normal filth and cleanup.
- Feeders do not reserve the victim, so colonists can rescue them.
- Rescue, recovery, death, capture, stun, drafting, nearby melee threats,
  loss of contact or switching the option off interrupts feeding.
- The chewing progress and shared victim cooldown survive save/load.
- Existing shambler spawning, numbers, lifespan and ordinary attacks remain
  governed by the game. This option does not create extra shamblers.
- No new image assets are required; blood and bite sounds use native assets.

RESEARCH LAYOUT FIX
All 20 mod research projects now have compact, non-overlapping positions.
The five DLC projects have moved from row 20 to rows 5.8 and 6.6.
The farthest column is now 3.3 instead of 9.
The scrollable area expands to include all mod-tab nodes using the game's
own pixel coordinate methods. Other research tabs remain unchanged.
Research IDs, costs, prerequisites, DLC gates and saved progress are preserved.

VALIDATION
Compiled against RimWorld 1.6.4871 and Harmony 2.3.6.
27 checks against production feeding rules and scroll-bound logic passed.
94 prior plant, seed, ideology and Vulpite checks passed.
All 32 DLC combinations passed definition/layout and AI-hook checks.
All XML parsed; new JobDef fields checked against native metadata.
The 11 changed research XML files differ only in layout coordinates.
Live game testing is still needed for targeting, interruption, armor/limb
injuries, save/reload during feeding, large swarms, and research UI scrolling.

INSTALL
Close RimWorld. Replace the old StoneTools folder with this complete folder.
Keep only one copy enabled. Restart. The log should report assembly 0.1.190.80.
0.1.190.79 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.79.txt

Tool Progression 0.1.190.79 - FULL RimWorld 1.6 release
Author: Bob Burke / Westgate WEBS. Implementation with Codex.

This is the complete mod, including every .78 feature. Replace the previous
StoneTools folder with this one while RimWorld is closed. Keep Harmony enabled.
Only enable one copy of Tool Progression. Keep a backup of your colony save.

NEW CONTENT
Royalty: crownfruit tree and resonance orchid.
Ideology: ceremonial incense shrub and concord lotus.
Biotech: genegrain and hemobloom.
Anomaly: whisperroot and nightglass fungus.
Odyssey: voidpearl vine and hullweave creeper.

Each DLC's plants, seeds, products, research and associated recipes/buildings
are absent unless that DLC is active. The DLCs remain optional.
Ten new plant sprites, a fruitless crownfruit state, and three building sprites.
Five research projects, four utility/decorative buildings, and two drug-lab recipes.
New cultivars use the existing 5% ripe-harvest seed chance and 1% ripe-cutting cap.
They have no mutant variants. Seeds remain non-food planting items.

ODYSSEY
On newly generated vacuum maps with accessible mineable rock, 1-3 wild vines
can appear. Both space species digest compatible mineable rock very slowly.
They require solid terrain and mineral nutrition; they cannot grow in empty space.
Mineral nutrition is consumed as time passes, and growth pauses without it.
Both species survive vacuum, grow without sunlight, and tolerate -120 to 100 C.
Optimal growth temperatures are -100 to 60 C. They do not protect nearby pawns.

Build and fuel a mineral feeder with steel, then use Plant seeds on an adjacent
solid cell. Each vine consumes one steel per day, gaining 1.5 days of nutrition.
The reserve is capped at five days. Each feeder holds 30 steel.
Wild feeding removes at most 5 hit points from one adjacent rock/building per day.
Digested rocks give no mining loot. Vines prefer fueled feeders, then natural rock.

Mature, nourished vines can spread to one adjacent suitable unzoned cell at most
once per 15 days, consuming two days of reserve. Natural spread stops when 64
mineral vines exist on the map. Manual cultivation can exceed that threshold.
Children begin at 5% growth and must mature before spreading.
Nutrition, feeding/spread timers and structure warnings survive save/load.

WARNING: Hullweave creeper consumes natural rock, steel, plasteel and structures
made from metal or stone. Bringing live specimens aboard a ship made from those
materials is not advised. Harvested fibre and dormant seeds are safe to transport.
It can dissolve metal ores, walls and machinery. It does not consume floors or
loose cargo. Quest-tagged objects and mineral feeders are protected.
Before its first bite into a player building, each creeper gives one full day
of warning. Keep feeders supplied or cut the creeper. An empty feeder is not a
containment system. Hullweave fibre is a textile, not a vacuum survival device.

Deconstructing a fallen ShipChunk or ShipChunk_Mech has a 35% chance to recover
1-3 gravlite panels in addition to native salvage, only with Odyssey active.
Damage, demolition, fire and vanished/already destroyed chunks give no bonus.
Rare gravcores and shuttle engines are not added to ordinary fallen debris.

FIXES AND PRESERVATION
Removes the nonexistent DrugUse_Unrestricted reference. Uses the native
DrugUse_MedicalOrSocial and DrugUse_Essential precepts. Merchant Tradition still
requires acceptable slavery and permits alcohol. Alcohol-dependent Vulpites
and fox hybrids retain their Teetotaler prevention and saved-pawn corrections.
The analyzer now correctly reports when a family has no mutant cultivars.
All prior seed balances, trees, EMP research requirements, icon changes and
other existing systems remain included.

VALIDATION
Compiled against RimWorld 1.6.4871 reference assemblies.
45 new definitions checked against 1,208 native/custom XML fields.
283 new cross-references checked across all 32 DLC combinations.
30 mineral growth/spread/debris checks; 36 ideology/Vulpite checks;
28 previous seed-balance checks. These are isolated code and static checks.
Native precept IDs and new texture paths validated; all mod XML parses.
Live RimWorld startup, rendering, asteroid growth, harvesting, deconstruction
and save/load playtests remain required. No live game was available here.

Full plant usage notes: Docs/DLC_Botany_79.txt.
0.1.190.78 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.78.txt

Tool Progression 0.1.190.78 - full RimWorld 1.6 build

SEED BALANCE
10%: Wild apple, wild hazelnut, Crimsonwild grape, Sunwild grape.
5%: Base Bio-Arbor GMO plants, Rainveil starfruit, Mirepod nut, Sunspire date.
2.5%: Mutant Bio-Arbor cultivars.
1%: Amberheart hazelnut and ultra-rare Glassleaf.
One roll per completed ripe plant harvest, not per food unit. The plant stays
alive and regrows. Deliberately cutting a ripe plant is capped at 1%.
Immature, unharvestable plants give no seed. No new seeds from fire, damage,
grazing or fruit falling naturally. Each successful roll creates one seed.
Plant descriptions and Analyze Bio-Arbor show the actual rates.

PRESERVED
Seeds and saplings remain separate, non-food planting items. Harvested food
nuts remain edible raw or in meals. Planting consumes one matching seed or
sapling and retains research, climate, fertility, skill and access checks.
Seed mutation remains 7.5%, or 10% with active mutagenic treatment, for families
with variants. Existing seed genotypes stay fixed. Ancient Amberheart discovery
remains 0.001% and descendants remain ordinary Amberheart seeds.
Growth times, fruit yields, nutrition, prices and trader stock are unchanged.
Includes the complete .77 icons, slavery and Vulpite corrections, .76 solar
fixes, and every earlier feature.

VALIDATION
Complete mod compiled against RimWorld 1.6.4871 and Harmony 2.3.6.
Focused isolated tests cover all four drop rates, 100,000 equally spaced rolls
per rate, the cutting cap, immature plants, boundary rolls and invalid chances.
All 43 Bio-Arbor plants have explicit matching seed rates and descriptions.
All XML parses; full ZIP integrity checked with no files removed from .77.
Tests are outside RimWorld. Live-game playtesting remains necessary to judge
long-term pacing and confirm the native harvest/planting workflow.

INSTALL
Exit RimWorld. Replace the old StoneTools mod folder with this full StoneTools
folder, leaving one active copy. Restart and load the save. Back up saves
before updating. Requires Harmony; DLC features remain gated.
0.1.190.77 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.77.txt

Tool Progression 0.1.190.77 - full RimWorld 1.6 build

CHANGES
- New transparent, flat gray and black icons for Merchant Tradition/Trading,
  Nature Attuned, and Trade Envoy. Replaces the ring and seed-packet icons.
- Merchant Tradition requires Slavery: Acceptable and an alcohol-permitting
  drug-use precept. Social drugs, Unrestricted and Essential are allowed.
- Existing Merchant Tradition ideoligions are corrected on game initialization
  and import. Existing Unrestricted or Essential choices are preserved.
- Vulpite Concord and Corsairs reject Prohibited and Medical Only drug use;
  their generated and saved ideoligions permit alcohol.
- Alcohol-dependent Vulpites cannot gain Teetotaler. Existing Teetotaler traits
  are removed after generation, gene changes and save loading. Includes fox
  hybrids with active Vulpite ears and tail genes plus alcohol dependency.
- Unrelated pawns and ideoligions retain their rules. Removing or suppressing
  alcohol dependency restores normal trait eligibility. No per-tick scans.
- Includes all .76 solar-flare network fixes, .75 EMP research and protection,
  fox bites and genes, and all earlier content. Nuts/seeds are unchanged.

INSTALL
Exit RimWorld. Replace the old StoneTools mod folder with this complete
StoneTools folder. Keep only one copy active. Restart the game and load the
save. Back up saves before updating. Requires Harmony; optional DLC features
remain gated by the corresponding DLC.

VALIDATION
Compiled the complete mod against RimWorld 1.6.4871 and Harmony 2.3.6.
37 isolated compatibility checks passed against the actual new source.
Checks include DLC gates, new and saved pawns, hybrids, gene changes,
precept corrections, allowed choice preservation and unrelated-content scope.
All mod XML parses; new ideology icon references resolve to RGBA PNG files.
Full ZIP integrity and comparison with .76 checked during packaging.
These are build and isolated checks, not a live RimWorld test.

IN-GAME CHECK
Create or reform Merchant Tradition: confirm slavery is Acceptable and drug
use permits alcohol. Check the three icons at normal UI scale. Load an older
Vulpite with Teetotaler and confirm its removal. Check a fox hybrid as well.
Confirm a non-Vulpite Teetotaler remains unchanged. Check the player log for
Harmony or precept errors, with Ideology/Biotech enabled and disabled.
0.1.190.76 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.76.txt

Tool Progression 0.1.190.76 - full RimWorld 1.6 solar-power fix

SOLAR-FLARE FIX
- Corrects the .75 startup error: RimWorld 1.6 checks the solar outage in
  PowerNet.PowerNetTick, not in CompPowerTrader.PowerOn's getter.
- A covered component allows its network to use the normal power calculations.
  Separate component checks keep exposed devices on that same grid disabled.
- Exposed generators are switched off before the grid totals its power supply.
- Protected equipment still requires connected wires, enough real generation
  or stored energy, an enabled switch and functioning components.
- Non-solar electrical outages remain active. The map-wide solar-flare
  condition is never removed or changed.
- Startup now reports the installed PowerNet.PowerNetTick hook explicitly.

RESEARCH REQUIRED
- Electromagnetic protection: 2,400 research points, Industrial technology.
- Prerequisite: Microelectronics. Shown on the Tool Progression research tab.
- EMP and solar-flare protector cannot be built until ST_EMPProtection is
  completed. Construction skill 8 is also required.

PRESERVED FROM .75
All mod content, Vulpite bite/transferable genes, the protector's 12-tile
radius, 400 W draw, six-hour saved field backup, winter artwork, and all
previous .74 content are included. This is a complete mod, not a patch.

VALIDATION
Compiled against RimWorld 1.6.4871 reference assemblies. 21 solar-grid checks
passed using the actual Harmony-generated replacement methods in an
outside-game fixture. 31 existing gameplay boundary checks passed. All mod
XML parsed and research/building prerequisites checked. Full ZIP validated.
The fixture does not execute RimWorld; live-game confirmation is still needed.

INSTALL AND LIVE CHECK
Exit RimWorld and replace the old StoneTools folder with this complete folder.
Keep only one Tool Progression copy enabled, with Harmony loaded before it.
Look for Loaded assembly 0.1.190.76 and the new solar-hook success line.
Confirm the protector is locked until Electromagnetic protection completes.
Charge its backup, then trigger a solar flare. Compare lamps inside and outside
12 tiles on the same grid. Keep a generator inside the field for this test.
Move the generator outside or disconnect it with no charged grid batteries:
the protected lamp must lose power. Test the flare ending and the protector's
backup expiring. Send the startup log if any error remains.
0.1.190.75 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.75.txt

Tool Progression 0.1.190.75 - full RimWorld 1.6 rebuild

Rebuilt from the recovered 0.1.190.74 full archive.

VULPITE GENES AND BITES (BIOTECH)
- Fox fangs is an independent gene: 20% chance after a damaging melee attack
  to inflict a native 4-damage bite, with normal armor and bleeding rules.
- Works in other xenotypes when implanted. Complexity 1, metabolism -1.
- Existing Vulpites gain it once on loading an older save. A saved marker
  prevents the upgrade from restoring a deliberately removed gene later.
- Disabling new Vulpites no longer switches off gene-set availability.
  Active Vulpite genes use vanilla extraction, genepack storage/trading and
  xenogerm assembly. Retired eye-color placeholders stay retired.
- Native Biotech extraction randomness and regrowth restrictions still apply.

EMP AND SOLAR-FLARE PROTECTOR
- Research electromagnetic protection after Microelectronics.
- Build from the Power menu. 2x2 footprint, 12-tile circular radius, 400 W.
- Protects same-faction pawns and buildings against EMP; hostile units inside
  a player's field remain vulnerable.
- Protects local electrical components against solar flares. Does not cancel
  the map-wide condition, ordinary damage, breakdowns or unrelated outages.
- Internal field backup lasts six in-game hours, charges while externally
  supplied, starts empty and persists through saving/loading.
- Backup runs the field only. Covered equipment still needs a working grid.
  Keep enough generators and batteries protected to supply that grid.
- Selection shows the radius; inspection shows active/offline and backup time.
- Dedicated transparent sprite created with built-in Image Generation:
  compact top-down steel/copper generator with four capacitors and blue emitter.
  Asset: Textures/Things/Building/EMPProtector.png

OUTDOOR WINTER ARTWORK
- Light procedural snow dusting follows the original sprite geometry/alpha
  on mod buildings, plants, racks, traps and loose items.
- Roofed objects remain clear. Cold winters and actual ground snow enable it;
  warm tropical winters remain clear. Artwork returns to normal after thaw.
- Snow materials are cached. Map checks happen every 250 ticks and only changed
  objects dirty their map mesh. No permanent PNG replacements.

INSTALL
Exit RimWorld. Back up your save. Replace the old StoneTools mod folder with
the included StoneTools folder; do not leave two enabled copies. Keep Harmony
before Tool Progression. RimWorld 1.6; Biotech required only for Vulpite genes.
All .74 content is preserved, including the loading artwork, autonomous food
racks, Merchant Tradition, calming, knives, digging and prior Vulpite changes.

VALIDATION
Compiled against RimWorld 1.6.4871 reference assemblies. Gameplay boundary
checks, XML parsing and archive checks performed. Live RimWorld validation
is still required, especially rendering, solar-flare transitions and extraction.

IN-GAME CHECKLIST
1. Load an existing Vulpite save, confirm fox fangs, save/reload. Removing the
   gene after this first upgrade must not restore it on a later load.
2. Extract genes using Biotech, store a genepack in a gene bank and assemble
   fox fangs into a xenogerm for a different xenotype. Repeat with new Vulpites
   disabled in mod settings. Extraction is random; no specific gene guaranteed.
3. Charge the protector, trigger a solar flare and compare powered devices
   inside/outside 12 tiles. Cut their power supply: they must stop regardless.
4. Compare friendly and enemy mech EMP hits inside the field. Test switch-off,
   breakdown and backup exhaustion. Save/reload halfway through backup use.
5. Check outdoor/roofed trees, traps, racks and benches in winter, then thaw.
0.1.190.74 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.74.txt

TOOL PROGRESSION 0.1.190.74 - COMPLETE RIMWORLD 1.6 BUILD

Includes every prior .73 feature and asset, with the changes below.

VULPITE REFLEXES (BIOTECH DLC)
The existing Quick-footed gene now gives:
- Movement speed x115% (unchanged).
- Aiming time x90%: 10% shorter aiming.
- Ranged cooldown x90%: 10% shorter recovery between shots/bursts.
- Melee cooldown x90%: 10% shorter recovery after melee attacks.
- Melee dodge chance +15 percentage points (previously +10).

These are pawn stat modifiers, not a promise of 10% more total damage per second.
Weapon damage, shooting accuracy and within-burst shot spacing are unchanged.
Native combat timing and dodge eligibility still apply. No extra Nimble trait is
forced on top of the dodge bonus. Mods that replace native combat stats need
in-game compatibility checking.

BALANCE
Alcohol dependency is retained. Delicate frame still increases incoming sharp
and blunt damage by 15%; existing comfort, recreation and labor drawbacks remain.
Quick-footed keeps its -2 metabolic efficiency, so this update adds no food cost
versus .73. Gene complexity rises from 2 to 3 for the broader effect. The nature
and very-attractive genes retain their .73 costs; this does not undo those costs.
Movement, aim, ranged cooldown, melee cooldown and dodge each have separate
native-gene conflict tags. Quick-footed cannot double up with overlapping native
Biotech genes; independent native families remain compatible with one another.
Existing pawns carrying active Quick-footed receive its updated stats. Existing
saved gene lists are not rewritten. New genes require Biotech. Merchant Tradition
separately requires Ideology.

BURIED DISCOVERIES
All pawns can uncover items by completing plowing (including the tilling step
before sowing) or constructing either hay-covered pit trap on natural dry ground.
The roll occurs when work completes, never per work tick or when placing plans.

Each previously unsearched tile has exactly:
- 1% ordinary discovery chance. The existing equally weighted categories remain:
  stone chunks, rough gems, 5-15 silver, bones/skulls, jewelry and polished gems.
- 0.001% ancient Amberheart seed chance: one winning outcome in 100,000.
- 98.999% no discovery.
One roll produces at most one find. The seed chance is not multiplied by the
ordinary-find chance. Rare seed discoveries give a notification; ordinary finds
appear near the worked tile without repeated notification spam.

Bones and skulls are assigned an available biological animal species or humanlike
race; human remains can carry a native/modded xenotype label with Biotech, including
Vulpite. The existing origin component keeps those labels through saves and splits
and prevents mixing different origins in one stack. No pawn is generated or killed
to produce a discovery. A missing eligible origin stays unknown.

Plowing and pits share one saved searched-tile record. Re-plowing, changing terrain,
rebuilding/rearming a trap, or switching between plain and spiked pits cannot
refresh it. Completed misses are saved as well. On upgrade, currently tilled cells
and existing pits are marked as already searched without awarding anything. New
natural ground stays eligible. Ground disturbed before this tracking existed but
no longer recorded by the old save cannot be reconstructed.

Existing body-recovery and specialist-trader ancient-seed chances remain. The
seed can be kept, sold or planted after GMO cultivation research; its tree and
descendant seeds remain ordinary Amberheart.

INSTALL AND VALIDATION
Exit RimWorld, replace the old StoneTools folder with this complete StoneTools
folder, and restart. Keep one installed copy and your existing save backup.
Compiled against RimWorld 1.6.4871. Targeted tests cover discovery odds, saved
rolls, failed/completed construction, upgrade migration, remains origin and
native-gene conflicts. See Docs/Build_74_Validation.json for exact results.
These checks use isolated game-boundary fixtures. Live RimWorld testing remains
needed: startup, gene UI/stat pages, alcohol need, actual combat timing, plowing,
both pit traps, rebuilding, save/reload, and origin-labeled loot.
0.1.190.73 - Build

HISTORICAL BUILD NOTE / BUILD_0.1.190.73.txt

TOOL PROGRESSION 0.1.190.73 - COMPLETE RIMWORLD 1.6 BUILD

Includes every prior .72 feature and the requested changes below.

KNIVES
Vanilla and modded knives join the same Knife tool system as Tool Progression
knives. They work for cooking, butchering, crafting and every other job whose
Tool Progression requirement is Knife. Equipped knives, inventory/sidearms and
toolbelt knives are recognized. Normal fetching, reservations, reachability and
nonviolent-pawn handling still apply. A toolbelt is still needed for auto-fetch.

Detection uses item identity, label and weapon tags for knives, daggers,
cleavers, scalpels, shivs, tantos, kukris, karambits, seaxes and several localized
knife names. Only suitable melee/cutting items are registered; ranged weapons,
apparel and buildings are excluded. Existing work-tool properties stay intact.
Foreign knives keep their original class, combat behavior and native hit-point
durability instead of gaining a second wear timer. Their base work multiplier
is 1, with the existing tool-quality multiplier.

There is no universal knife category across all mods. For an unusually named
knife with no identifying metadata, a mod patch can add the following extension
to its ThingDef (the item must support comps):
<modExtensions><li Class="Westgate.StoneTools.KnifeToolExtension" /></modExtensions>
Set enabled to false in that extension to exclude a false match. This update
does not rewrite another mod's independent, hard-coded tool requirements.

CALMING
Only the first attempt may happen automatically. After it ends or is interrupted,
the player can select Order second calming and choose a different helper.
Pawns cannot authorize the retry. Maximum two attempts per mental-break episode;
two failures retain the existing rampage consequence shown by the command.
Starting the conversation consumes the attempt. Save/load preserves the count,
owner and player authorization. A queued first-attempt order cannot turn into
a second-attempt authorization. A separate later break resets the allowance.

VULPITES
- Elongated fingers and its manipulation bonus are removed. The saved legacy
  gene identity remains as a harmless zero-cost entry for older saves/genepacks.
- Quick-footed, psychic affinity, delicate frame and Cautious conflict with
  overlapping native Biotech gene families.
- Cautious costs one metabolic efficiency.
- New Vulpites inherit Nature Attuned and the native very-attractive gene.
  Nature Attuned costs one metabolic efficiency; very attractive keeps its
  native metabolic cost. These additions increase food needs versus .72.
- Nature Attuned gives +2 mood outdoors on natural ground within four cells
  of an outdoor plant at least 35% grown, in direct sight, not blighted or burning.
  It works without Ideology. Existing genomes keep their saved gene lists;
  the new genes are not automatically implanted into existing pawns.

MERCHANT TRADITION (IDEOLOGY DLC)
- +4 mood for five days after a qualifying trade of at least 100 silver worth
  of non-currency goods, measured by base market value.
- +2 mood while travelling in a moving player caravan.
- -2 mood after 15 days without qualifying trade.
- Trade Envoy requires Social 6; +5 percentage points Trade Price Improvement
  and +10 percentage points Negotiation Ability.
- Includes Nature Attuned as a belief, using the same outdoor conditions as
  the gene. A follower with the gene gets one +2 nature bonus, never two.
Select Merchant tradition when creating/reforming an ideology, then add the
Trade envoy specialist. Existing ideologies retain their selected precepts
until reformed or edited. Prior trade qualification and grace rules remain.

REMAINS AND RARE SEED
Recovered skulls and bones keep their animal species or humanlike race/xenotype
name, including Vulpite. Origins survive saves and splits; different origins
stay in separate stacks. Existing recipes and yields remain.
The ancient Amberheart seed has a 0.001% chance (1 in 100,000) per eligible
body recovery or Bio-Arbor specialist stock generation. Its body roll is saved.
Keep/sell it, or plant it after GMO cultivation research to grow the existing
Amberheart tree. Descendants are ordinary seeds. See the detailed remains notes.

INSTALL AND VALIDATION
Exit RimWorld, replace the old StoneTools folder with this complete StoneTools
folder, and restart. Keep one installed copy. Retain your existing save backup.
Compiled against RimWorld 1.6.4871 references. 98 targeted checks passed:
49 calming/gene/remains, 19 trader rules, 16 nature thought and 14 knife checks.
XML, template changes and the complete archive were also checked. Tests use
isolated game-boundary fixtures; this is not a live RimWorld test.
Next live check: startup, a new Vulpite's genes, new knife use and fetch behavior,
calming through a save/reload and explicit retry, nature mood with both gene and
belief, named remains stacking, and ancient-seed planting in developer mode.
0.1.190.72 - Trader Ideology

HISTORICAL BUILD NOTE / TRADER_IDEOLOGY_0.1.190.72.txt

TOOL PROGRESSION - MERCHANT TRADITION
Introduced in 0.1.190.72; neglect penalty updated to -2 in 0.1.190.73.

Requires RimWorld 1.6 and the Ideology DLC for this feature. The rest of Tool
Progression still loads without Ideology. Harmony remains the only required mod.

HOW TO SELECT IT
In custom ideoligion creation, add the medium-impact Merchant tradition meme.
Its required precepts in .73 are Trading: valued and Nature: nature attuned. Under specialist roles, add Trade envoy,
then assign an adult follower with Social 6 or higher through the normal role UI.
Existing colonies keep their current beliefs. Use the game's ideoligion reform
system where available, or its developer edit mode, to add the meme to a save.
Do not expect this update to convert colonists or rewrite an existing ideology.

BELIEFS AND EFFECTS
- +4 mood for five days after a completed qualifying trade by a free colonist.
- -2 mood after 15 days without a qualifying trade.
- +2 mood while a follower's player caravan is actually moving.
- Nature Attuned: +2 mood outdoors on natural ground within four cells of a
  healthy, outdoor plant at least 35% grown and in direct sight. Does not stack
  with the matching Vulpite gene. Other chosen precepts still apply.
- Trade Envoy: +5 percentage points of Trade Price Improvement and +10 percentage
  points of Negotiation Ability. These feed the game's normal stat calculations;
  they are not a promise of a flat 5% discount on every item.
- The envoy retains normal work duties and uses a specialist role choice.
- All free colonist followers share the colony's trading mood benefit, including
  when someone with a different ideology negotiates on their behalf.

QUALIFYING TRADES
A completed silver-currency trade must exchange at least 100 silver worth of
non-currency goods, measured at base market value. Buying, selling and barter
can count. Jewellery, tools, preserved food, wine, mead, produce and animals can
all contribute. The silver balance, gifts, favor trades and human pawn trades
do not contribute. A mixed deal counts only its eligible goods.
Opening/cancelling a dialog, an unsuccessful trade, or an empty deal gives no
credit. Small deals do not accumulate across transactions. Repeated qualifying
trades refresh one benefit rather than stacking extra mood bonuses.

SAVES AND PERFORMANCE
The last trade time and per-ideoligion grace periods are stored in the world save.
A new merchant ideology receives 15 days from its first follower mood evaluation
before neglect can apply. Loading an older save does not create immediate neglect.
There is no new per-tick colony scan or automated trading. Existing food, slavery,
organ-use and other precepts continue to apply independently.

INSTALL
Exit RimWorld. Replace the previous StoneTools folder with this full StoneTools
folder in your RimWorld Mods directory, then restart. Keep only one installed
Tool Progression copy. Back up your save before testing a new build.

VALIDATION
Compiled against RimWorld 1.6.4871 reference assemblies. Rules and XML/type
contracts checked outside the game. Live startup, ideology selection, role
assignment, caravan mood display, trading and save/reload still need an in-game
test. This package includes all content from build 0.1.190.71.
0.1.190.68 - Rack Startup Fix

HISTORICAL BUILD NOTE / RACK_STARTUP_FIX_0.1.190.68.txt

Tool Progression 0.1.190.68 - RimWorld 1.6 full build

Fixes the .67 startup failure caused by the busy-rack Harmony patch binding to a parameter named t instead of RimWorld 1.6's thing. The patch now binds by argument position. Includes all .67 drying/smoking rack features and earlier fixes.

INSTALL
Close RimWorld. Replace the installed StoneTools folder with the StoneTools folder in this ZIP. Restart RimWorld. Do not load two copies of the mod.

VALIDATION
Compiled against RimWorld 1.6.4871. Native metadata binding audit covers all six food-rack patch methods and reproduces the old .67 failure. The existing 112 isolated rack behavior checks also pass. Live game startup and rack testing still need confirmation.
0.1.190.67 - Autonomous Racks

HISTORICAL BUILD NOTE / AUTONOMOUS_RACKS_0.1.190.67.txt

Tool Progression 0.1.190.67 - Autonomous food racks

Drying and smoking racks now need five seconds of loading, then finish their batches without a worker. Their progress bars and smoker fire continue until processing is complete. Batch contents and timers survive save/load and packing. Busy racks reject additional loads; target-count bills include batches in progress. Includes all .66 features and fixes.

How to use
- Keep the existing smoking/drying bills. Assigned cooks gather the normal ingredients.
- After ingredients arrive, loading takes 300 game ticks (five seconds at normal speed).
- The pawn then takes another job. Processing continues on the rack.
- Dry meat/produce: 3000 processing ticks. Smoke meat: 3600. Dry broth cake: 2400.
- Finished food appears beside the rack for ordinary hauling. No pawn needs to wait or unload it.
- Each rack processes one batch at a time. Multiple racks operate independently.
- Saving preserves the batch and timer. Packed/minified racks retain the batch and pause until reinstalled.
- If output cannot be placed, the rack retains it and retries when there is room.
- Destroying an unfinished rack loses its unfinished batch rather than granting finished food.

Preserved behavior
- Native recipes still consume the exact ingredients and fuel, record ingredients, apply food poisoning, and advance the bill once during loading.
- Meat/fish and produce retain 5-in/5-out yields. Broth retains its 4-to-1 recipe.
- Frogs, crayfish and crabs remain excluded; rotten inputs remain blocked.
- Smoker light and sparks continue while processing, then shut off. Completed food keeps the green ready bar until moved.
- Campfire and stove broth recipes retain their ordinary work behavior.

Validation
112 isolated production-code checks passed, including fixed loading duration, progress, pending bill counts, independent racks, interruption, legacy saves/jobs, saved batches, blocked output, exact yields, minifying and destruction. Compiled against RimWorld 1.6.4871. These checks do not replace a live RimWorld/Harmony test.

Install
Close RimWorld. Replace your existing StoneTools mod folder with the complete StoneTools folder from this ZIP. Do not install a second copy. Restart and check the startup log for assembly 0.1.190.67.
0.1.190.66 - Cattail Config Fix

HISTORICAL BUILD NOTE / CATTAIL_CONFIG_FIX_0.1.190.66.txt

Tool Progression 0.1.190.66 - RimWorld 1.6 full build

FIX
The .65 startup log reported:
Config error in ST_PlantCattail: Nutrition == 0 but preferability is RawBad instead of NeverForNutrition

The fallback cattail definition inherited PlantBase's raw-food preference without providing nutrition. Its food preference is now explicitly NeverForNutrition. Harvested roots remain separate items and still require boiling. Growth, harvest yields, graphics, leaves and recipes are unchanged.

The rest of the supplied startup excerpt contains informational messages. It confirms .65 loaded; the previous missing-reeds and Camera+ MarkerCache warnings do not appear in this excerpt.

INCLUDED
All .65 automatic tool requests, starvation foraging, 15% smaller pink-streaked hair and blocked-washing fixes, plus all earlier content.

INSTALL
Exit RimWorld and replace the existing StoneTools folder with the StoneTools folder inside this full ZIP. Keep only one active copy. Confirm the next log says Loaded assembly 0.1.190.66.

VALIDATION
Validated all XML files and the standing plant/raw roots/boiled roots nutrition preferences. Full DLL compilation against RimWorld 1.6.4871 / .NET Framework 4.7.2 references. Full archive integrity and previous-build file retention checked. Live startup confirmation remains pending.
0.1.190.65 - Autonomy Fixes

HISTORICAL BUILD NOTE / AUTONOMY_FIXES_0.1.190.65.txt

Tool Progression 0.1.190.65 - RimWorld 1.6 full build

AUTOMATIC TOOL REQUESTS - ON BY DEFAULT
When a colonist or hired helper encounters supported work requiring a missing tool, a request is recorded. Every 600 game ticks (10 game-seconds), the colony adds or updates one Auto bill per tool kind at a suitable existing crafting spot or bench. New Auto bills go at the top so an endless routine bill cannot block them.

Existing loose tools, tools already carried by the requesting worker, tools being hauled, and active manual tool bills reduce the requested quantity. Temporary forbidden/reserved loose tools still count to prevent endless replacements. Manual bills are not changed. Suspended automatic bills stop that kind. Requests expire after 6000 ticks without renewed need or when the worker leaves or disables the relevant work.

Basic unlocked bootstrap recipes are used, preferring available materials and then stone/bone recipes. No powered-tool upgrade spree. Real materials, research, crafting work priorities, skill checks, bench access and power/fuel still apply. Build a crafting spot or suitable bench and enable the relevant crafting work. Normal auto-fetch still requires a toolbelt; without one, equip/carry the finished tool yourself. Disable the feature in Tool Progression options if desired.

STARVATION FALLBACK - ON BY DEFAULT
Runs only when a player-controlled humanlike pawn is in the game's Starving hunger category and the native food search found no meal job. It tries:
1. Ripe, edible wild plants within 60 tiles, outside growing zones.
2. Existing edible insect stacks within 24 tiles.
3. Native hunting of small wild non-predators within 40 tiles, with no retaliation chance.

The pawn must remain undrafted, mobile, alive, outside a mental state and not a prisoner. Foraging respects area restrictions, forbidden targets, food policies, diet compatibility and native reservations/pathfinding. Plant harvesting respects incapabilities and manipulation. Hunting additionally needs a non-explosive ranged weapon, violence/Hunting capability and at least 80% health and movement. Pets and livestock are excluded. Native harvest, ingestion and hunt jobs produce/consume actual items; no food is spawned for free. Hunting uses ordinary corpse handling afterward; this is not an instant cooked meal. Search retries are throttled. Disable in Tool Progression options if desired.

HAIR FIT
The pink-streaked pixie (ST_VulpiteStyle3), pictured on TheUnpaidIntern, is 15% smaller in all four directions. The crown stays anchored and follows native head/life-stage sizing. Existing helmet cropping and dye textures are retained. Other hairstyles, ears, head, helmet and tail are not resized.

STANDING PAWNS
A blocked washing batch previously returned a repeating Wait job that could replace available routine work. It now keeps the batch queued and lets the pawn do other work or attend to needs. It retries when a normal work/joy scan runs. Old saved 250-tick non-forced waits on washing-assigned pawns are released on load. An empty emergency work scan no longer inserts laundry ahead of the needs tree.

The supplied Player(8).log loaded .63 and contained no job exception. The washing loop is a confirmed code defect, but the log cannot prove it caused the pictured pawn's standing. If standing persists after updating, send a save made while the pawn is stuck and that session's Player.log.

INSTALL
Exit RimWorld. Replace the existing StoneTools mod folder with the StoneTools folder from this FULL ZIP. Keep only one active copy. Start the game and confirm the log says Loaded assembly 0.1.190.65. Existing colony data is preserved; keep your normal save backup.

VALIDATION
Full compilation against RimWorld 1.6.4871 / .NET Framework 4.7.2 references. Focused automated tests use isolated game/Unity services, not a live RimWorld instance. Live crafting, ingestion, combat, pathfinding, save/load and final hair appearance must still be checked in-game.
0.1.190.64 - Startup Fixes

HISTORICAL BUILD NOTE / STARTUP_FIXES_0.1.190.64.txt

TOOL PROGRESSION 0.1.190.64 - FULL RIMWORLD 1.6 BUILD

WHAT CHANGED
- Cattail growing zones work with a built-in cattail plant when native reeds are absent.
- Native reeds remain the preferred crop when installed. Their graphics and wild distribution are preserved.
- The fallback def always exists, so its saved plants remain valid if native reeds are enabled later.
- The fallback has its own transparent plant sprite, grows in walkable shallow water, and uses the existing root-and-leaf harvest system.
- Root digging consumes the plant. Growers replant it. Deep water and dry ground remain blocked.
- Camera+ MarkerCache is initialized on the main thread, during RimWorld's static startup phase. Its outline material stays lazy until Camera+ loads its shaders.
- Only that exact successfully initialized type is exempted from the missing-attribute scan. Other warnings, constructor errors and unsupported versions remain visible.
- No Camera+ DLL is replaced or redistributed. Camera+ is optional.
- All .63 content is included, including automatic Haul ASAP priority, helmet hair fitting and streamer name lists.

INSTALL
1. Close RimWorld.
2. Replace your existing StoneTools mod folder with the complete StoneTools folder in this ZIP. Keep one copy active.
3. Start RimWorld. The startup log should show Loaded assembly 0.1.190.64.
4. Load your colony and place a Cattail growing zone in walkable shallow water.

VALIDATION
Compiled against RimWorld 1.6.4871, with isolated startup/definition tests and XML/archive checks.
The actual game and Unity renderer are unavailable in this workspace. Live startup and sow/harvest verification are still needed.

COMPATIBILITY REFERENCE
Camera+ upstream MarkerCache and Assets source inspected at commit 263854f56c893d1b03220a7929c893d6ff97cc76:
https://github.com/pardeike/CameraPlus/blob/263854f56c893d1b03220a7929c893d6ff97cc76/Source/MarkerCache.cs
https://github.com/pardeike/CameraPlus/blob/263854f56c893d1b03220a7929c893d6ff97cc76/Source/Assets.cs
0.1.190.63 - Haul Asap

HISTORICAL BUILD NOTE / HAUL_ASAP_0.1.190.63.txt

Tool Progression 0.1.190.63 - Haul ASAP priority
RimWorld 1.6.4871 / full compiled mod

Mark loose items with Haul ASAP. Any capable, undrafted colonist with Hauling
turned on now selects these before ordinary work, regardless of the numeric
priority of Hauling relative to other work types. No right-click order is needed.

Eligible pawns already doing interruptible routine work switch within 60 game
ticks (one game-second at normal speed). A pawn carrying something first finishes
that carry. Meals, rest, bathroom needs, medical/fire/blight emergencies, combat,
scripted uninterruptible jobs and direct player orders retain their precedence.
Disabled haulers, drafted/downed/mental pawns and incapable haulers are excluded.

Marked items still require valid storage, permission, capacity and a reachable,
reservable path. If none can be hauled, pawns keep doing ordinary work; failed
searches retry after 120 game ticks. Searches are staggered between pawns.

Cancel urgent hauling on a pawn stops the current urgent job and pauses their
participation, preserving item marks for others. Resume urgent hauling enables
that pawn again. A new manual urgent haul order also clears the pause. Pause and
existing manual-repeat assignments survive saves. Saved field work cannot keep
interrupting an active urgent delivery. Batch pickups and cargo cleanup are retained.

Installation: close RimWorld, replace the existing StoneTools folder with the
StoneTools folder from this ZIP, then restart. Do not run two copies of the mod.
The startup log should show Loaded assembly 0.1.190.63. Existing saves supported.

Validation: full mod compiled against RimWorld 1.6.4871 and .NET Framework 4.7.2.
56 checks exercise the actual scheduling/component code with isolated game-service
doubles. The game renderer/pathfinder and actual in-game delivery were not run.
All prior .62 files are retained. Helmet hair, streamer lists and rack yields included.

In-game check: choose an undrafted pawn with Hauling enabled and other work
assigned; mark a reachable medicine stack with Haul ASAP and provide valid storage.
The pawn should switch from routine work promptly, complete marked trips and return
to their normal priorities once none remain. Check Cancel/Resume if desired.
0.1.190.62 - Helmet Hair

HISTORICAL BUILD NOTE / HELMET_HAIR_0.1.190.62.txt

TOOL PROGRESSION 0.1.190.62 - HELMET HAIR FIT
Full RimWorld 1.6 build; contains the complete .61 build.

CHANGE
The pictured silver-tousle hairstyle had a straight cut across the fringe and
an exposed gap below the helmet. The generic helmet crop removed too much of
the center of the hair texture.

The front-facing helmet variant now restores a tapered central strip beneath
the shell, extending up to 25.6 source pixels above the previous cut. The outer
edges retain the old crop height. This reveals the existing texture rather
than stretching or moving the lower locks.

Only the silver-tousle front view with visible, covering headgear selects this
mesh. Existing saved pawns using the original three-style fallback are covered
as well as pawns with ST_VulpiteStyle1. Removing the helmet, hiding headgear in
portraits, or wearing an open crown returns to the existing full hairstyle.
Ears, helmet placement, other hairstyles and other facing directions keep
their established positions. Existing orange-curl side alignment is retained.

All meshes are prepared during main-thread initialization. Parallel rendering
uses managed cache lookups and does not create meshes or read Unity mesh data.
No artwork files, pawn saves, streamer settings or viewer-name records changed.

INSTALL
Exit RimWorld. Replace the old StoneTools folder with the StoneTools folder
inside this full ZIP. Keep one installed copy. Start RimWorld and load your
save. The startup log should report assembly 0.1.190.62. No new colony is needed.

CHECK IN GAME
Inspect the pictured pawn facing front with the helmet on, then turn the pawn
and remove/re-equip the helmet. The fringe should meet the underside of the
helmet without the previous exposed horizontal gap.

VALIDATION
Full source compiled against RimWorld 1.6.4871 and Harmony 2.3.6.
33 isolated checks cover actual production geometry and selection across six
styles, four directions, adult/child mesh sizes, mirrored UVs, covering/open/
hidden headgear, original-style save fallback and parallel render workers.
These checks do not run Unity's renderer; final visual confirmation in game
remains pending.
0.1.190.61 - Streamer Names

HISTORICAL BUILD NOTE / STREAMER_NAMES_0.1.190.61.txt

TOOL PROGRESSION 0.1.190.61 - STREAMER NAME LISTS
Full RimWorld 1.6 build. Includes every file from .60, including rack yields.

SETUP BEFORE A STREAM
1. Open Mod Options / Mod settings, then Tool Progression.
2. Scroll to the very bottom and open "Streamer options and viewer name lists".
3. Check "Enable Streamer features" and "Use pasted viewer names for colony pawns".
4. Paste names into the three lists. One name per line is easiest. Commas,
   semicolons and tabs also separate names. Spaces inside a name are kept.
5. Leave "Use this list" checked for each tier you want included.
6. Click "Save & close", then start a new game. The chosen starting colonists
   receive viewer nicknames when the game begins. Optional/rerolled starting
   pawns and unseen world pawns do not consume names.

TIER CHANCES
Tier 1 - Patrons: 60%
Tier 2 - Paid subscribers: 30%
Tier 3 - People in chat: 10%
These are chances of choosing a TIER. A random unused name is then selected
within that tier. Empty/disabled tiers are skipped and the remaining weights
are scaled proportionally. For example, without patrons, tier 2 gets 75%
and tier 3 gets 25%. Identical names count once, ignoring capitalization and
an initial @, in the highest enabled tier. Names are limited to 40 Unicode
text elements; formatting tags and control characters are removed on use.

SAVED USAGE AND REUSE
Default: each distinct name is used once per colony. Used names and named pawn
IDs are saved inside the colony save. Loading, disabling/re-enabling Streamer,
death, pawn departure, and removing/re-pasting a name do not reset this record.
A new game starts a fresh record using your saved lists.

Optional checkbox: "Reuse lists after ALL enabled tiers run out (restart with
Tier 1)". This waits until every enabled tier has no unused names, then begins
a new cycle with Tier 1, or the highest enabled nonempty tier. After that first
pick, 60/30/10 weighting resumes. Each name can be selected once in each cycle.
Reusing lists can intentionally create duplicate nicknames across pawns.
Turning reuse off restores the once-per-colony rule, including earlier cycles.
When exhausted with reuse off, new pawns keep their normal names. Add more
names whenever needed; new unused entries become available after saving.

PAWN BEHAVIOR
Names are colony pawn NICKNAMES. Existing native/Vulpite first and family names
are retained. Animals, outsiders and temporary quest lodgers are excluded.
The lists apply to selected starting colonists and unassigned colony pawns on
loaded maps, including recruits. Naming checks run every 250 game ticks when
enabled. Enabling the feature in an existing game includes existing unassigned
colonists. A pawn receives one automatic viewer nickname; manual renaming is
not overwritten. Pawns away from loaded maps are picked up when they return.
Native baby-naming dialogs or other mods may still change a pawn's name.

OPTIONS AND BRB
Streamer is the last Architect category. Its Settings control stays available
when disabled. The paused/live tour buttons appear only when enabled.
All Streamer activity starts disabled, and older builds migrate once to this
new opt-in default. Your explicit choices are remembered afterward.
The automatic startup offer is a separate checkbox and starts unchecked.
Lists can be prepared from the main menu before creating a colony. Editing the
streamer window pauses a loaded colony; pasted drafts take effect only on
"Save & close" or a BRB start button. Cancel/X discards draft edits.
Existing BRB timing, soft shadow, jokes and Spacebar return are retained.

INSTALL
Exit RimWorld. Replace the existing StoneTools mod folder with the StoneTools
folder inside this full ZIP; do not put one StoneTools folder inside another.
Keep only one installed copy of this mod. Back up your colony save before
beta testing. Startup should report assembly 0.1.190.61.

VALIDATION
Full source compiled against RimWorld 1.6.4871, Harmony 2.3.6 and .NET 4.7.2.
33 targeted checks execute the actual naming, persistence, settings and editor
code with service doubles. 76 BRB checks cover existing behavior and the new
master enable gate. These are isolated checks, not a live RimWorld run.
The prior cattail and external MarkerCache warnings are outside this update.
0.1.190.60 - Rack Yields

HISTORICAL BUILD NOTE / RACK_YIELDS_0.1.190.60.txt

Tool Progression 0.1.190.60 - one-for-one smoking and drying yields

Smoking: 5 fresh raw meat or fish + 1 wood produces 5 smoked meat.
Drying meat: 5 fresh raw meat or fish produces 5 dried meat.
Drying produce: 5 fresh raw vegetables, berries or other fruit produces 5 dried produce.

Frogs, crayfish and crabs are excluded from both smoking and drying.
This covers whole catches, raw frog legs, raw crayfish meat and raw crab meat.
Both the fixed recipe filter and ingredient filter enforce these exclusions.
All rack food recipes reject rotten ingredients, including broth drying.
Native recipe settings also interrupt work if an ingredient begins rotting.

These three recipes previously returned only one item from five ingredients.
Their recipe descriptions now state the full quantities. Each recipe still
uses its original definition name, ingredient counts, work amount and
skill requirement. Existing bills use the updated output when completed after
the update; already completed food stacks are not retroactively multiplied.
Saved named bill presets continue to use the same recipes.

Per-item nutrition, weight, value, shelf life and food effects are unchanged.
The larger output therefore provides more total food per completed batch.
The separate concentrated broth-cake and reconstitution yields are unchanged.

Includes the complete .59 pit-trap fix and all earlier BRB, hair, rack visual,
food preference, lighting and bill preset content.

Validation: compilation against RimWorld 1.6.4871, XML and preservation menu
checks, and full archive integrity checks. No live RimWorld test was run.
0.1.190.59 - Pit Trap Fix

HISTORICAL BUILD NOTE / PIT_TRAP_FIX_0.1.190.59.txt

Tool Progression 0.1.190.59 - pit trap placement fix

The hay-covered pit trap and hay-covered spiked pit trap now use
Building_TrapDamager. Their previous Building_Trap class is abstract and has
no public default constructor in RimWorld 1.6.4871, causing placement to fail
with "Default constructor not found for type RimWorld.Building_Trap".

Both traps retain their definition names, artwork, costs, damage values,
damage categories, spring chances and destroy-on-spring settings.
All .58 BRB reading-time and front-only side-hair changes are retained.

The supplied log loaded assembly 0.1.190.57. The same two XML definitions
were also present in .58, so .58 alone does not resolve this placement error.

Validation: compiled against RimWorld 1.6.4871; parsed all mod XML files;
checked the replacement class's public parameterless constructor and concrete
type status in the native reference assembly. No live RimWorld test was run.
In-game check: place and construct each pit trap, then confirm that it springs
and applies damage as expected.
0.1.190.58 - Brb Reading Side Hair

HISTORICAL BUILD NOTE / BRB_READING_SIDE_HAIR_0.1.190.58.txt

Tool Progression 0.1.190.58 - BRB reading time and side-hair fit
Full RimWorld 1.6 build based on complete .57.

BRB READING TIME
The selected entry now determines a minimum reading allowance: five seconds plus 0.6 seconds per visible word. Rich-text formatting is ignored. The original random duration still applies whenever it is longer. The current longest joke gets about 32 seconds, in either paused or live mode. Exceptionally long future entries have a one-minute cap.
Short entries keep the usual 10-15 second paused or 10-20 second live tour interval. Text and pawn advance together after the reading deadline. A dead/departed subject can still be replaced immediately. Spacebar, End BRB and Escape retain their exit behavior.

SIDE-HAIR FIT
The reference shows the orange-accent curly style, ST_VulpiteStyle5. Its forward edge is moved inward in both side views to bring the loose front strands toward the black face outline. The back is anchored rather than moving the entire hairstyle.
- Maximum correction: eight source pixels out of the 256px artwork, scaled with the pawn's native hair mesh.
- Rear portion through texture x=164 is unchanged. The adjustment blends toward the front, reaching full strength at x=190.
- East moves the front portion left; west mirrors the same correction to the right.
- No vertical shift, ear shift, rear-hair shift or change to front/back views or other hairstyles.
- Helmet-cropped and uncovered hair use corresponding cached geometry. Original textures and dye masks are unchanged.
- Mesh preparation is confined to main-thread initialization; parallel render paths only look up the prepared variants. Unrecognized meshes safely retain their original shape.

INSTALLATION
Close RimWorld. Replace the previous StoneTools folder with the StoneTools folder from this ZIP, then restart. Keep Harmony before Tool Progression and avoid loading duplicate copies. All .57 content is included.

VALIDATION
Compiled against RimWorld 1.6.4871 references, Harmony 2.3.6 and .NET Framework 4.7.2. Passed 72 BRB assertions and 13 focused hair geometry/cache assertions. Checks cover reading deadlines, Spacebar, speed/camera restoration, anchored rear coordinates, east/west direction, adult/child-size geometry, helmet variants, dye coordinates, triangle winding, unchanged ears/other styles and cache-only parallel selection.
Tests execute actual production source with deterministic game/UI/Unity doubles. No live RimWorld renderer was available. Exact fit against the pawn's face and interactions with the full mod list still need in-game visual confirmation.
0.1.190.57 - Streamer Update

HISTORICAL BUILD NOTE / STREAMER_UPDATE_0.1.190.57.txt

Tool Progression 0.1.190.57 - Streamer jokes, reminders and soft backdrop
Full RimWorld 1.6 build, based on the complete delivered .56 archive.

BRB CONTENT
- Replaces all 16 original short jokes with the supplied expanded versions.
- Adds all 50 supplied trait-themed jokes.
- Preserves all 20 tips/hints and adds 10 streamer reminders.
- 96 total entries rotate randomly, avoiding an immediate repeat.
- Includes: Don't forget to like and subscribe! Remember to hydrate! Also stretching, eye breaks, comfortable posture, snacks, thanks, welcoming chat, sharing and kindness.
- Trait labels describe joke themes. The jokes are random text, not restricted to the currently followed pawn's traits.
- BRB text uses hyphens rather than em dashes. Supplied italic emphasis is rendered as game rich text.
- Complete text is in Docs/Streamer_Jokes_And_Tips.txt.

DISPLAY
- Longer jokes get enough vertical room for wrapped text, with status and End BRB below.
- Replaces the solid text rectangle with a black shadow at 68% maximum opacity, fading to fully transparent edges and corners.
- Shadow texture is created once at startup and reused. Text measurement is cached until the line or available width changes.
- Existing banner artwork is retained.

CONTROLS
Architect - Streamer offers Pause + tour and Live pawn tour. Paused tours follow each pawn for 10-15 real seconds; live tours use 10-20 seconds.
Press Spacebar, use End BRB or press Escape to leave the tour. Spacebar exit does not also toggle pause. The camera centers your colony and restores the previous zoom. Live-mode event/player pauses remain respected.

INSTALLATION
Close RimWorld. Replace the previous StoneTools folder with the StoneTools folder from this ZIP, then restart. Keep Harmony enabled before Tool Progression. Avoid loading two copies.
All .56 content, source and assets are retained, including bill search/presets, progression ordering, rack effects, food preferences, light controls and hair/ear placement.

VALIDATION
Compiled against RimWorld 1.6.4871 reference assemblies, Harmony 2.3.6 and .NET Framework 4.7.2. All 65 automated BRB assertions passed using actual production source with deterministic game/UI doubles, including simulated text metrics. Checks cover the complete text pool, wrapping/control placement, cached measurement, shadow transparency, tour timing, Spacebar handling, camera center and speed restoration.
Native in-game font rendering, camera appearance, patch installation and full mod-list integration have not been tested in a live RimWorld instance.
0.1.190.56 - Streamer Return Fix

HISTORICAL BUILD NOTE / STREAMER_RETURN_FIX_0.1.190.56.txt

Tool Progression 0.1.190.56 - Streamer return and Spacebar
Full RimWorld 1.6 build, based on the complete delivered .55 archive.

CHANGES
- Architect category label is now Streamer.
- Press Spacebar during either BRB mode to end the tour and center the colony.
- The same press cannot also toggle the game's pause control. Held repeats are ignored until key release. The next separate Space press works normally again.
- End BRB and Escape still work.
- Return uses RimWorld's native cell-based camera jump after restoring your previous zoom.
- Colony center is the median of valid player building positions. If there are no buildings, use the home area, then living colony pawns, then map center. A few remote structures do not dominate the center.
- Paused tours restore the previous speed. Live tours preserve a new event/player pause; tours begun from pause return to pause.
- Switching maps ends the tour without jumping back onto the previous map.
- Center lookup runs only when ending a tour, not each frame or game tick.

PRESERVED
All .55 content, source and assets are included. Search recipes, progression ordering, named bill setups, food preferences, smoking/drying effects, light controls, and hair/ear placement remain intact. The 36 BRB lines are unchanged; their complete list is in Docs/Streamer_Jokes_And_Tips.txt.

INSTALLATION
Close RimWorld. Replace the previous StoneTools folder with the StoneTools folder in this ZIP. Keep Harmony before Tool Progression and avoid loading two copies. Restart the game.

VALIDATION
Compiled against RimWorld 1.6.4871 reference assemblies, Harmony 2.3.6 and .NET Framework 4.7.2. All 57 targeted BRB assertions passed using actual production source and deterministic game/UI doubles. Checks cover paused/live timing, camera center and fallbacks, speed restoration, map changes, Spacebar event consumption, held repeats and normal pause behavior after release. XML and archive integrity checked; all prior textures retained byte-for-byte.
No live RimWorld session was available. Native in-game input routing, camera appearance and interaction with the full mod list still need an in-game check. The automated input fixture calls the production prefix before simulated time controls; it does not install the patch in a running RimWorld instance.
0.1.190.55 - Recipe Search

HISTORICAL BUILD NOTE / RECIPE_SEARCH_0.1.190.55.txt

Tool Progression 0.1.190.55 - Recipe search and progression order

HOW TO USE
- Select a production station - Bills - Add bill.
- Type in Search recipes at the top. For example: rope, fish or meal.
- Search ignores case. All typed words must occur somewhere in the recipe name.
- X clears the search. The count shows matching recipes out of the station's full list.
- Long result lists scroll. Opening the menu again starts with every available option.
- Choosing a result calls the original recipe button. Typing or pressing Enter never creates a bill.

PROGRESSION ORDER
- Production build buttons run from lower technology to higher technology, then research dependency depth and construction/artistic skill requirements.
- Powered stations are at least industrial. Research prerequisites include hidden prerequisites.
- Within the same rank, the primitive tool bench and primitive beehive precede their peers. Other ties retain the existing UI order with a stable definition-name fallback.
- Recipe choices use product/research technology, research depth and required skill. Equal-rank recipes retain their native relative order, including batch variants.
- Ordering changes presentation only. It does not unlock research, change costs, rearrange existing bills or alter colonist work priorities.
- Other Architect categories and non-production commands are unchanged.

COVERAGE AND COMPATIBILITY
- Uses the standard production BillStack Add bill menu for Building_WorkTable and its subclasses: cooking, crafting, food racks, rope machines, mech gestation and normal modded production benches.
- Medical menus retain their native behavior.
- Existing labels, callbacks, icons, info buttons, tooltips and disabled states belong to the original options and are retained.
- Unknown or ambiguous recipe labels contributed by other mods keep their original slots. Search still includes them.
- Mods that replace the standard BillStack menu entirely may bypass this feature. If the expected constructor is absent, one warning is logged and the original menu remains available.
- Search indexes and recipe order are built when the menu opens. Build order is applied once after definitions load. No per-map tick work is added.

ROPE CHECK
- This package retains the dedicated electric ST_RopeMachine, shown as rope-making machine. It requires Electricity and Machining research.
- In the .54 baseline, make hay rope is also assigned to the primitive tool bench and machining table.
- No separate dedicated primitive rope station definition or artwork was found in that baseline. No speculative replacement station has been added in this search update.

INSTALLATION
- Close RimWorld.
- Replace the previous StoneTools mod folder with the complete StoneTools folder in this ZIP. Keep only one active copy.
- Start RimWorld and load the colony. Existing saves and named bill presets are retained.

VALIDATION
- Full assembly compiled against RimWorld 1.6.4871 reference assemblies and Harmony 2.3.6, targeting .NET Framework 4.7.2.
- 52 automated assertions exercise the actual filter, ordering, menu and transpiler source using deterministic UI/game service doubles.
- Harmony reads compiler-produced fixture IL; the production transpiler transforms it and the resulting method is executed. This checks stack arguments and production/medical routing without claiming a live game detour installation.
- Full package compared with .54: all prior files retained, all textures and gameplay definition files byte-identical. All XML parsed; final ZIP CRC checked.
- A live RimWorld session was not available. In-game window placement, third-party UI compatibility and Harmony patch installation need a colony check.

Includes every .54 feature and all preceding hair/ear, rack and food-preference fixes.
0.1.190.54 - Named Bill Presets

HISTORICAL BUILD NOTE / NAMED_BILL_PRESETS_0.1.190.54.txt

Tool Progression 0.1.190.54 - RimWorld 1.6 - FULL BUILD

COPY ALL BILLS AND PLAYER-NAMED SAVED SETUPS
Select a player-owned production station to find four new commands:

1. Copy all bills
   Takes an independent copy of the station's ordered production bills.
   Paste all bills at another station opens a compatibility preview.
   The clipboard is saved with this colony too.

2. Paste all bills
   Add bills keeps the destination's existing orders and appends the copied
   ones in their saved order. Replace bills asks before removing current
   orders. Recipes the destination cannot make or has not unlocked are
   listed as skipped. The native bill limit is respected.

3. Save bills
   Name the setup, for example Daily meals, Winter clothing, or Robot builders.
   A duplicate name asks before updating that saved setup. This saves a
   snapshot, not a live link: later changes to the bench do not alter it.
   Save again with the same name to update it.

4. Use saved bills
   Choose a named setup. Compatible setups appear first, with compatible
   bill counts. You can also rename or delete saved setups here. Deleting
   a saved setup does not delete bills already applied to a station.

REBUILDING AND SAVE/LOAD
Saved setups belong to the current colony, not to a particular bench.
Save the bills before removing the source station. Build a compatible
replacement, select Use saved bills, choose the name, and select Add bills.
Presets and clipboard survive normal save/load, map travel and removal of
all source stations. They are included in the next normal game save or
autosave. They are not shared automatically between separate new games.

SUPPORTED STATIONS
Player-owned native work tables and descendants, including cooking stoves,
campfires with bills, butcher tables, crafting/tailoring/smithing/machining
and fabrication benches, Tool Progression processing benches, smoking and
drying racks, and Biotech small/large mech gestators. Mech construction
and resurrection use their proper native bill classes. DLC recipes still
require their DLC/research and normal station requirements.
Modded stations using these native bill classes are included. Surgical
orders and unknown custom bill subclasses are not silently converted;
uncopyable bills are listed before saving/copying a partial set. Facilities
that do not use a production bill list are outside this feature.

SAVED SETTINGS
Recipe order and bill names; repeat/count/target modes; pause thresholds
and suspended state; ingredient filters and radius; worker and skill
restrictions; equipped/tainted/stuff counting options; quality and condition
ranges; style options; and valid storage/counting destinations.
Each application creates independent bills and ingredient filters.

STORAGE AND SPECIAL WORK
A missing or different-map stockpile falls back to best stockpile. A missing
counting destination falls back to counting all storage. Changes are reported.
A missing/dead assigned worker suspends the restored bill for reassignment.
Unfinished items, consumed ingredients, bound mechs and gestation progress
are not copied. New orders start fresh. An active autonomous production
cycle must be finished or canceled before Replace bills; Add bills remains
available. Impaled-display bills require choosing a body again through the
bench's Impale body command, so a corpse cannot be assigned twice.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the complete
StoneTools folder from this ZIP. Enable only one copy and restart. Existing
saves gain an empty preset collection automatically; no new game is needed.
All .53 features and fixes are included, including the food-thought-bubble
fix and the latest hair/ear placement.

VALIDATION
54 assertions exercise the production bill-preset code with deterministic
service doubles, including serialized save/load phases, source destruction,
replacement stations, settings, independent copies, compatibility and limits,
mech and resurrection types, fresh gestation, active-cycle protection, missing
references, named preset management, and safe failure before replacement.
The full mod is separately compiled against RimWorld 1.6.4871 references.
See Docs/validation_0.1.190.54.json. A live RimWorld UI/game run was not
available here. In game, save a named cooking setup, apply it to another
stove, save/reload, then test a mech-gestator setup when available.
0.1.190.53 - Food Taste Bubble Fix

HISTORICAL BUILD NOTE / FOOD_TASTE_BUBBLE_FIX_0.1.190.53.txt

Tool Progression 0.1.190.53 - RimWorld 1.6 - FULL BUILD

FOOD-PREFERENCE THOUGHT-BUBBLE FIX
The supplied .52 log reports a NullReferenceException while Bluejay was
finishing an unfertilized duck egg. Our food-preference notification made
a temporary thought for the bubble without assigning its pawn. RimWorld
then evaluated Thought_Memory.MoodOffset and dereferenced that missing
pawn in ThoughtUtility.NullifyingHediff, interrupting the eating job.

The temporary display thought now receives the eating pawn before it is
passed to MakeMoodThoughtBubble. Native ingestion still handles the actual
mood memory; this fix does not add another memory or change mood values.
Saved food likes/dislikes, the notification limit, and off-map behavior
are retained. All .52 content is included, including the latest 2px-left
hair and ear placement, rack effects and individual light controls.

LOG REVIEW
The log confirms RimWorld 1.6.4871 and Tool Progression 0.1.190.52.
It contains one eating-job exception. Separate warnings report missing
native cattails/reeds and a MarkerCache startup attribute; neither is in
the eating exception's stack. No missing-texture error appears in this
supplied log. This is not a guarantee about events outside the excerpt.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the complete
StoneTools folder from this ZIP. Enable only one copy, restart, and load
your save. No new game is required for this fix.

VALIDATION
The strengthened game-service double reproduced the .52 null-owner error
in MoodOffset before the fix. After the fix, 29 production-code assertions
passed, including liked/disliked bubbles, owner identity, daily throttling,
off-map pawns, feature-off and no-mood cases, and saved taste retention.
The existing light-control checks also passed in the same fixture.
See Docs/validation_0.1.190.53.json for native-reference compilation and
full-archive checks. This is isolated testing, not a live RimWorld run.
In game, let Bluejay eat again and check for a completed job and no new
food-taste exception. A thought bubble is limited to one notice per day.
0.1.190.52 - Hair Ears Left 2Px

HISTORICAL BUILD NOTE / HAIR_EARS_LEFT_2PX_0.1.190.52.txt

Tool Progression 0.1.190.52 - RimWorld 1.6 - FULL BUILD

HAIR AND EARS LEFT 2 PIXELS
The pictured pink-accent pixie front hair and its fox ears move 2 pixels
of the 256px hair source artwork left from .51. Both pieces receive the
same world displacement, preserving their relative spacing.

The shared leftward offset changes from 3 source pixels to 5. The delta
is -0.01171875 world units on a standard adult 1.5-unit hair mesh, with
native head width and life-stage scaling applied equally to both pieces.
Screen-pixel movement depends on camera zoom. Hair and ear height, the
previous front lift, other views, other styles, colors, size and artwork
remain unchanged.

All prior files and features are retained, including smoking effects,
cooled/empty racks, food preferences and individual lamp controls.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the complete
StoneTools folder from this ZIP, restart and load your save. Enable only
one copy. No new game is required for this visual adjustment.

VALIDATION
See Docs/validation_0.1.190.52.json for native-reference compilation,
source comparison and archive preparation checks. RimWorld was not run
here, so the final appearance still needs the in-game check.
0.1.190.51 - Hair Ears Right 10Px

HISTORICAL BUILD NOTE / HAIR_EARS_RIGHT_10PX_0.1.190.51.txt

Tool Progression 0.1.190.51 - RimWorld 1.6 - FULL BUILD

HAIR AND EARS BACK RIGHT 10 PIXELS
The pictured pink-accent pixie front hair and its fox ears move 10 pixels
of the 256px hair source artwork back to the right from .50. Both pieces
receive the same world displacement, preserving their relative spacing.
This reverses the most recent 10-source-pixel move for both, restoring
their .49 positions while retaining all files and features from .50.

The shared leftward offset changes from 13 source pixels to 3. The delta
is +0.05859375 world units on a standard adult 1.5-unit hair mesh, with
native head width and life-stage scaling applied equally to both pieces.
Screen-pixel movement depends on camera zoom. Hair and ear height, the
previous front lift, other views, other styles, colors, size and artwork
remain unchanged.

All prior files and features are retained, including smoking effects,
cooled/empty racks, food preferences and individual lamp controls.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the complete
StoneTools folder from this ZIP, restart and load your save. Enable only
one copy. No new game is required for this visual adjustment.

VALIDATION
Complete source compilation against RimWorld 1.6.4871 references passed.
The source comparison confirms only the shared placement constant and
its comment changed in Vulpites.cs. Hair and ears use the same correction.
All XML parses; every .50 file and texture is retained. RimWorld was not
run here, so the final appearance still needs the in-game check.
0.1.190.50 - Hair Ears Red Line

HISTORICAL BUILD NOTE / HAIR_EARS_RED_LINE_0.1.190.50.txt

Tool Progression 0.1.190.50 - RimWorld 1.6 - FULL BUILD

RED-LINE ALIGNMENT
The pink-accent pixie front hair and its fox ears move left together to
match the start of the red mark in Screenshot 2026-10-19 154427.png.
The red mark extends from screen x=44 to x=71. The marked attachment is
estimated near x=65; its target is the left end near x=44. Matching the
existing hair artwork to the screenshot gives about 2.05 screen pixels
per hair-source pixel. The new shift is 10 additional source pixels left,
about 20.5 screen pixels at that screenshot's zoom. This is a deliberate
larger move based on the user's mark rather than another one-pixel nudge.

Both nodes receive the same displacement, preserving hair/ear spacing.
The joint left shift is now 13 hair-source pixels in total, up from 3 in
.49. The additional displacement is 0.05859375 world units on a standard
adult 1.5-unit hair mesh, with native head-width and life-stage scaling.
Height, the previous front lift, side/back views, other styles, ear shape,
colors and textures retain their .49 settings. All earlier gameplay and
rack effects remain included in this full build.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the complete
StoneTools folder from this ZIP, then restart and load your save. Keep
only one enabled copy. No new game is required for this placement change.

VALIDATION
Complete source compilation against RimWorld 1.6.4871 references passed.
The source comparison confirms only the shared horizontal placement
constant and its explanatory comment change in Vulpites.cs. All XML
parses, and every .49 file and texture is retained.
RimWorld was not run here. The screenshot measurement is approximate;
please check the same pawn in game to confirm the final red-line match.
0.1.190.49 - Hair Ears Fine Left

HISTORICAL BUILD NOTE / HAIR_EARS_FINE_LEFT_0.1.190.49.txt

Tool Progression 0.1.190.49 - RimWorld 1.6 - FULL BUILD

The pictured pink-accent pixie hair and its fox ears move one additional
hair-source pixel left together in front view, following the user's
image(20261019-191639).png. This is half the size of the .48 adjustment.
The joint shift is now 3 source pixels left in total, up from 2 in .48.
The new delta is 0.005859375 world units on a standard adult 1.5-unit hair
mesh, with native head-width and life-stage scaling still applied equally
to both pieces. Height and relative spacing stay unchanged.

All other placement values, side/back views, hairstyles and artwork are
unchanged. Every .48 file and feature is included, including smoker light,
sparks, smoke, cooled/empty racks, food preferences and lamp controls.

INSTALL
Fully exit RimWorld, replace the old StoneTools folder with the complete
StoneTools folder from this ZIP, and restart. Enable only one copy.
No new game is required for this visual adjustment.

VALIDATION
Complete source compilation against RimWorld 1.6.4871 references passed.
Compared with .48, exactly one placement constant changed in Vulpites.cs.
All XML parses and all previous files and textures are retained.
RimWorld was not run here; please check the same pawn in game for the
final appearance.
0.1.190.48 - Hair Ears Left

HISTORICAL BUILD NOTE / HAIR_EARS_LEFT_0.1.190.48.txt

Tool Progression 0.1.190.48 - RimWorld 1.6 - FULL BUILD

HAIR AND EARS LEFT TOGETHER
Following image(20261019-190902).png, the pictured pink-accent pixie style
and its fox ears move slightly left together in the front-facing view.
Both render nodes receive the same horizontal displacement, equivalent to
2 pixels of the 256px hair artwork. On a standard adult hair mesh this is
0.01171875 world units left. Native head width and life-stage scaling apply
to both shifts equally. Their relative spacing remains unchanged.

Hair height, the existing 2px front lift, ear height, colors, size and ear
shape are retained. The side and back views and other hairstyles retain
their .47 placements. Standing, portrait and sleeping rendering continue
using the native pose transforms. This changes render placement only.

The complete .47 build is included: smoker light, sparks and smoke, cooled
food and empty racks, saved food preferences, individual lamp controls,
fish preservation recipes and all earlier systems. Artwork is unchanged.

INSTALL
Fully exit RimWorld. Replace the old StoneTools mod folder with the complete
StoneTools folder in this ZIP. Keep only one enabled copy, then restart and
load your save. No new game is required for this visual adjustment.

VALIDATION
Full source compilation against RimWorld 1.6.4871 references passed.
The placement change is restricted to the pink-pixie front hair and its
fox-ear nodes. Both use the same horizontal calculation; the ear node
returns before hair-specific height adjustments. All XML parses, every
.47 file is retained, and textures/gameplay files remain byte-identical.

RimWorld itself was not run here. Please check the same pawn in game to
confirm the amount of leftward movement looks right.
0.1.190.47 - Hair Reference Match

HISTORICAL BUILD NOTE / HAIR_REFERENCE_MATCH_0.1.190.47.txt

Tool Progression 0.1.190.47 - RimWorld 1.6 - FULL BUILD

APPROVED HAIR REFERENCE
The pink-accent pixie hairstyle receives a small front alignment adjustment
following the user's approved image(20261019-182124).png reference.
The horizontal value moves from -7px to -5.5px in the 256px source artwork:
a 1.5-source-pixel rightward correction from .46. This centers the existing
face opening (source x=133 at row 150) on x=127.5 after placement.
On a standard adult 1.5-unit hair mesh the change is 0.0087890625 world units.
Native head-width and life-stage scaling still apply.

The previous 2px front lift is retained. Side and back placement values,
all other hairstyles, ear positions, colors, braid direction, sleeping
orientation and headwear behavior keep their .46 settings. Artwork itself
is unchanged. The full .46 smoker lighting, sparks, smoke, cooled loaded
racks and empty racks are included, along with every earlier feature.

INSTALL
Fully exit RimWorld. Replace the old StoneTools mod folder with the complete
StoneTools folder from this ZIP, restart, and load your save. Keep only one
enabled copy. Preserve the included Textures folder alongside About,
Assemblies and Defs. No new game is required for this placement adjustment.

VALIDATION
The source comparison against .46 confirms that exactly one horizontal
placement value and its comment changed in Vulpites.cs. All other directions
and heights remain identical. The measured source face opening centers at
127.5px with the new offset. The full mod compiles against the RimWorld
1.6.4871 reference assemblies. All XML parses and all .46 files are retained;
existing textures and rack implementation are byte-identical to .46.

RimWorld was not run here. The approved screenshot guides the placement,
but the final appearance still needs an in-game check on the same pawn.
0.1.190.46 - Rack Effects

HISTORICAL BUILD NOTE / RACK_EFFECTS_0.1.190.46.txt

Tool Progression 0.1.190.46 - RimWorld 1.6 - FULL BUILD

WHAT CHANGED
Smoking meat or fish now creates a warm orange light around the smoker,
with small occasional sparks and smoke while a pawn is doing the work.
The effects stop on interruption or completion. These are visual effects;
they do not start map fires or change fuel, nutrition, work or recipe costs.

A new rack starts empty. Active jobs display food. Interrupted or finished
smokers display food over cold coals. Finished food remains visible while
its associated output is waiting beside that rack, then the rack becomes
empty when the food is hauled, consumed or destroyed. Drying racks also
switch between loaded and empty, without fire effects. Removal is checked
twice per second; individual racks do not copy nearby stockpile contents.

Racks keep their native Building_WorkTable class, bills, menus and progress
indicators. Ingredient and finished-food references save with each rack.
Older saves lack those references: existing loose food is not guessed to
belong to a rack; the next preservation job establishes its new state.
Save loading does not discard references before loose items finish spawning.
This release retains the exact .45 hair adjustments and all earlier files,
including saved food preferences, individual light buttons and fish bills.
Electric-system expansion remains for a later, tested stage; vehicles are
outside that planned scope.

INSTALL / TEXTURE LOG
1. Fully exit RimWorld.
2. Move the previous StoneTools mod folder out of the game's Mods folder.
3. Extract this complete ZIP and place its StoneTools folder in Mods.
4. Confirm these folders are siblings inside that one StoneTools folder:
   About, Assemblies, Defs, Textures, Sounds, Source and Docs.
   Avoid an extra nested StoneTools folder or copying only Assemblies/Defs.
5. Enable only one Tool Progression copy, then restart and load your save.

The supplied 2026-10-19 log contains 503 single-texture errors covering
401 paths, plus missing directional/collection texture messages. Across
all forms there are 418 distinct reported paths. Every path resolves to
included PNG files; 608 matching PNGs pass file-integrity checks. The same
paths are present in the previous full .45 ZIP. No referenced art needed
replacement to address this log. This pattern suggests incomplete extraction
or the wrong active mod folder; the log does not prove the exact cause.
If it persists after the full replacement, capture the new startup log and
a screenshot of the installed StoneTools folder, including its Textures.

VALIDATION
- Complete source compiles against native RimWorld 1.6.4871 references.
- 35 isolated assertions execute production rack code: start, stop, resume,
  progress, sparks/smoke gating, per-rack graphics, neighboring racks,
  ingredient and product removal, finished output, save reference handling,
  spawn ordering, older save defaults, despawn/reinstall, non-rack recipes.
- Both native tick callback forms are attached for resumed work.
- Existing preservation menus have no duplicate entries and accept fish.
- Source, definitions and previous assets are compared against .45.
- New PNGs have real transparency and were visually reviewed.

RimWorld itself is not available here. Reference compilation and isolated
service-double fixtures do not replace a live modded-game test. In game,
check each rotation, nighttime light, interrupt/resume, completion/hauling,
and save/reload during work and while finished food waits for hauling.
0.1.190.45 - Pink Pixie Fine Alignment

HISTORICAL BUILD NOTE / PINK_PIXIE_FINE_ALIGNMENT_0.1.190.45.txt

Tool Progression 0.1.190.45 - RimWorld 1.6 - FULL BUILD

The pink-pixie front hair moves one source pixel farther left than .44,
using the ears in the latest screenshot as the alignment reference.
This is half the size of the previous adjustment. On a standard adult
hair mesh it is 0.005859375 world units. Native head-width and life-stage
scaling continue to apply. The total front horizontal value is now -7px.

Ear positions, hair height, the previous 2px front lift, side/back views,
all other hairstyles and artwork retain their .44 settings. Exactly one
horizontal placement-table value changes. This full build includes all
previous hair refinements, rack-menu fixes and gameplay systems.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the StoneTools
folder from this complete ZIP, restart and load your save. Do not merge or
enable duplicate copies. No new game is required for this visual adjustment.

VALIDATION
Full mod compilation against RimWorld 1.6.4871 reference assemblies passed.
Compared source against .44: only the pink-pixie front horizontal value and
its comment changed, plus version metadata. All XML parses. Every .44 file
is retained and all textures are unchanged. RimWorld itself was not run
here; final visual alignment still needs the in-game check.
0.1.190.44 - Pink Pixie Alignment

HISTORICAL BUILD NOTE / PINK_PIXIE_ALIGNMENT_0.1.190.44.txt

Tool Progression 0.1.190.44 - RimWorld 1.6 - FULL BUILD

The pink-pixie hairstyle in the latest screenshot has a tiny leftward
adjustment in its front view: 2 source pixels relative to .43. On a standard
adult mesh this is 0.01171875 world units. Its total front horizontal offset
is now -6 source pixels; native head-width and life-stage scaling still apply.

All four views were inspected in a before/after diagnostic projection using
the actual east/west orientation and existing side setback. The rear scalp
and mirrored side views retain their placement. The previously requested
2px front lift is retained. This changes one placement-table value only.

Includes all .43 content: golden-wave adjustment, other hair centering,
corrected smoking/drying bill menus, meat-or-fish recipe labels, saved food
preferences, individual light controls and all previous gameplay systems.
Hair artwork, dye masks, headgear fitting and sleeping behavior are intact.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the StoneTools
folder from this complete ZIP, restart and load your save. Do not merge or
enable duplicate copies. This visual adjustment does not need a new game.

VALIDATION
Full mod compilation against RimWorld 1.6.4871 reference assemblies passed.
The source comparison against .43 confirms exactly one placement value was
changed; all other gameplay code is identical apart from version metadata.
All four pink-pixie directions were visually reviewed. All XML parses.
Every .43 package file is retained and all textures are unchanged.
RimWorld was not launched here; final appearance still needs an in-game check.
0.1.190.43 - Golden Wave Alignment

HISTORICAL BUILD NOTE / GOLDEN_WAVE_ALIGNMENT_0.1.190.43.txt

Tool Progression 0.1.190.43 - RimWorld 1.6 - FULL BUILD

A small horizontal refinement for the golden-wave hairstyle shown in the
latest upside-down screenshot. Its front view moves 2 source pixels left
when viewed upside down, relative to .42. The renderer rotates the local
offset with the pawn, so this requires +2 pixels in upright local space.
On a standard adult hair mesh the change is 0.01171875 world units.

The front centering value is now -4.5 rather than -6.5 source pixels.
Other views of this style, other hairstyles, crown heights and the .42
pink-pixie front lift keep their existing values. Native head width and
life-stage scaling apply. Original hair artwork and dye masks are intact.

This is a full .42-based package, including the corrected rack menus,
meat-or-fish recipe labels, saved food preferences, individual light-mode
buttons and all previous systems. Recipe IDs and saved bills are unchanged.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the StoneTools
folder from this complete ZIP. Restart RimWorld and load your save. Do not
merge or enable duplicate copies. No new game is required for this offset.

VALIDATION
Full compilation against RimWorld 1.6.4871 reference assemblies passed.
The isolated fixture compares the actual production placement method to
.42: 3,972 assertions cover all 24 style/direction combinations, native
width/height/life-stage scaling, the sign after a 180-degree projection,
legacy hairstyle selection and the inactive-gene/non-hair exclusions.
Only the golden-wave front x value changes; other x/y/z values match .42.
The fixture uses API doubles and rotation math, not a running game renderer.
All XML parses and every .42 package file is retained. All textures and
all gameplay code outside the placement class/version metadata are unchanged.
Live RimWorld appearance remains to be checked in-game.
0.1.190.42 - Hair Centering

HISTORICAL BUILD NOTE / HAIR_CENTERING_0.1.190.42.txt

Tool Progression 0.1.190.42 - RimWorld 1.6 - FULL BUILD

Reviewed all six Vulpite hairstyles in all four directions against the actual
texture orientation, face openings, scalp shapes and the supplied screenshots.
Small individual horizontal corrections improve the off-center placement.
The orange curl in the screenshots moves 6 source pixels left in front view
and 2 pixels toward the back in either side view. The cyan braid needs only
a half-pixel front adjustment. Other corrections range from 1 to 6.5 pixels.
Directions already aligned retain their current placement.

The latest screenshot also requests a tiny lift of the pink pixie front
view. That view is raised by 2 source pixels (0.01171875 world units for a
standard adult head). Other styles and directions keep their crown heights.

CORRECTIONS
Signed horizontal source-pixel adjustments, relative to build .41.
Negative = screen-left; positive = screen-right. Texture canvas = 256px.
Style                 North      East      South      West
Ivory sweep            +1         0         -5         0
Silver tousle          +2         0         -2         0
Golden wave            +2.5       0         -6.5       0
Pink pixie              0        -2.5       -4        +2.5
Cyan braid              0         0         -0.5       0
Orange curl             0        -2         -6        +2

The correction follows native hair mesh width and life-stage head scale.
Apart from that requested 2px front lift, the established .38 crown heights,
.33 side setback, .34 braid orientation,
.39 sleeping pose, headgear fitting and native eye rendering are retained.
Hair textures and dye masks are unchanged. This changes placement only.

Includes the complete .41 build: preserved-food ownership fix, smoking/drying
racks, saved food preferences, individual On / Motion / Off light buttons and
all earlier systems. No Processor Framework dependency is introduced.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the StoneTools
folder from this complete ZIP, restart, and load your save. Do not merge or
enable duplicate copies. These visual offsets do not require a new game.

VALIDATION
- Full mod compilation against RimWorld 1.6.4871 reference assemblies passed.
- 2,722 isolated assertions exercised the actual placement code against .41:
  all six front face-opening measurements improve, all four directions stay
  within the small correction limit, east/west corrections mirror, native
  widths and life-stage sizes scale correctly, the pink pixie front lift is
  exactly 2px at native scale, other crown heights and all depth match .41,
  and legacy selection, inactive-gene and non-hair behavior remain intact.
- Visual before/after inspection covered all 24 direction/style combinations.
- All XML parses. Every .41 package file is retained; source changes outside
  the placement class are restricted to version metadata. No texture changed.
- Also includes the duplicate rack-menu fix in RACK_MENU_FIX_0.1.190.42.txt.
- RimWorld itself was not launched here. In-game appearance still needs a
  check while standing, sleeping and wearing headgear, including both sides.
0.1.190.41 - Food Config Fix

HISTORICAL BUILD NOTE / FOOD_CONFIG_FIX_0.1.190.41.txt

Tool Progression 0.1.190.41 - RimWorld 1.6 - FULL BUILD

Fixes the startup configuration errors reported for ST_SmokedMeat,
ST_DriedMeat and ST_DriedProduce in build .40.

All three preserved foods now set socialPropernessMatters=true. RimWorld
requires this for food with MealSimple preferability so wardens respect
food ownership in prison cells and do not repeatedly pick it up and drop it.

The caravan-friendly eating behavior is unchanged: tableDesired=false and
chairSearchRadius=0. The foods still avoid the Ate without table thought.
Nutrition, recipes, shelf life, progress bars, saved tastes, light controls
and all .40 gameplay code are unchanged apart from assembly version metadata.
Processor Framework remains unnecessary.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with the StoneTools
folder from this complete ZIP, then restart and load your save. Do not merge
or enable duplicate copies. No new game is required for this definition fix.

VALIDATION
Full compile against the existing RimWorld 1.6.4871 references.
The three reported definition errors were reproduced against the .40 XML;
the corrected XML passes the reported food-ownership constraint and retains
both no-table settings. All XML parses; all prior package files are retained.
Live RimWorld startup and warden behavior still need an in-game retest.

OTHER LOG ENTRIES
The excerpt confirms that .40 loaded and its Vulpite hooks installed.
The no-native-cattails message is an optional-content availability warning.
MarkerCache is not defined in this mod's source; that warning is not changed
by this targeted food-definition fix.
0.1.190.40 - Features Restored

HISTORICAL BUILD NOTE / FEATURES_RESTORED_0.1.190.40.txt

Tool Progression 0.1.190.40 - RimWorld 1.6 - FULL BUILD

Based on the October 19 build 0.1.190.39. All current Vulpite hair, ears,
names, sleeping poses, trap, stutter and roof fixes are carried forward.
Processor Framework is not required. Harmony remains required.

SMOKING AND DRYING RACKS
Research Primitive food preservation (500 points) on the Tool Progression /
Stone Tools research tab. Build the racks under Production.
Smoking rack: 45 wood. Drying rack: 35 wood. Cooking skill 2 for recipes.
Each rack has separate Bills and a progress bar. Assign a pawn to Cooking.
These are staffed workstations: a cook performs the preservation bill.
Amber shows actual work progress; green means finished provisions are at
or beside the rack. Haul food into ordinary storage when complete.
There is no rack count limit.

Smoke 5 raw meat + 1 wood into 1 smoked meat (0.25 nutrition; 180 warm days).
Dry 5 raw meat into 1 dried meat (0.25 nutrition; 180 warm days).
Dry 5 raw produce into 1 dried produce (0.20 nutrition; 150 warm days).
Meat includes prepared fish, edible offal and compatible raw meat.
Odyssey fish are included when Odyssey is active. Produce includes foods
in the raw plant-food category, including compatible fruit and vegetables.
The drying rack also uses the existing 4 broth -> 1 dried broth cake bill.
Broth cake keeps its existing 0.4 nutrition and 30-day shelf life.
All four foods avoid the Ate without table thought and can travel normally.

Unroofed finished food can attract nearby hungry wild animals. Theft uses
real animal eating jobs, not automatic deletion. Roof racks or haul finished
food away to reduce exposure. Colonist pets and visiting factions are not
ordered to steal food. No extra wildlife is spawned by this feature.

Broad existing meal storage is extended once for the new provisions.
Existing meal policies are extended once, respecting raw meat/plant permissions.
Review restrictive food policies or custom stockpiles if a provision is blocked.
Later player exclusions are preserved.

SAVED FOOD LIKES AND DISLIKES
Enabled by default under Options > Mod settings > Tool Progression.
Tastes are first assigned when a humanlike pawn eats. The pawn's inspection
text shows its favorite and disliked food afterward. Both are saved by pawn
reference across saves and travel, and do not reroll when a food policy changes.
Initial assignment checks food policies, diet traits and ideology precepts.
Vegetarian/vegan, cannibal, insect and fungus preferences are considered;
actual meal ingredients are checked before awarding a preference thought.
A changed diet can suppress an incompatible preference without replacing it.
Drugs and corpses are excluded from taste assignment. Normal game food-policy,
health, nutrition and ideology rules remain active.

Favorite food: +2 base mood. Disliked food: -2 base mood.
Memories last 7 days, stack up to 3, with a 0.6 stacked-effect multiplier.
Successful eating can produce a message and thought bubble, at most one
notice per pawn per game day. Food searches do not trigger eating messages.

INDIVIDUAL LIGHT BUTTONS
Select a powered light: On / Motion / Off bulb buttons appear.
On: stays lit when normal power and manual-switch conditions allow.
Motion: indoors, lit while an awake humanlike pawn is in the room.
Off: stays dark and draws no electricity. Each light saves its own choice.
Motion is the initial default. Outdoors, Motion follows normal lighting.
The Automatic indoor lights setting enables/disables motion detection;
explicit On and Off still work. Production workbenches are excluded.

INSTALL
1. Fully exit RimWorld and back up your save.
2. Replace the old StoneTools folder in your RimWorld Mods folder with the
   StoneTools folder from this ZIP. Do not merge or enable duplicate copies.
3. Load Harmony before Tool Progression. Processor Framework is not needed.
4. Keep your existing feature settings; Vulpite and material-roof defaults
   remain unchanged from .39. Load your save, then check the new features.

VERIFICATION AND LIMITS
Full compile against RimWorld 1.6.4871 / .NET Framework 4.7.2 / Harmony 2.3.6.
21 focused production-code assertions use deterministic game-service doubles:
food evaluation versus actual eating, saved references, policy changes,
vegan/cannibal/ingredient checks, messages, three buttons and saved light modes.
XML, restored assets, native hook signatures, prior-file preservation and
archive integrity are checked separately. RimWorld itself is not available
here: live pathfinding, recipe completion, rendering, power behavior and a
real in-game save/reload still need beta testing. This is a 1.6 build; it is
not represented as verified for 1.7.
0.1.190.39 - Vulpite Sleep

HISTORICAL BUILD NOTE / VULPITE_SLEEP_0.1.190.39.txt

TOOL PROGRESSION 0.1.190.39 - RimWorld 1.6.4871
Vulpite sleeping view

Complete update based on 0.1.190.38.

Vulpites with the custom hair gene now use RimWorld's native face-up view
while asleep in a bed. This avoids the side-view long hair covering the face
in the reported sleeping screenshot. The head, hair and ears share the native
pose, and each bed keeps its own rotation and normal body-covering behavior.

Awake resting pawns, standing pawns, ground sleepers, other pawns, corpses and
jobs that force a lying rotation retain their native views. This does not
change saved job/posture state, standing hair placement, artwork or eye
rendering. The .38 crown alignment and all previous content are included.
Vulpite generation and material roofing remain OFF by default.

INSTALL
Close RimWorld, replace the old StoneTools folder with the StoneTools folder
from this complete ZIP, then restart. Keep Harmony before Tool Progression
and load only one copy. Existing saves can use this visual change.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies with Harmony 2.3.6.
The native sleeping-pose fixture reproduces east/west bed views before the
patch and checks all 16 pawn-facing/bed-direction combinations afterward.
The face-up pose is selected without changing native bed angles or sleep
state. Awake, standing, ground, missing-bed, non-Vulpite, dead, missing-job and
forced-job cases retain native behavior. The patch has no Unity API calls.
Existing headgear, directional mesh, helmet fitting and parallel mesh-cache
safety checks also pass. All XML files parse.

No live Unity render was run here. Check Rodaballo asleep in bed after the
restart, then check the standing view after waking.
0.1.190.38 - Hair Crown

HISTORICAL BUILD NOTE / HAIR_CROWN_0.1.190.38.txt

TOOL PROGRESSION 0.1.190.38 - RimWorld 1.6.4871
Top-of-hair alignment

Complete update based on 0.1.190.37.

Targets the red top-of-hair line in the latest hair(1).png reference. Raises
the hair from .37 and aligns the visible crown of each of the six hairstyles
in all four directions. Each sprite has a different transparent top margin;
the placement now accounts for those margins instead of using one shared
offset. Adult crowns target 0.34 map units above the head anchor, with native
head mesh and life-stage sizing applied proportionally.

This is a position adjustment. The draw path uses managed metadata and
arithmetic; it does not load textures or allocate or access Unity meshes.
Includes all previous content and fixes, including braid and ear directions,
headgear fitting, hair-matched ear and tail fur, two-tone dye masks, generated
names and normal game eyes. Xenotype generation and material roofing remain
OFF by default.

INSTALL
Close RimWorld, replace the old StoneTools folder with the StoneTools folder
from this complete ZIP, then restart. Keep Harmony before Tool Progression
and load only one copy.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies with Harmony 2.3.6.
All 24 directional crown margins match the actual PNG artwork. Existing
native headgear, all-six-style/four-direction, helmet fitting and parallel
mesh-cache safety checks pass. All XML files parse. The target height was
estimated from the marked screenshot; final alignment needs confirmation
in-game. No live Unity render was run here.
0.1.190.37 - Hairline

HISTORICAL BUILD NOTE / HAIRLINE_0.1.190.37.txt

TOOL PROGRESSION 0.1.190.37 - RimWorld 1.6.4871
Marked Vulpite hairline alignment

Complete update based on 0.1.190.36.

Lowers all six Vulpite hairstyles in all four directions to target the red
forehead line in the supplied hair.png reference. Adds 0.14 map units of
downward movement, for a total offset of 0.23. The larger adjustment targets
the roughly 40-50 pixel gap shown at the reference screenshot's zoom.

Uses the existing hair-node position adjustment without adding per-frame mesh
work. Includes all earlier content and fixes, including braid and ear
directions, headgear fitting, hair-matched ear and tail fur, two-tone dye masks,
generated names and normal game eyes. Xenotype generation and material
roofing remain OFF by default.

INSTALL
Close RimWorld, replace the old StoneTools folder with the StoneTools folder
from this complete ZIP, then restart. Keep Harmony before Tool Progression
and load only one copy.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies with Harmony 2.3.6.
Existing native headgear, all-six-style/four-direction, helmet fitting and
parallel mesh-cache safety checks pass. All XML files parse. The offset is
estimated from the marked screenshot and native head/ear scale. Final visual
alignment still needs confirmation in-game; no live Unity render was run here.
0.1.190.36 - Hair Height

HISTORICAL BUILD NOTE / HAIR_HEIGHT_0.1.190.36.txt

TOOL PROGRESSION 0.1.190.36 - RimWorld 1.6.4871
Vulpite hair height refinement

Complete update based on 0.1.190.35.

Lowers all six Vulpite hairstyles by another 0.03 map units in all four
directions, for a total downward offset of 0.09. This uses the existing
hair-node position adjustment without adding per-frame mesh work.

Includes all previous content and fixes, including corrected braid and ear
directions, fitted hair under headgear, lowered tails, hair-matched ear and
tail fur, two-tone dye masks, generated names and normal game eyes. Xenotype
generation and material roofing remain OFF by default.

INSTALL
Close RimWorld, replace the old StoneTools folder with the StoneTools folder
from this complete ZIP, then restart. Keep Harmony before Tool Progression
and load only one copy.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies with Harmony 2.3.6.
Existing native headgear, all-six-style/four-direction, helmet fitting and
parallel mesh-cache safety checks pass. All XML files parse. The hairstyle
height still needs visual confirmation in the game; no live Unity render
was run here.
0.1.190.35 - Hair Height

HISTORICAL BUILD NOTE / HAIR_HEIGHT_0.1.190.35.txt

TOOL PROGRESSION 0.1.190.35 - RimWorld 1.6.4871
Lower Vulpite hair placement

Complete update based on 0.1.190.34.

Lowers all six Vulpite hairstyles by 0.06 map units toward the forehead in
all four directions. This uses the existing hair-node position adjustment;
no artwork is redrawn and no per-frame mesh work is introduced.

Retains the side-position adjustment, braid and ear direction fixes, lowered
tails, two-tone dye masks, generated names, existing pawn names, normal eyes,
and all earlier content and save fixes. Xenotype generation and material
roofing remain OFF by default. The options scrollbar is retained.

INSTALL
Close RimWorld, replace the old StoneTools folder with the StoneTools folder
from this complete ZIP, then restart. Keep Harmony before Tool Progression
and load only one copy.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies with Harmony 2.3.6.
Existing native headgear, all-six-style/four-direction, helmet fitting and
parallel mesh-cache safety checks pass. All XML files parse. The hairstyle
height is a visual adjustment and still needs confirmation in the game;
no live Unity render was run here.
0.1.190.34 - Braid Ear Direction

HISTORICAL BUILD NOTE / BRAID_EAR_DIRECTION_0.1.190.34.txt

TOOL PROGRESSION 0.1.190.34 - RimWorld 1.6.4871
Braid and ear direction correction

Complete update based on 0.1.190.33.

FIXES
- Corrects the cyan braid in both side views. Its source side artwork faces
  opposite the other five hairstyles; its side meshes now compensate for that.
  This applies to all main hair colors, including the dark-brown braid shown
  in the screenshots, and mirrors the texture and dye mask together.
- Corrects left-facing fox ears on every pawn carrying the fox-ear gene.
  The west ear texture was mirrored a second time by the native head mesh;
  the extra flip is now cancelled. Front, back and right-facing ear art retain
  their existing orientation.
- Corrected hair keeps its direction under headgear: orientation is selected
  before the fitted helmet-hair mesh. Ears are not cropped.
- Uses meshes prepared during main-thread initialization. Parallel drawing
  only reads managed caches. Unexpected uncached meshes stay untouched.

RETAINED
Other five hairstyles, hair position, lowered tails, hair-colored fur with
cream inner ears/tail tips, Japanese-inspired names, existing pawn names,
normal eyes, inheritance/family safeguards and all earlier content/fixes.
Vulpite generation and material roofing remain OFF by default. Options keep
their vertical scrollbar. Existing save definitions remain registered.

INSTALL
Close RimWorld, replace the previous StoneTools folder with the StoneTools
folder from this full ZIP, then restart. Keep Harmony before Tool Progression
and avoid loading duplicate copies.

VALIDATION
Compiled against the supplied RimWorld 1.6 assemblies with Harmony 2.3.6.
Native GetMesh fixtures checked all six hairstyles in all four directions,
with and without covering headgear. Only the braid side meshes and west ear
mesh reverse. Other head features, non-Vulpites and uncached meshes remain
unchanged. Existing headgear visibility/layer, startup, parallel cache safety,
family/inheritance and name-generation checks passed. All XML files parse.
No texture files, native game DLLs or build tools were added to the mod.

A live Unity session was not run here. Please visually check the dark-brown
braid facing left and right and the ear direction after restarting the game.
0.1.190.33 - Hair Tail Names

HISTORICAL BUILD NOTE / HAIR_TAIL_NAMES_0.1.190.33.txt

TOOL PROGRESSION 0.1.190.33 - RimWorld 1.6.4871
Hair alignment, lower tails, and varied Vulpite names

This is the complete mod, based on 0.1.190.32.

CHANGES
- Corrects backwards west-facing hair in the original three styles. Native
  humanlike hair meshes already mirror west; both side meshes now use the east
  material and its matching dye mask. All six styles use the same convention.
- Moves side-facing hair 0.035 map units toward the back of the head. The earlier
  ivory-sweep east adjustment is retained, with the matching west adjustment.
- Lowers tail attachment offsets by 0.18 map units in side/front views and 0.20
  in the back view, toward the hips. Rearward position, size, layers, child scale,
  hair-colored fur and cream tips remain intact.
- Gives new randomly named Vulpites Japanese-inspired names. Given names mix
  familiar names (25% of initial draws) with generated combinations (75%).
  Surnames also mix familiar names and generated combinations. The invented
  combinations are fantasy names, not necessarily attested Japanese names.
- Checks names already used in the world, preferring unused display names as
  well as full names. Repeated candidates are retried; retries are bounded.
  Preserves forced/inherited surnames and native baby naming. New foxfolk with
  fixed biographies retain their biography and receive names from the pool.
- Existing named/reused world pawns are not renamed. Other xenotypes and
  numerical naming keep their normal behavior. No new save fields or tick work.

RETAINED
- Vulpite xenotype/faction generation OFF by default, including old settings
  that lack the option. Existing foxfolk and their definitions remain available.
- Options menu scrollbar and single-column layout.
- Material roofing OFF by default (vanilla roofing).
- Custom/blinking eyes remain removed; old eye gene definitions stay inert.
- Rendering-thread mesh safety, headgear layering, natural hair inheritance,
  family safeguards and the Bio-Arbor book save fix.

INSTALL
Close RimWorld. Replace the existing StoneTools folder with the StoneTools
folder in this full ZIP. Keep Harmony before Tool Progression and load only
one copy. Restart the game so the changed render materials are rebuilt.

VALIDATION
Compiled against the supplied RimWorld 1.6 native assemblies with Harmony 2.3.6.
Passed native startup, headgear, parallel mesh-cache, family/hair inheritance,
settings/defaults, faction/menu, starting-pet and Bio-Arbor book save fixtures.
The new material-selection fixture confirms corrected west/east materials and
unchanged front/back materials. The naming fixture generated 1,200 unique full
and display names across all genders, including forced surnames, and checked
existing names, numerical naming, other xenotypes and baby naming guards.
All XML files parse; no native game DLLs or build tools are bundled.

LIVE CHECK STILL NEEDED
No live Unity render or current save session was run here. Please check the
blue hairstyle facing west and the blue/pink tails from the side and back.
Also check your preferred headgear and bed poses; the screenshots supplied
showed standing pawns. Generated name variety is tested, not a guarantee of
permanent uniqueness in arbitrarily large worlds.
0.1.190.32 - Options Xenotype Off

HISTORICAL BUILD NOTE / OPTIONS_XENOTYPE_OFF_0.1.190.32.txt

TOOL PROGRESSION - STONE TO ELECTRIC
0.1.190.32 - Options scrollbar and Vulpite opt-in
RimWorld 1.6.4871

NEW DEFAULT
- Enable Vulpite xenotype and factions: OFF.
- The new option also defaults to OFF when loading settings from older versions.
- Material roof system remains OFF by default (vanilla roofing).
- Existing saved choices for other options are preserved.

HOW TO ENABLE
Open Options > Mod settings > Tool Progression.
Check "Enable Vulpite xenotype and factions (Biotech - OFF by default)".
Enable it before starting a new game. Biotech is required.
The choice is saved and applies immediately to new-game choices.

WHEN OFF
- The premade Vulpite xenotype is hidden from starting-pawn and premade editor menus.
- "Any non-archite" starting-pawn choices exclude the Vulpite preset.
- Random factionless Vulpite generation has zero weight.
- Concord and Corsair factions are excluded from new-world default/configurable factions.
- New random genepacks do not roll Vulpite genes.
- Starting pets use their normal game choices, labels and fixed animal entries.

SAVE COMPATIBILITY
All existing Vulpite definition IDs, pawn genes, appearances and faction identities
remain registered. Existing foxfolk, their children and factions can continue in
older saves. Turning the option off does not delete or convert them. Manually
created custom xenotypes and explicit scenario content are not erased.
Re-enabling restores the loaded generation weights and faction settings, including
other XML mod adjustments. Retired custom eye genes remain inert in either mode.

OPTIONS SCROLLBAR
The options list now stays in one vertical column. Previously it could wrap into
an off-screen second column, making the content height and scrollbar incorrect.
The right-hand scrollbar and mouse wheel can now reach the bottom settings.
Scroll position is clamped when content shrinks; horizontal scrolling is disabled.

INCLUDED
Full .31 book serialization and east-facing ivory-sweep hair offset fixes.
Full .30 hair-colored ears/tails and Dennis golden-wave hairstyle repair.
Normal game eyes; no custom or blinking eye renderer.

INSTALL
Fully exit RimWorld. Replace the old StoneTools folder with this ZIP's StoneTools
folder. Keep only one installed copy of the mod.

VALIDATION
Compiled against RimWorld 1.6.4871 managed assemblies.
Native Scribe tests: fresh/legacy defaults and explicit off/on save/load.
Native faction selection, menu IL and deferred Harmony patch installation checked.
Repeated off/on choices preserve registered save references and restore weights.
Normal starting animal entries preserved while off; fox-only behavior works when on.
Existing startup, rendering, family/hair inheritance and book migration checks pass.
All XML parsed and the full archive checked for integrity.
Unity UI rendering and an actual game save session still need an in-game check.
0.1.190.31 - Book Hair Fix

HISTORICAL BUILD NOTE / BOOK_HAIR_FIX_0.1.190.31.txt

Tool Progression - Stone to Electric
Build 0.1.190.31 / RimWorld 1.6.4871

BOOK SAVE FIX
Bio-Arbor genetic field notes contain both skill and research reading effects.
The two native effects saved their dictionaries under the same name, values.
On load, research could read the skill dictionary and report Plants as a
missing research project, followed by a null dictionary key.

This build gives these two effects separate fields for our field notes only.
Existing copies scan the old dictionaries and recover entries by definition
type, preserving their recorded rates. Missing or invalid old entries stay
empty; no research project, learning rate or research progress is invented.
Ordinary textbooks and other books retain their native serialization.

The native test harness reproduces the exact Plants-as-research error, then
checks both old dictionary orders and three repeated save/load cycles with the
fix. Recoverable skill and research rates stay unchanged with no errors.
The user's latest save has not been replayed in a running RimWorld instance.

HAIR POSITION
Moves the ivory-sweep hairstyle (Evgeny's pink hair with the ivory streak)
0.035 map units west when facing east, as shown in the supplied screenshot.
Applies to explicitly chosen styles and existing pawns using the legacy style
selection. This is a small draw offset; it creates no meshes or textures.

RETAINED
Includes all .30 content: main ear and tail fur matches hair color/dye, cream
fur stays cream, Dennis's front hair is adjusted, and normal game eyes remain.
Previous headgear, startup and parallel-rendering crash protections remain.

INSTALL
Fully exit RimWorld. Replace your installed StoneTools folder with the folder
from this complete ZIP. Keep only one copy of westgate.toolprogression.
Restart and load your save. Recovered book data is written in the new format
the next time you save. A new colony is not required.

OTHER LOG NOTES
The log also contains a MarkerCache material-initialization warning and lists
syrchalis.processor.framework with an incompatible-version marker. These are
separate from the reproduced book bug and this update does not change them.
No new hair, fur-texture or shader errors appeared in the supplied .30 log.

TESTS
Tests/run_bio_book_tests.py: native Scribe reproduction and migration tests.
Tests/run_vulpite_tests.py: startup, headgear/parallel-mesh, family and hair tests.
Live-game appearance still needs checking, especially the requested small
side-facing hair offset and the previously reported sleeping-face appearance.
0.1.190.30 - Hair Fur

HISTORICAL BUILD NOTE / HAIR_FUR_0.1.190.30.txt

Tool Progression - Stone to Electric
Build 0.1.190.30 / RimWorld 1.6.4871

HAIR AND FUR
- Revises the front-facing golden-wave hairstyle used by Dennis: a lower,
  tidier crown and a smoother central hairline. Gold streaks and cream tips
  remain separate from the main hair dye.
- Fox outer ear fur and main tail fur now use the pawn's current hair color.
  This follows natural hair colors and cosmetic hair dye.
- Cream inner ears, cream tail tips and dark outlines retain their colors.
- Uses native Hair color selection and CutoutComplex texture masks. No new
  runtime rendering patches, mesh allocation, ticking or saved state.
- Retains normal game eyes, previous save-load crash fixes, headgear placement,
  family safeguards, inherited natural hair colors and all other .29 features.

INSTALL
Fully exit RimWorld. Replace the installed StoneTools folder with the folder
from this full ZIP, then restart. Keep only one copy of westgate.toolprogression.
Existing pawns receive the updated textures and fur colors when their graphics
load. No new colony or edit to your save is required.

NOTES
The baby/child picture shown in chat is concept art, not an in-game screenshot
or an added baby/child body or hair sprite. This release keeps the game's
existing baby/child rendering rules.

The supplied .29 log also has an unresolved research reference named Plants
in a saved book, followed by a null research dictionary key. That is a separate
save-reference issue; this appearance update does not invent a replacement
research project or edit the save to suppress it.

The Unity renderer is unavailable here. Texture/mask and build validation do
not replace a live-game check of hairstyle alignment or sleeping pawns.
0.1.190.29 - Normal Eyes

HISTORICAL BUILD NOTE / NORMAL_EYES_0.1.190.29.txt

Tool Progression - Stone to Electric
Build 0.1.190.29 / RimWorld 1.6.4871

CUSTOM EYES REMOVED
- Removes custom colored eye rendering, random blinking, closed-eye sprites,
  skin backing, shadows and special eye handling during sleep or death.
- Removes the eye atlas-cache refresh patches, automatic eye-color assignment
  and the custom eye-color inheritance patch.
- Uses the normal game face and eye rendering, including normal sleep views.
- Removes eye genes from the Vulpite xenotype's new-pawn gene list.
- Keeps the nine old eye gene definition names as inert compatibility entries
  so existing pawns and saved gene references resolve. These entries have no
  rendering or stat effects and cannot be randomly selected for gene sets.
- Keeps the six two-tone hairstyles, inherited hair colors, fitted headgear,
  ears, tails, family safeguards, fox features and .28 rendering crash fix.

INSTALL
Fully exit RimWorld. Replace the existing StoneTools folder with the StoneTools
folder from this full ZIP, then restart and load your save. Keep only one
installed copy of westgate.toolprogression. No new colony is required.

SLEEPING PAWNS
All custom eye state and overlay code has been removed. The supplied screenshot
shows standing pawns, so the reported missing face while asleep could not be
visually diagnosed here. Check sleeping pawns in-game after this update.

VALIDATION
Compiled against RimWorld 1.6.4871. Startup-order, native headgear, parallel
mesh-cache, family, hair inheritance and fox-companion regression checks pass.
Retired eye definition names remain resolvable with no render nodes. The build
contains none of the custom eye rendering, blinking or assignment classes.
The live RimWorld renderer is not available for an in-game sleep check.
0.1.190.28 - Save Load Fix

HISTORICAL BUILD NOTE / SAVE_LOAD_FIX_0.1.190.28.txt

Tool Progression - Stone to Electric
Build 0.1.190.28 / RimWorld 1.6.4871

FIX FOR THE .27 SAVE-LOAD CRASH
The supplied crash log identifies UnityEngine.Object.Internal_CloneSingle,
called by VulpiteHairUnderHelmetMesh.Postfix during ParallelPreDraw. Version
.27 tried to clone a hair mesh from a rendering worker. Unity reported
"Graphics device is null" and crashed in native graphics code.

This was a .27 mod rendering bug. The reported stack had already reached pawn
rendering after loading the save. This update does not edit or rewrite saves.

CHANGES
- Prepares the fitted hair meshes in RimWorld's EnsureMeshesInitialized phase,
  with an explicit main-thread guard.
- Parallel drawing only selects an already-prepared mesh from a thread-safe
  cache. It never reads mesh vertices, clones a Unity object or edits geometry.
- Unrecognized or unprepared meshes retain their original shape safely.
- Retains the smaller/lower ears, corrected eye placement and lower shadow,
  all eye colors, random blinking and closed sleeping/dead eyes.
- Retains the .26 startup-order fix and all earlier mod content.

INSTALL
Fully exit RimWorld. Replace the installed StoneTools folder with StoneTools
from this full ZIP. Keep one installed copy of westgate.toolprogression.
Restart RimWorld and load the same save.

VALIDATION
Compiled against the supplied 1.6.4871 assemblies. Tests check both Harmony
hooks, eight concurrent rendering workers, 3200 cache hits/misses, off-thread
initialization rejection and the absence of Unity mesh API calls in the
parallel selector. Existing startup-order, headgear, eye placement, inheritance,
blinking, family and fox-companion checks passed.

The live Unity engine is unavailable here; loading the save in RimWorld is
still the final runtime check.
0.1.190.27 - Vulpite Face Fit

HISTORICAL BUILD NOTE / VULPITE_FACE_FIT_0.1.190.27.txt

Tool Progression - Stone to Electric
Build 0.1.190.27 / RimWorld 1.6

INSTALL
Fully exit RimWorld. Replace the installed StoneTools folder with the
StoneTools folder in this full ZIP, then restart. Keep only one installed copy
of package westgate.toolprogression. Existing Vulpite pawns and saves retain
their genes, hairstyles, dyes and eye colors. No new colony is required.

CHANGES
- Covering helmets and hats now trim the upper hair crown instead of letting
  the full hairstyle stick through their top. Lower locks and braids keep their
  length, texture and dye. Open crowns and hidden-headgear views keep full hair.
- Fox ears are smaller and sit slightly lower. Worn headgear remains above
  ears and hair, using each item's actual directional layer.
- Colored eyes now follow RimWorld's eye anchors and head-specific side-view
  positions, with a small downward adjustment. They use the head mesh and the
  game's eye-size factor for age instead of the hairstyle's mesh size.
- A skin-colored backing covers the old black eye marks and adds a faint
  shadow below each eye. The backing stays aligned when blinking or sleeping.
- Random blinking, closed sleeping/dead eyes, missing-eye handling and
  face-covering headgear visibility are preserved.
- Includes the .26 startup-order fix and all earlier content.

VALIDATION
Compiled against the supplied RimWorld 1.6.4871 game assemblies.
Native-worker tests passed for helmet visibility, directional layering,
hair geometry and UV preservation, eye anchors/profile offsets, flipped
heads, age scaling, missing parts, coverings and dessicated corpses.
The startup-order, family, inheritance, blink/cache and fox-companion tests
also passed. 1176 XML fields were checked against game types.

The live RimWorld/Unity renderer is not available here. The final appearance
under your particular head types and modded helmets still needs an in-game
look. This release uses a general helmet fit, not custom art for each helmet.
0.1.190.26 - Startup Fix

HISTORICAL BUILD NOTE / STARTUP_FIX_0.1.190.26.txt

Tool Progression - Stone to Electric
Build 0.1.190.26 for RimWorld 1.6
Startup initialization fix

WHAT FAILED
Build .25 patched PregnancyUtility from the mod constructor, before RimWorld
had loaded PawnRelationDefOf.Spouse, Lover, ExSpouse and ExLover. Harmony
initialized that native class while preparing a patch. Its relationship-keyed
dictionary then received a null key and its static initialization failed.
Later pregnancy patches, including Big and Small in the supplied log, encountered
the already-failed class. RimWorld reset the mod configuration and failed to
recover; widespread missing-texture errors followed that startup failure.
This was our startup timing defect. The supplied artwork was present.

WHAT CHANGED
All four PregnancyUtility patches are skipped in the early PatchAll pass.
The native end-of-loading callback installs them after the relationship defs
are available. Installation is guarded against duplicate calls. The pregnancy,
family eligibility and hair/eye inheritance behavior is retained.
Blinking, hair and ear visibility, the new hairstyles and all prior fixes and
assets are included unchanged. No saves or user configuration files are edited.

INSTALL AND RESTART
1. Fully exit RimWorld. Returning to the menu cannot reset a failed static class.
2. Replace the installed StoneTools folder with StoneTools from this FULL ZIP.
   Keep one installed copy. Do not merge different builds into the same folder.
3. Start RimWorld. The supplied log says the game reset the active mod config.
   If your mods were disabled, restore your normal mod list and restart.
   Keep Harmony enabled and before Tool Progression; Vulpite content needs
   Biotech. You do not need to delete saves or reset configuration files.
4. Confirm the mod reports assembly 0.1.190.26 and the message:
   [Tool Progression] Vulpite pregnancy and color inheritance patches installed after definitions loaded.

VALIDATION
- Reproduced the exact .25 PregnancyUtility null-key startup exception in a
  fresh process with relationship definitions still unloaded.
- .26 skips all four early patches while those same definitions are null.
- After loading relationship fixtures, native PregnancyUtility initializes
  correctly and all four patches install once; repeated installation does not
  duplicate them. An additional patch owner can coexist on the native method.
- Native family, inheritance, blinking, cached-eye-state, headgear and fox
  behavior tests pass. Built against the supplied RimWorld 1.6.4871 DLLs.
- This is automated validation using game assemblies, not a live game launch.
  Full compatibility with the user's entire mod list still needs a game test.

REPRODUCIBLE TESTS
Tests/VulpiteStartupOrderTests.cs contains the regression test. The existing
Tests/run_vulpite_family_eye_tests.py runner runs it in a fresh process before
headgear and family/eye tests. Game DLLs are not bundled in the mod.
0.1.190.25 - Vulpite Family Hair Eyes

HISTORICAL BUILD NOTE / VULPITE_FAMILY_HAIR_EYES_0.1.190.25.txt

Tool Progression - Stone to Electric
Build 0.1.190.25 for RimWorld 1.6
Vulpite hair, family and expressive eyes

INSTALL
Exit RimWorld. Replace your existing StoneTools mod folder with the StoneTools
folder from this FULL ZIP. Keep only one installed copy of this mod. Restart
RimWorld and load your save. Harmony is required; Vulpite content needs Biotech.
Ideology provides the normal styling station and hair dye interface.
All previous content and fixes are included, including .24 wreck salvage and
.23 tail positioning. Existing save files are not rewritten by this installer.

HAIR AND HEADGEAR
- Six two-tone hairstyles: ivory sweep, silver tousle, golden wave, pink pixie,
  cyan braid, and orange curl. New Vulpites can select from all six.
- With Ideology, select the six named Vulpite styles at the styling station.
  Dye changes the main locks; contrasting accent streaks retain their colors.
- Existing pawns keep their original three-style appearance until restyled.
- Vulpite hair and fox ears can show around helmets, hats, crowns and other
  standard headgear. Visible headgear draws on top and still covers what its
  actual texture overlaps. Other pawns' hair and beard visibility are unchanged.

GENETIC COLORS
- Six vivid hair genes: teal, hot pink, orange, electric blue, violet, turquoise.
- Natural black, brown, sandy blond, light orange and gray vanilla hair genes
  also occur in newly generated Vulpites.
- Babies inherit exactly one parent's active natural hair-color gene. Either
  parent has an equal chance when both have a natural color. Suppressed spare
  color genes are not selected. Dyed/aged visible color is not genetic color.
- Existing dyed hair and parental genes are preserved.
- Nine eye-color genes: amber, brown, blue, green, gray, hazel, teal, pink, violet.
  Babies inherit one parent's active natural eye-color gene in the same way.
- Old Vulpites receive one saved eye-color gene when loaded/spawned if none is
  present. Existing colors are never rerolled during loading. Implanted cosmetic
  genes receive an implanted eye gene; implanted genes do not become heritable.
- New pregnancies use the new inheritance rules. Pregnancies already carrying
  a stored gene set are not rewritten.

EYES
- Expressive directional eye art inspired by the supplied reference.
- Awake pawns blink briefly with individually staggered, varied timing.
- Sleeping and dead pawns keep their eyes closed. Dessicated heads do not show
  fleshy eyes. Awake portraits stay open to avoid caching a mid-blink portrait.
- Missing eyes and headgear eye-cover flags suppress the corresponding graphics.
- Native cached rendering refreshes on eye-state changes, including at a distance.
  No colony-wide scanning, new tick loop, or render-tree rebuild per blink.

ADULT FAMILIES
- The existing comfort/variety gene now also gives adult partners twice the
  normal pregnancy chance. This multiplier applies once per couple.
- Eligible partners have half the normal lovin interval; adult carriers have
  half their normal recovery cooldown. Both partners must be at least 18.
- Native sterility, health, age/fertility curves, storyteller rules and the
  player's pregnancy approach still apply. Zero fertility stays zero.
- Native romance, generated partner relationships, lovin jobs and pregnancy
  eligibility reject Vulpite blood-relative pairings, including siblings,
  half siblings, parents and other blood relations known to RimWorld.
- Existing relationships and pregnancies are not deleted. Non-Vulpite couples
  retain their native behavior. Mods that bypass native partner/pregnancy APIs
  may require their own compatibility patches.

FOX COMPANIONS
- New-game starting animal entries produce only red, arctic or fennec foxes.
  Existing animal counts, names, tameness and native bonding are preserved.
  This applies to native Starting animal scenario parts, including fixed
  non-fox entries converted at game start. Existing colony animals are untouched.
  Scenarios with no starting-animal entry do not receive an extra animal.
- Vulpite handlers receive +50% relative success chance when taming these foxes:
  for example, 20% becomes 30%, capped at 100%. Native wildness, bond, ideology,
  trap and inspiration behavior still applies. Other animals and non-Vulpite
  handlers retain their existing chances. This does not alter training rolls.

VALIDATION
Compiled against the supplied RimWorld 1.6.4871 game assemblies.
Validated Vulpite XML field names, class names, stat names and DLC gates.
Native rendering-worker tests passed for headgear visibility and layers.
Native relationship-worker and Harmony tests passed for sibling/half-sibling/
parent safeguards, adult boundaries, romance/pregnancy/job entry points, parental
natural-color selection, preserved dye, blink timing and cached-frame transitions.
Checked directional textures, dye masks, XML syntax and full ZIP integrity.
No live RimWorld session was available. In-game eye/hair alignment, all head
shapes and third-party face/headgear mods still need visual confirmation.

Source artwork and the generation prompt set are in SourceArt/Vulpite.
Implementation source and reproducible test sources are included.
0.1.190.24 - Wreck Salvage Fix

HISTORICAL BUILD NOTE / WRECK_SALVAGE_FIX_0.1.190.24.txt

TOOL PROGRESSION - BUILD 0.1.190.24 / RIMWORLD 1.6

DISMANTLING / WRECK SALVAGE FIX
The pawn could reach a valid edge of a large wreck, do all the work, then fail
completion because the old check only measured distance from the wreck's
single origin tile. The next salvage job restarted its progress from zero.

Completion now uses RimWorld's native Touch reachability check, matching the
walking job and respecting the wreck's full size, rotation and corner rules.
Salvage rewards and the consume-before-payout guard are unchanged.
Includes all previous content, the harvest fix and Vulpite tail corrections.

INSTALL
1. Quit RimWorld.
2. Replace the installed StoneTools folder with this ZIP's StoneTools folder.
3. Start RimWorld and load your save. No new game is required.
4. Let the existing salvage order finish. If the pawn remains idle, draft and
   undraft once, then prioritize Salvage wreckage on the same wreck.

VALIDATION
- Compiled against the supplied RimWorld 1.6.4871 assemblies.
- Regression check used native game Touch geometry without mocked game methods.
- Checked 184 edge positions across four footprint sizes and all four rotations.
- Reproduced 144 valid edge positions rejected by the former center-only check.
- Confirmed workers two cells beyond the wreck are still rejected.
- All XML and ZIP integrity checks passed; unrelated files preserved.
- Live in-game completion and payout still require confirmation.
0.1.190.23 - Vulpite Tail Alignment

HISTORICAL BUILD NOTE / VULPITE_TAIL_ALIGNMENT_0.1.190.23.txt

TOOL PROGRESSION - BUILD 0.1.190.23 / RIMWORLD 1.6

VULPITE TAIL ALIGNMENT
- Moves both side-view tails farther behind the body.
- East horizontal offset: -0.43 to -0.67.
- West horizontal offset: +0.27 to +0.67.
- Adds west draw-data flip to cancel the native west mesh flip, because the
  supplied west texture is already mirrored. The narrow root now points
  toward the pawn and the cream tip points away.
- Tail size, height, layers, source textures and north/south views are unchanged.
- Includes the complete previous build and harvest-driver fix.

INSTALL
1. Quit RimWorld.
2. Replace the installed StoneTools folder with this ZIP's StoneTools folder.
3. Start RimWorld and load your save. No new game is required.
4. Check the east and west views with the pawn standing in a clear space.

VALIDATION
- Compiled against the supplied RimWorld 1.6.4871 assemblies.
- XML fields checked against native game types.
- Native west mesh and flip handling inspected to verify the correction.
- Package integrity checked; unrelated previous files preserved.
- Final appearance still requires a live in-game check.
0.1.190.22 - Vulpite Tail Fix

HISTORICAL BUILD NOTE / VULPITE_TAIL_FIX_0.1.190.22.txt

TOOL PROGRESSION - BUILD 0.1.190.22 / RIMWORLD 1.6

VULPITE TAIL ALIGNMENT
- Moves the east-facing tail rearward by 0.16 map units, toward the hip.
- East horizontal offset: -0.27 to -0.43.
- Other facings, height, drawing layers, artwork and size are unchanged.
- Includes all content and the harvest-driver fix from build 0.1.190.21.

INSTALL
1. Quit RimWorld.
2. Replace your existing StoneTools mod folder with this ZIP's StoneTools folder.
3. Start RimWorld and load your save. No new game is required.
4. Check a standing Vulpite facing east with no overlapping pawn or carried item.

VALIDATION
- Compiled against the supplied RimWorld 1.6.4871 assemblies.
- XML and package integrity checked; unrelated prior files preserved.
- Live in-game appearance still needs confirmation.
0.1.190.21 - Harvest Fix

HISTORICAL BUILD NOTE / HARVEST_FIX_0.1.190.21.txt

TOOL PROGRESSION - STONE TO ELECTRIC
Build 0.1.190.21 - RimWorld 1.6

INSTALL
Quit RimWorld. Replace the previous StoneTools mod folder with the StoneTools
folder in this complete ZIP. Keep only one active copy. Restart RimWorld.
Existing saves can continue; no save-format or definition changes are made.

HARVEST / JOB TRANSITION FIX
The supplied .20 log reported Dennis harvesting tall grass with curToilIndex=2
but zero toils, through Notify_PatherArrived and TryActuallyStartNextToil.

RimWorld's cleanup ends the old driver and clears its toils. The Job object
can then be pooled and reused for a replacement job before an older callback
has returned. The native current-toil check compares Job object identity,
which can therefore accept the retired driver as current.

This update checks whether a driver has ended and is no longer the pawn's
current driver. Such drivers cannot expose a current toil or advance to
another toil. A currently owned driver remains available during cleanup.
Ordinary active-driver errors retain the game's diagnostic logging.

VALIDATION
- Full mod compiled against the supplied RimWorld 1.6.4871 assemblies.
- Executable regression uses the actual game JobDriver methods and Harmony.
  A controlled arrival/pre-init callback recreates the post-cleanup Job reuse
  state and reproduces the exact index-2/zero-toils error before the fix.
- With the fix: no arrival error, replacement harvest driver remains intact,
  late advancement is rejected, ordinary arrivals and cleanup still work,
  and malformed active drivers still emit the native error.
- The test intercepts logging and the unrelated stance-busy query so it can
  run outside Unity. It does not launch RimWorld or the full mod list.
- ZIP integrity, XML parsing and unchanged-file comparison against .20 checked.

LIVE CHECK
Continue the affected save and let Dennis harvest grass and normal crops.
Try a harvested/cut plant becoming unavailable while another pawn walks to it.
Verify the replacement job continues and no zero-toil error is logged.
The precise sequence in the original save still requires in-game verification.

All Vulpite genes, factions, dyeable multicolored hair, alcohol dependency,
psychic affinity, sprites and prior mod features are included from .20.
Tests/RetiredJobDriverTests.cs and run_retired_driver_tests.py are included.
0.1.190.20 - Vulpite

HISTORICAL BUILD NOTE / VULPITE_0.1.190.20.txt

TOOL PROGRESSION - VULPITE TEST BUILD 0.1.190.20
RimWorld 1.6 / Biotech

This complete build includes 0.1.190.19 rice brewing, the recent roof job-search
performance fix, jewelry save/load fix, and all previously packaged content.

GETTING STARTED
1. Close RimWorld and replace the previous StoneTools folder with this one.
   Keep just one installed copy. Load Harmony and your DLC before Tool Progression.
2. Enable Biotech. Without Biotech, the Vulpite definitions/factions stay disabled
   and the rest of the mod remains available.
3. For a faction test, create a new world. Confirm Vulpite Concord and Vulpite
   Corsairs appear in the faction list. Each defaults to one faction and can be
   removed or increased to two during world creation.
4. Select the Vulpite xenotype when preparing a starting colonist. Existing
   colonists are not automatically converted and old worlds do not automatically
   receive new faction settlements. Existing saves can use the xenotype through
   normal gene systems or developer testing, but a new test world is recommended
   for checking faction generation.
5. Provide alcohol, comfortable furniture, and different recreation types.

GENES AND BALANCE
- Fox ears and a cream-tipped fox tail, with directional sprites.
- Multicolored hair: three unisex hairstyles with ivory, silver or gold streaks.
- Natural base colors: teal, hot pink, vivid orange, electric blue, violet and
  turquoise. Native cosmetic-gene selection expresses one color from the palette.
- Elongated fingers: manipulation x110%. Missing hands are not restored.
- Quick-footed: movement x115%; melee dodge +10 percentage points.
- Insulating fur: comfortable minimum temperature -10 C.
- Kind charm: Kind trait, social impact x120%, negotiation ability x120%, and
  trade price improvement +2 percentage points. Negotiation helps reduce prisoner
  resistance. No guaranteed recruitment or fixed discount is promised.
- Delicate frame: incoming Sharp/Blunt armor-category damage x115%. Includes
  compatible modded damage types; does not amplify burns or illness.
- Comfort/variety need: recreation falls 25% faster; recreation tolerance builds
  50% faster. Comfort below 60% gives -4 mood; below 10% gives -8 instead.
  These comfort stages do not stack. This is a needs-based weakness.
- Cautious instincts: aggressive mental-break weight x20%, social-fight chance
  x50%. Eligible mood-caused Hide in Room and Sad Wander selection weight x300%.
  Gene-gated versions also make these withdrawal states eligible during major
  breaks. Normal state eligibility still applies. It is not immunity to violence.
- Social, Artistic and Intellectual each gain one passion level, capped at major.
  Incapabilities are respected. Mining speed x80%; mining yield is unchanged.
- Psychic affinity: psychic sensitivity x125%. With Royalty, neural heat recovery
  x120%. Psylink levels and psycasts are earned normally. Harmful psychic effects
  also benefit from the increased sensitivity.
- Native Biotech alcohol dependency: ChemicalDependency_Alcohol. Uses the game's
  normal activation age, deficiency, coma and death progression, saving and
  ingestion handling. Beer and the mod's mead, both wines, Nihonshu and Shogashu
  satisfy the dependency. Keep an accessible supply and suitable drug policy.

HAIR DYE
With Ideology, use the normal styling station. Teal, hot pink, orange, electric
blue, violet and turquoise are included in the station's dye palette. Changing
the main hair color preserves the contrasting streaks. The normal dye resources,
styling work and saved pawn hair color are used. Hairstyle selection maps to one
of the three Vulpite styles; not every vanilla hairstyle is represented.
Without Ideology, the natural wild colors and multicolored appearance still work;
this build does not add a separate dye station.

FACTIONS
Vulpite Concord: an industrial trading and diplomatic faction based on the
vanilla civil outlander faction. Normally non-hostile; trade and alliance/aid
follow normal goodwill rules.
Vulpite Corsairs: an industrial raider faction based on vanilla pirates.
Permanently hostile, with normal raid and settlement generation.
Both use a Vulpite population selection and retain native trader/raid pawn
groups, naming and settlement generation. No special stealth combat AI is added.

SAVE AND PERFORMANCE
Native genes, passions, hair color and dependency own their normal saved state.
There are no new map tick components, colony-wide pawn scans or world-save IDs.
The damage-category list is prepared once at startup. Hair graphics use the
native graphic cache. The recreation hook runs only when a pawn gains recreation;
the mental-break hook runs only during normal break selection.

VALIDATION AND LIVE TEST CHECKLIST
Compiled against the supplied RimWorld 1.6 assemblies. All new XML fields were
checked against actual game types. The faction cloning code was exercised for
idempotence, unchanged vanilla sources, DLC gates and different hostility.
Alcohol-category/chemical contracts and texture/mask references were checked.
All unrelated files from 0.1.190.19 are preserved byte-for-byte.

Not yet launched or playtested inside RimWorld. Please test:
- Startup log with Biotech; repeat without Biotech and without Royalty/Ideology.
- New world containing both factions; trader, raid, leader and starting pawns.
- Ears/tail/hair in all four directions, portraits, helmets and child body sizes.
- Dye a pawn at a styling station; save/reload and check color and highlights.
- Drink each supported alcohol and check the dependency timer resets.
- Check movement, manipulation, damage, cold comfort and psychic stat readouts.
- Check recreation variety/comfort thoughts and cautious break tendencies.
- Run the established 3x-speed stutter test in the existing test colony.
0.1.190.19 - Rice Brewing

HISTORICAL BUILD NOTE / RICE_BREWING_0.1.190.19.txt

TOOL PROGRESSION 0.1.190.19 - RIMWORLD 1.6
Nihonshu, Shogashu, alcohol dependency and drinks storage

HOW TO BREW
1. Finish the vanilla Beer brewing research.
2. At a brewery, add either new bill:
   - Make Nihonshu mash x25: 125 rice -> 25 rice mash.
   - Make Shogashu mash x25: 125 rice + 25 safe honey + 5 herbal medicine
     (harvested healroot) -> 25 Shogashu mash.
3. Build the matching fermenting barrel under Production. Each costs 30 wood.
4. Enable Hauling. Pawns fill and empty matching barrels automatically.
5. Each barrel holds 25 mash. One mash makes one bottle after six days at ideal
   temperature (7-32 C). Cold slows fermentation; unsafe heat/cold can ruin it.
   Adding fresh mash dilutes progress, like the vanilla beer barrel.

SHOGASHU RECOVERY
- +15% immunity gain speed and +10% natural injury healing for one day.
- Further drinks refresh duration; the bonus strength does not stack.
- Supports recovery; does not directly remove or instantly cure disease.
- Retains normal alcohol intoxication, tolerance and dependency effects.
- Safe honey choices: Sweet, Frost, Ember, Glow or Iron honey. Toxic honey is
  not accepted. The ingredients must be used; no free drink production.

ALCOHOL NEEDS
Nihonshu, Shogashu, honey mead, ruby wild-grape wine and golden wild-grape wine:
- Use the native Alcohol chemical, chemical recreation and social-drug policies.
- Refill the native alcohol-addiction need and reset genetic alcohol dependency.
- Have explicit direct Drugs category membership, required by the native gene.
- Have positive addictiveness so the native addiction-need refill runs. Repeated
  consumption builds tolerance and can cause addiction, like other alcohol.
- Have an explicit 0.3 need refill before native tolerance/body-size adjustment.
- Mead now has one combined effects list, retaining alcohol plus both honey
  benefits. Existing drink defNames, recipes and artwork are preserved.

GRAPHICS AND STORAGE
- New transparent Nihonshu bottle, Shogashu bottle, rice mash, barrel and rack art.
- Shogashu mash and its barrel use a green tint for identification.
- Furniture > drinks rack: 40 wood, two cells, six stacks, Preferred priority.
- Rack filters include beer, honey mead, both wines, Nihonshu and Shogashu.
- Standard shelves and stockpiles also work. Finished drinks appear under Drugs;
  rice brews also have their own subgroup. Mash is under Manufactured > rice
  brewing mash. Mash is not drinkable and does not meet alcohol needs.
- Existing storage/drug policies retain their choices: allow the new drinks
  where desired. A restricted old shelf may need its filter updated.

PERFORMANCE AND SAVES
- Preserves the .17 roof job-search fix and .18 jewelry save/load fix.
- No edits to existing roof, trap, pest, tool-search or jewelry source files.
- Reuses vanilla barrel fermentation, rare ticks, temperature damage and saved
  progress fields. New hauling searches target only the matching barrel/mash
  defs. No new global Harmony patch, map update component or animated effects.
- Rack uses native Building_Storage and ordinary hauling.
- Partial batches work. Blocked placement returns only unplaced bottles to the
  finished barrel, avoiding duplication after partial stack merges.

INSTALL AND TEST
1. Exit RimWorld and keep a backup of your save and working mod folder.
2. Replace the old StoneTools folder with this complete StoneTools folder.
   Keep only one active copy of westgate.toolprogression.
3. Restart RimWorld; check the loaded assembly version is 0.1.190.19.
4. Try both brewery bills, matching barrels and the drinks rack.
5. Test a pawn with alcohol addiction and, if available, an alcohol-dependent
   gene. Consume each finished drink and check its need/dependency timer.
6. Check Shogashu recovery in the Health tab; save/reload a partly fermented
   barrel and verify its count and progress are retained.

VALIDATION
- Full assembly compiled against the supplied RimWorld 1.6 Managed DLLs and
  Harmony; game reference DLLs are not included in this mod package.
- 18 new definition-contract tests pass, covering drink classification,
  dependency gates, quantities, effects, recipes, barrels, hauling and storage.
- XML files parsed; custom assets checked for transparency and linked paths.
- Package checked against .18 to preserve unrelated files; actual packaged
  assembly version verified, and ZIP integrity checked.
- Live Unity/gameplay testing is still required on your installation.
0.1.190.18 - Jewelry Save Load Fix

HISTORICAL BUILD NOTE / JEWELRY_SAVE_LOAD_FIX_0.1.190.18.txt

TOOL PROGRESSION 0.1.190.18 - JEWELRY SAVE-LOAD FIX
RimWorld 1.6.4871 - FULL COMPILED TEST BUILD

FIXED
The jewelry compliment cooldown cache stored Pawn references. A visitor no
longer resolving during load could produce this error:
Null key while loading dictionary ... label=st_jewelryLastCompliment

The cache now stores stable pawn IDs as plain values. The old save already
contains those same ID strings, so the existing XML layout is retained and
old saves load without resolving the pawn just to restore a cooldown.

- Preserve active compliment cooldowns and the one-day interval.
- Remove expired cooldowns on load and save.
- Discard legacy null-sentinel IDs.
- Handle absent/empty cache data and null recipients safely.
- No pawn, jewelry item, or existing mood thought is removed by this change.
- Includes the complete 0.1.190.17 roof-search performance fix and earlier
  trap/display fixes.

VALIDATION
- The old component reproduced null-key failures in an XML-backed test harness.
- All 17 production-component tests passed for old-save loading, missing pawn
  references, valid cooldown preservation, save/reload, expiry and empty data.
- Compiled all 169 production source files against the supplied RimWorld 1.6
  Managed libraries and Harmony. Game libraries are not included in this ZIP.
- Compiled assembly version, ZIP integrity and changed-file scope verified.
- Not run inside RimWorld here; gameplay and performance still need testing.

OTHER WARNINGS IN THE UPLOADED REPORT
Seven unresolved Lord_4 references came through Hospitality.CompGuest during
loading. These are separate visitor-group warnings, not jewelry cooldowns.
This build does not change Hospitality's saved visitor/group references.
The report confirms 0.1.190.17 was loaded; it does not measure roof performance.

INSTALL AND TEST
1. Close RimWorld completely.
2. Replace the old StoneTools mod folder with the StoneTools folder in this ZIP.
   Keep backups outside the active Mods folder and load only one copy.
3. Restart RimWorld; the log should say Loaded assembly 0.1.190.18.
4. Load your existing repaired save. No additional save-file edit is required
   for the jewelry cooldown fix.
5. Check for the jewelry error, then test 3x speed with the same roof setting.
   Send the new Work Giver screenshot and Player.log if problems continue.
0.1.190.17 - Roof Job Search Performance

HISTORICAL BUILD NOTE / ROOF_JOB_SEARCH_PERFORMANCE_0.1.190.17.txt

TOOL PROGRESSION 0.1.190.17 - ROOF JOB SEARCH PERFORMANCE
RimWorld 1.6.4871 - FULL COMPILED TEST BUILD

WHY THIS BUILD
The supplied Dubs Work Giver captures show BuildRoofs spikes of 546.836 ms
and 439.003 ms. The roof workgiver accounted for 27.36% and 19.51% of measured
tick time in those samples. These captures identify a large stall in the
roof job-search path, but do not isolate every cost within that path.

Code inspection found that our tool-requirement prefix ran before the native
workgiver rejected invalid or completed targets. When a worker lacked a tool,
CanWork generated a detailed missing-tool message by scanning all map items,
repeating this diagnostic search for every candidate. This also ran with the
optional material-roof system turned off.

CHANGES
- Run tool checks after the native workgiver accepts a target. Rejected work
  does not trigger our tool lookup or warning scan.
- Reuse missing-tool warning text for the same map, pawn, tool kind and tick.
- Keep checking carried and fetchable tools each time. Work permission is
  never cached. A newly equipped or fetchable tool can still permit work.
- Keep detailed missing-tool messages and the existing hand-work exceptions.
- Keep the material roof option OFF by default and marked IN TESTING.
- Retain all 0.1.190.16 trap and display fixes.

VALIDATION
- Compiled all 169 production source files using the supplied RimWorld 1.6
  Managed libraries and Harmony. Game reference libraries are not bundled.
- 21 tool-scan regression checks passed.
- The engine-free production-code regression reproduced 514 map-wide
  diagnostic searches for 514 candidate targets in the previous build.
  The new build performs zero for native-rejected targets and one for 514
  same-tick missing-tool failures of the same kind on the same pawn/map.
  This is a call-count test, not an in-game FPS benchmark.
- 18 roof mode/removal/coverage checks and 13 roof-overlay checks passed.
  Updated the overlay test double to include the existing startup attribute.
- XML files and ZIP integrity checked; compiled assembly version verified.

INSTALL
1. Close RimWorld completely.
2. Replace the old StoneTools mod folder with the StoneTools folder in this ZIP.
   Keep any backup outside the active Mods folder so only one copy is loaded.
3. Restart RimWorld. The log should say Loaded assembly 0.1.190.17.
4. Load your repaired save with the same mods and roof setting as before.

TEST
Open Dubs Performance Analyzer > Tick > Work Giver.
Run the same colony at 3x speed for about 60 seconds, with the same camera view.
Send a screenshot showing the BuildRoofs Average and Max columns, plus the new
Player.log if any errors appear.

This build removes a reproduced repeated-search problem. It has not been run
inside RimWorld here, and it is not yet a claim that every stutter is fixed.
0.1.190.16 - Traps And Display Fixes

HISTORICAL BUILD NOTE / TRAPS_AND_DISPLAY_FIXES_0.1.190.16.txt

Tool Progression - Stone to Electric
Build 0.1.190.16 for RimWorld 1.6.4871

CHANGES
- Fixes the automatic hunter error: "Tried to get ThingsOfDef of MinifiedThing".
- Counts placed traps through the four trap definitions and packed traps through
  RimWorld's native MinifiedThing request group. Includes alternative wrappers.
- Preserves the two-assigned-trap automatic limit, hunter ownership and bait-type
  preference; excludes unrelated packed buildings and empty wrappers.
- Fixes stretched front/back and flattened side views of all four impaled warning
  displays. Their 512 x 512 directional artwork now uses a 1.8 x 1.8 drawing canvas
  for consistent proportions when occupied or empty. Existing north/south height
  is retained, and east/west views now match it.
- Retains the centered drawing offset, existing 1 x 2 occupied footprint, default
  south-facing installation, original artwork and body identity/terror behavior.
- Includes all content and prior fixes from build 0.1.190.15. Roofing remains an
  optional IN TESTING feature, off by default for new settings.

VALIDATION
- Compiled against the supplied RimWorld 1.6 game references and Harmony DLL.
- 29 engine-free production trap checks passed, including packed trap ownership,
  bait-specific counts, alternative wrappers, unrelated packed items, two-trap
  limit, carried deployment and the earlier deployment checks.
- The packed-item regression check reproduces the failure in build .15 and passes
  with this fix. Test doubles do not run the live Unity game.
- Checked all 32 warning textures against their drawing dimensions for uniform
  pixel proportions, plus occupied-graphic inheritance and XML validity.
- Game startup, save loading, live hunting AI and appearance still need in-game
  testing. This build does not establish a fix for the wider stuttering issue.

INSTALL
Close RimWorld. Replace the previous StoneTools mod folder with this ZIP's
StoneTools folder, then restart. Keep only one installed copy enabled.
The startup log should say: [Tool Progression] Loaded assembly 0.1.190.16
Existing display definitions and saved trap data are retained.

QUICK IN-GAME CHECK
1. Check hunters with placed and packed traps, including one of each bait type.
2. Confirm the MinifiedThing lookup error no longer appears.
3. Inspect each impaled display facing, both occupied and empty, and its Install
   preview. The artwork should retain the same proportions in all directions.
0.1.190.15 - Auto Traps

HISTORICAL BUILD NOTE / AUTO_TRAPS_0.1.190.15.txt

Tool Progression 0.1.190.15 - Automatic carnivore trap setup
RimWorld 1.6 / Harmony required

INSTALL
Quit RimWorld, replace the previous StoneTools folder with this complete
folder, and restart. Keep only one installed copy of the mod.

HOW AUTOMATIC SETUP WORKS
Enable Hunting for a pawn and provide accessible, unforbidden trap kits.
Wooden kits are made at a crafting spot or primitive tool bench; steel kits
are made at a machining table. Carnivore kits use meat bait.

Hunters automatically maintain up to TWO assigned traps total, not two of
each kind. When both types of kit are available, the second trap prefers
the bait type the hunter has not already deployed. Existing owned traps,
including packed traps, continue to count toward the limit.

If your hunter already owns two herbivore traps, this update does not remove
or replace them. Select the hunter and right-click an accessible carnivore
kit to prioritize setting an extra trap. The automatic limit remains two.

FIXES
- Matching small wildlife remains the first choice for placement, but a
  carnivore trap no longer requires a live small carnivore to be present:
  it can be set near other small wild game, ready for a later arrival.
  Catching still follows the trap's bait diet and existing size limits.
- Placement uses clear dry land outside Home, within the pawn's allowed
  area and reachable under normal danger limits. The old rule rejecting
  sites within 12 tiles of the hunter's current position is removed.
- The hunter picks up ONE kit, carries it to the site and consumes that kit
  when the assigned trap is placed. Remaining kits stay in the stack.
- Work checks enumerate only the four kit definitions. They no longer scan
  and count all map Things for every ordinary haulable item.
- Setup has a higher priority within Hunting. Higher-priority work types,
  rest and emergencies can still take precedence.
- Direct orders report no reachable site or respect kit availability.
  If there is no suitable small wild game or no dry reachable site outside
  Home/inside Allowed Area, automatic setup still waits.
- Old unfinished setup jobs without the new one-kit count cancel safely;
  hunters can take a fresh job using the updated carrying sequence.

RETAINED
All build .14 pest performance changes, the animation toggle, centered
impaled displays, shallow-water fishing traps and dry-land animal cages.
The material roof system stays OFF by default and marked IN TESTING.

VALIDATION
Full compilation against the supplied RimWorld 1.6 assemblies. Engine-free
checks exercise production planning, kit filtering, bait preference, limits,
carry-toil ordering and kit consumption. Native hauling APIs were inspected;
live pawn pathing, right-click UI and saved-colony behavior need in-game tests.
0.1.190.14 - Pest Performance

HISTORICAL BUILD NOTE / PEST_PERFORMANCE_0.1.190.14.txt

Tool Progression 0.1.190.14 - Pest performance and centered warning displays
RimWorld 1.6 / Harmony required

INSTALL
Quit RimWorld. Replace the previous StoneTools folder with this complete
StoneTools folder, then restart. Keep only one copy of the mod installed.
Existing displays use their corrected placement without being rebuilt.

FLIES AND CRAWLING BUGS
- Up to 48 visible pest sources share six reusable texture meshes. The old
  system could issue 11 separate draw calls for every heavily infested tile.
- Animation geometry updates at 20 Hz; meshes still draw every visible frame.
  Tiny animations hide when zoomed out to more than 22,500 visible map cells.
- The renderer reads a spatial index of active infestation cells, rather than
  merging every dirty/waste/habitat collection each frame. It does not ask
  for temperatures, spawn insects, or scan all Things while drawing.
- Impaled-display flies use the same renderer and total visual budget.
- Options > Mod settings > Tool Progression:
  "Animate flies and crawling bugs (limited for performance)"
  Turn this off to hide animated pests while retaining filth gameplay and
  edible insect stacks. The existing neglected-filth option disables that
  gameplay system; "Show infestation numbers" only controls stack labels.

SIMULATION
- Up to 32 tracked cells and 64 waste-source candidates are processed per tick.
  Pawn exposure is spread across ticks, rather than checked for all pawns
  together. Existing saved dirt ages and exposure records are retained.
- Clean and newly dirtied cells skip temperature queries for pest checks.
- Cleaning removes pest food through a deferred, bounded queue, so removal
  cannot invalidate native filth processing. Cold still suppresses pests.
- Edible insect stacks are capped at 256 per map. Older excess stacks are
  removed gradually, at up to eight per tick. This may reduce available bug
  food in heavily infested saves. Infestation effects still apply beyond the
  food/animation limits. Ordinary animal and insect pawns are not removed.
- Waste-source discovery and expiry are staggered, so a changed source can
  take one scan cycle to update. Very dirty maps may take extra ticks to
  finish a cycle. Simulation continues on maps that are not being viewed.
- Bird bug-foraging checks reachability for up to eight nearest candidates;
  when none are usable, its original food job is retained.

IMPALED DISPLAYS
All four designs, empty or occupied, had a -0.5 tile drawing offset. It is now
zero, keeping the artwork inside the existing selectable footprint in all
four directions. Footprints, stored bodies, names and factions are unchanged.

RETAINED
Animal cages require dry land and support Reinstall; their rebait error is
fixed. Fishing traps require matching shallow water. The material roof
system remains OFF by default and labeled IN TESTING.

VALIDATION AND IN-GAME TEST
Compiled against the supplied RimWorld 1.6 libraries. Engine-free checks
exercise the actual pest queue, simulation, renderer, cleanup and cap.
They verify bounded work and draw calls, not live Unity FPS or save loading.
Test the same dirty area at 1x and 3x speed, then compare animations on/off.
Check a cold infested room, cleaned tiles, and clicking each warning display
near its base. Send a new Player.log if stuttering or errors continue.
0.1.190.13 - Animal Traps

HISTORICAL BUILD NOTE / ANIMAL_TRAPS_0.1.190.13.txt

Tool Progression 0.1.190.13 - Dry-land animal traps
RimWorld 1.6 / Harmony required

INSTALL
Quit RimWorld. Replace the previous StoneTools mod folder with this complete
StoneTools folder, then restart. Keep only one installed copy of this mod.

CHANGES
- Wooden and steel herbivore/carnivore traps require dry land.
- Applies to manual Set Hunting Trap, hunter deployment and Reinstall.
- Shallow and deep water are rejected. Dry bridge surfaces remain usable.
- Invalid existing traps pause catching and bait use; they are not deleted.
- Empty animal traps can be uninstalled or reinstalled using native controls.
  The same trap keeps its bait, mode and assigned hunter.
- Empty the trap before moving a live catch. Traps awaiting relocation pause
  catching and rebaiting until their move is completed or cancelled.
- Fixes the repeated CompAnimalTrap.TryAutoRebait null-reference error in
  the supplied log: forbidden bait is checked against the player faction,
  without requiring a colony leader pawn. Manual rebait uses the same fix.
- Marks roof overlay materials for main-thread startup initialization,
  addressing the RoofOverlayMaterials warning in the supplied log.
- Fishing traps still require their matching shallow water from build .12.
- The material roof system remains OFF by default and labeled IN TESTING.

MOVE AN EXISTING UNDERWATER CAGE
Select the cage, choose Reinstall, and select a clear dry tile. A colonist
will move it. If it holds an animal, collect or release the animal first.

VALIDATION
Full mod compiled against the supplied RimWorld 1.6 assemblies.
Engine-free checks cover terrain rejection, overlapping traps, reinstallation,
occupied-trap protection and pausing while a move is pending. These checks
do not simulate Unity, pawn pathing or a saved colony. Test those in-game.
0.1.190.12 - Fishing Traps

HISTORICAL BUILD NOTE / FISHING_TRAPS_0.1.190.12.txt

Tool Progression - Stone to Electric
Build 0.1.190.12 - RimWorld 1.6

FISHING TRAPS BELONG IN SHALLOW WATER
Freshwater fishing baskets require shallow river, pond or lake water.
Ocean fishing baskets require shallow ocean or sea water.
Place the trap's tile in the water, not on land beside it. Deep water,
bridges and the wrong water type are rejected for new builds and reinstall
orders. The trap uses the water directly under it to generate its catches.

EXISTING TRAPS
Select an existing shore trap and use Reinstall at to move it into suitable
shallow water. Shore traps do not generate new catches. Their existing
contents remain available for hunter collection, and their inspect text
explains where to reinstall them. Cancel any old shore blueprints and place
them again in shallow water.

Hunters collect catches into accepting storage when they can reach the
trap. Set traps in accessible shallows and check the pawn's allowed area.

INSTALL
Close RimWorld and replace the previous StoneTools folder with the one in
this full ZIP. Enable only one copy of Tool Progression and load Harmony
before it.

VALIDATION
Compiled against the supplied game and Harmony assemblies. Both XML defs
use the shallow-water place worker and clear the inherited solid-ground
requirement. 29 engine-free checks passed for terrain/water types, own-tile
catching, placement and reinstall validation. In-game pawn construction,
reinstallation, collection and graphics still need testing.
0.1.190.11 - Roof System

HISTORICAL BUILD NOTE / ROOF_SYSTEM_0.1.190.11_IN_TESTING.txt

Tool Progression - Stone to Electric
Build 0.1.190.11 - RimWorld 1.6 - IN TESTING

MATERIAL ROOF SYSTEM: OFF BY DEFAULT
Options > Mod settings > Tool Progression:
  Material roof system - IN TESTING (OFF = vanilla roofing)

Leave this unchecked for the stutter comparison. The default on the first
launch of this build is OFF. A later deliberate change is saved in mod
settings. There is no restart requirement for changing the option.

With the option off, original RimWorld roof construction and removal jobs
run. Automatic paid panel planning, material roof build buttons, Show roof,
and the reinforced damage overlay are disabled. Completed roof coverage
stays intact while its hidden panel buildings are removed from active use.
Material and condition records are saved without active map objects, so
surviving roofs can be restored if the system is re-enabled. A roof removed
or collapsed while disabled will not regain its old material if rebuilt.

Unfinished material roof panels are canceled using RimWorld's normal
cancellation/material-return behavior. Their uncovered footprints become
vanilla Build roof orders unless marked No roof. The transition is a
one-time operation on load or a setting change; it may pause briefly when
converting a large number of existing panels.

REMOVE ROOFING
Architect > Orders > Remove roofing
Drag across completed roofs to order construction workers to remove them.
The command works with material roofing ON or OFF. It also cancels roof
blueprints and frames immediately and clears the corresponding Build roof
area. Touching an unfinished 2x2/3x3 panel cancels that entire panel; finished
roofs are removed tile by tile. Marked cells remain No roof until changed
back with Build roof area. Thick overhead mountain cannot be removed.

INSTALL AND TEST
Close RimWorld, back up the save, and replace the previous StoneTools folder
with the StoneTools folder from this full ZIP. Enable only one copy of Tool
Progression. Keep Harmony before it in the mod list.

Load the same colony with material roofing left OFF and test 3x speed.
Check that rooms remain roofed and workers can build original roofs.
Try Remove roofing on a small completed section and an unfinished panel.
Save/reload with roofing off. If comparing modes, enable the testing option
and check surviving paid roofs, then switch it off again.

Roofing is a suspected stutter cause, not a confirmed diagnosis. If the
stutter continues with this option off, send Player.log after the session.

VALIDATION
Compiled against the supplied RimWorld and Harmony assemblies.
31 engine-free checks passed for mode changes, coverage preservation,
dormant panel records, cancellation mode, removal commands, cache behavior,
roof types, fog and map visibility. These do not replace a live-game test
of saving/loading, resource returns, rendering, pawn jobs or FPS.
0.1.190.10 - Roof View

HISTORICAL BUILD NOTE / ROOF_VIEW_0.1.190.10.txt

Tool Progression - Stone to Electric
Build 0.1.190.10 - RimWorld 1.6

SHOW ROOF
Select one of your colonists and turn on "Show roof type and coverage".
Finished timber roofs show boards; thatch shows reeds; light steel shows
corrugated sheets; reinforced steel shows bolted panels. Turn it off to
see inside. The setting is stored separately for each map.

Existing original constructed roofs stay blue. Thin natural roofs stay
green, thick natural roofs purple, and other roofs pink. These roofs do
not carry a paid custom material record, so they are not assigned a texture.

The separate reinforced-roof damage toggle draws green/yellow/red above
the textures. Unroofed and fogged cells receive no roof graphic.

PERFORMANCE
The roof view combines tiles by material in native visible map sections.
It reuses those meshes on subsequent frames. Construction, removal and
fog changes mark affected sections for rebuilding. Work is deferred until
a section is drawn with the roof toggle on. Turning the roof view off
skips its tile scans and drawing. No extra pawns, jobs or buildings are
created by the view.

INSTALL
Close RimWorld. Back up your save. Replace the previous StoneTools mod
folder with the StoneTools folder from this full ZIP. Enable only one
copy of Tool Progression; keep Harmony before it in your mod list.

TEST
1. Load the colony and select a colonist. Toggle Show roof on and off.
2. Check finished board, thatch, corrugated and reinforced roofs.
3. Remove a roof while the view is off, then turn it on: the hole should
   remain visible. Build another roof with the view on: it should appear.
4. Check the separate reinforced damage view with textures on and off.
5. Compare 3x speed with the roof view on/off and pan/zoom around.

VERIFIED HERE
Compiled successfully against the supplied game and Harmony assemblies.
A standalone cache harness passed 12 checks for hidden/steady-frame work,
deferred changes, roof classification, fog, batch roofs and map visibility.
Actual Unity drawing and FPS have not been tested in a running game.
0.1.189.16 - 0.1.189.16 - Four impaled-invader warnings crafted at the Bonecarver Bench

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.189.16 - Four impaled-invader warnings crafted at the Bonecarver Bench
Exact-body bills; name/faction/raid retention; movable storage and installation;
corrected directional art; sight-based -3 invader memory; optional native terror;
sparse cosmetic flies/crows/rats. Includes all 189.15 content. Surge excluded.
See Docs/ImpaledInvaders189_16.txt for use and validation limits.
0.1.189.15 - 0.1.189.15 - Remaining selected 218 features (Casarandra Surge excluded)

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.189.15 - Remaining selected 218 features (Casarandra Surge excluded)
- Imports the remaining selected build 218 features. **Casarandra Surge is excluded.**
- Whips use the lower handle grip and a melee attack sweep; drafted idle pawns can briefly fidget with their weapons. Inlaid gems follow the same pose.
- Nonviolent pawns keep toolbelt/inventory work access without a weapon-style Equip action.
- Every custom bill station has Work here. New placement protects station work spots, steel tools use machining, and bone tools use the bonecarver bench or crafting spot.
- Adds winter pants, hat, gloves and boots; woven field coat, pants, hat, gloves, sash and boots; patchwork clothing, a portable sleeping roll and two braided scrap rugs.
- Crafting produces 5% cloth/leather scraps, rounded down; tainted apparel recycling produces matching scrap types. Scrap goods cannot generate more scraps. Current tanning and loom conversion yields remain unchanged.
- Bags and human-pulled carts permit automatic 2-4 meal batches where ingredients, bill count and capacity allow. Nearby harvested/mined resources can be collected for a storage delivery.
- Adds direct washing and compost menus, snow-aware tilled-soil graphics, native parka item graphics and gemstone resource-bar icons.
- Preserves the full 189.14 content, including fishing, traps, tiny bones, four-tile tanning, GMO cloth, boss drops, research/music, inlays, portraits and the barrel inspection fix.
- Built against RimWorld 1.6 reference assemblies. Automated isolated checks passed; a live RimWorld session and Hospitality interaction have not been run here. See **Docs/Remaining218_189_15.txt**.
0.1.189.14 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.14 BETA
Fixes the fire barrel inspection error reported after clicking an empty barrel. GetInspectString no longer prefixes a newline when native building text is empty, and trims native text before joining it. Water state, refilling, bucket firefighting and saves are unchanged. Full native-reference compile, 24 actual-method inspection checks and archive integrity passed; live selection confirmation pending. All 189.13 features retained.
0.1.189.13 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.13 BETA
Restores inlay queues, replacement/removal and front/back placement editor plus pawn health/mood portraits from verified 218. Preserves current trophy Bills with Work here fallback, saves interrupted work progress, shares queued slot limits across benches and prevents Add from replacing an old gem. Original tool/fishing poses and all 189.12 content remain. Compile, 80 queue/placement/portrait-rule checks, 14 portrait hook checks, 59 boss-drop checks, XML/assets and archive validation passed; live UI/gameplay testing pending. See Docs/InlaysPortraits189_13.txt.
0.1.189.12 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.12 BETA
Adds only the requested research-tab layout and original full Foxfire Omen menu/combat track from verified build 218. All ten mod research projects use the existing Tool Progression tab; IDs, costs, prerequisites, unlocks and saved progress are preserved. Existing music remains in rotation. All gameplay source and other assets from 189.11 are preserved; the full DLL is rebuilt with 189.12 version metadata. Whip, nonviolent-tool and workstation improvements are deferred. Full compile, XML/research-semantic checks, audio decode and archive validation passed; live layout/playback testing remains. See Docs/ResearchMusic189_12.txt.
0.1.189.11 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.11 BETA
Restores the connected 218 boss/commander/faction-leader reward and legacy system, named-animal trophies, trails/hunter reports, optional insect champions, repair, inheritance and relic dedication. Keeps the current tanning system and Raw hides category. Captures faction-leader reward choice and position before death, rejects returning captive/tamed/caravan-held elders, and preserves native drops. Restores missing loom work registration and station selection/direct orders for looms, bonecarver and inlay bench. Current direct inlay interface retained. All 189.10 fixes preserved. Full native-reference compile, 59 production boss/raid/butcher/history checks, 63 GMO and 51 tanning checks, XML/art/station and archive validation passed. Live gameplay, save/reload and native ideological relic behavior need testing. See Docs/BossDrops189_11.txt and Docs/Build218Comparison.txt.
0.1.189.10 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.10 BETA
Restores six GMO cloth definitions and matching 8-to-8 weaving recipes from verified build 218, plus cattail cloth and Make any cloth first on both looms. Separates raw GMO fiber from finished Fabric while keeping harvest IDs, existing garments and source material stats. Updates existing frostvine/ember parkas, harvesting gloves and beekeeper suit to use finished cloth. Migrates affected saved tailoring bills and selectively adds finished fabric to storage accepting its raw source. Original bundle/bolt art included. All 189.9 content retained. Full compile, 63 production output/save assertions, XML/art and archive checks passed; live RimWorld verification remains pending. See Docs/GmoTextiles189_10.txt.
0.1.189.9 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.9 BETA
Tanning station now has a 4x1 footprint. Measures and centers the original four directional sprites to span four visible squares without changing their proportions. Adds directional static Print and colored-graphic handling, removes the generic three-square size override, and expands the blueprint outline. Rotatable placement/reinstallation and MinifiedThing + BuildingsFurniture storage retained. All prior content, recipes and 189.8 text fix retained. Full compile, four-direction production graphics/real-art bounds checks, 51 tanning assertions, XML and archive integrity checks passed; live appearance and storage/reinstallation still need in-game verification.
0.1.189.8 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.8 BETA
Fixes the 27 ST_Tan_Leather_* description trailing-whitespace configuration errors in the supplied 189.7 startup log. Moves the optional sentence separator into the Make any leather sentence, leaving individual recipe descriptions clean. The log confirms 27 hide types registered and all three fishing visual hooks installed. No recipe, yield, storage, asset or fishing behavior changes. Full compile and existing tanning checks passed; verify the next game startup.
0.1.189.7 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.7 BETA
Restores the primitive tanning station from the later saved builds onto the complete 189.6 base. Compact 3x1 footprint, four original directional sprites, placement outline, Crafting workgiver and Work here. Animal butchering substitutes matching raw hides at the original leather yield while preserving meat, bones/tiny bones and other outputs. Raw hides use Textiles > Raw hides with a bundled icon. Make any leather is first, followed by individual bills; 20 matching hides -> 20 matching leather + 1 leather scrap, Crafting 2 and usable knife. Native/modded Leathery materials are generated before reference resolution. Existing finished leather remains usable. All 189.6 fishing, foods and trap changes retained. Full compile, 51 tanning assertions, 100 food/bone/save regression assertions, XML/assets and ZIP checks passed. Live RimWorld verification remains pending. See Docs/Tanning189_7.txt.
0.1.189.6 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.6 BETA
Keeps the tester-approved 189.5 rod size. Aims rods over the water in all four directions and corrects the steel rod's line guides, line, bend and measured grip positions. Covers direct real-time Mote.DrawMote calls in addition to normal and dual-attached map draws. Recognizes native and directional fishing-mod poles, including owners on either attachment link. Reports active hooks and the first replaced pole in the game log. Slows both fishing baskets to one animal per catch, with a saved six-hour minimum soak and a 0.5 percent chance per rare tick afterward (about one catch per day). Five-catch capacity, occupied artwork and storage hauling are preserved. Full compile, 1,926 rod checks, 20,760 tool pose checks, 154 grip checks and 36 trap/storage/timing checks passed. Live game confirmation remains necessary. See Docs/FishingRod189_6.txt.
0.1.189.5 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.5 BETA
Fixes the duplicate pole shown in the tester screenshot. Moves native-pole suppression from Graphic_Mote.DrawMote to Mote.DrawAt so attached directional Graphic_Multi rods are covered. Reduces the held ST rod canvas from 1.8 to 1.0 tiles (44% smaller), preserving measured handle pivots and artwork proportions. Updates regression coverage to include the previously missed graphic path. Full compile, 1,765 rod checks, 20,760 tool-pose checks and 154 artwork grip checks pass. Native Harmony detours and in-game appearance remain unverified. Includes all 189.4 foods, tiny bones and saved-name compatibility. See Docs/FishingRod189_5.txt.
0.1.189.4 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.4 BETA
Fixes the five legacy fishing names producing 95 missing-reference messages in the submitted 189.3 log. Adds five prepared meats and five cooked dishes with eleven transparent sprites including tiny bones. Supports ordinary meal recipes and native ingredient/source-fish tracking. Small birds yield tiny bones; ten tiny bones bundle into one crafting bone. Extends corresponding saved storage filters once. Full compile and 100 focused production checks plus XML/art validation passed; affected-save and gameplay testing remain necessary. Includes all 189.3 grip fixes. See Docs/FishingFoods189_4.txt.
0.1.189.3 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.3 BETA
Audits all 50 tool definitions and both artwork variants. Corrects the 46 work tools with measured handle grips and working axes, including the sideways drill mismatch between normal and engraved artwork. All work-tool stacks display a single tool. Hands share the same per-art transform. Digging pivots around the handle; chopping uses each blade's actual tip. Keeps fishing rod, basket, hay and resource icon fixes. Full compile, 20,760 isolated tool-pose checks, 154 artwork grip checks and 1,756 fishing-rod checks passed. Native combat poses and live game appearance were not verified by the fixture. See Docs/ToolGripAudit189_3.csv.
0.1.189.2 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.2 BETA
Fixes the small, sideways/upside-down held fishing rod. Uses larger square sprite scaling, measured handle/tip coordinates for each normal and engraved rod, and upright poses in all four pawn directions. Optional hand graphics use the same grips. Odyssey's duplicate rod is suppressed only while a working ST replacement is available. Preserves 0.1.189.1 fishing basket, hay and category icon fixes. Full compile and 1,756 isolated rod rendering checks passed; live game appearance remains to be confirmed.
0.1.189.1 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.189.1 BETA
Adds missing Ropes and Work tools resource-bar category icons using bundled artwork. Uses the selected ST rod texture in Odyssey's native rod display and suppresses the duplicate ST mesh. Restores the missing grass-to-hay harvest patch and regrowth. Upgrades existing freshwater/ocean baskets with saved five-catch contents, occupied artwork and native storage hauling. Uses local Odyssey fish species for normal fish catches and retains ST bycatch. Direct ST fishing recognizes belt tools and faces the chosen water tile. Full compile, XML validation and isolated rod/trap checks passed; live gameplay testing remains pending. See README.md.
0.1.189 - OCTOBER 14, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 14, 2026 - BUILD 0.1.189 BETA
Prevents null-reference crashes when saved pawn jobs have no resolved job definition. Hardens tool-stat, field-assignment, and wagon drawing checks for invalid saved jobs. Includes all 0.1.188 hunting trap, Trapper trait, and raw catch food fixes. Compiled against RimWorld 1.6.4871; XML checks passed; verify with the affected save in-game.
0.1.188 - OCTOBER 14, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 14, 2026 - BUILD 0.1.188 BETA
Adds baited wood and steel hunting-trap kits for herbivores and carnivores, with target placement, periodic wildlife capture, escape chances, rebaiting, and release or slaughter commands. Captures can be rescued. The Trapper trait crafts kits twice as fast, may produce an extra kit, and lowers escape odds. Fixes social-properness flags on all five raw fish/bycatch foods. Compiled against RimWorld 1.6.4871; XML and texture checks passed; in-game testing remains pending.
0.1.187 - OCTOBER 15, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 15, 2026 - BUILD 0.1.187 BETA
Adds direct Go Fishing orders for pawns carrying a fishing rod. Players can choose any reachable water tile; fishing takes time, may return empty-handed, and slowly trains Fishing (or Animals when Odyssey is absent). Skill improves odds without guaranteeing a catch; fish and uncommon local bycatch spawn at shore. Includes the 0.1.186 trap and basket features. Compiled against RimWorld 1.6.4871; XML and texture checks passed; in-game testing remains pending.
0.1.186 - OCTOBER 14, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 14, 2026 - BUILD 0.1.186 BETA
Adds hay-covered plain and spiked pit traps. Build multiple traps in a line
to form a trench; friendly pawns know trap locations, with dazed pawns still
at risk. Adds freshwater and ocean basket traps. Baskets require matching
adjacent water and make slow, non-guaranteed catches; freshwater bycatch can
include frogs or crayfish, while ocean bycatch can include crab or shrimp.
Catch items use a separate stockpile category and work as ordinary cooking
ingredients. The fish basket uses loaded Odyssey raw fish when available and
falls back to the mod's fresh fish item. Assembly compilation and XML/texture
checks passed; in-game testing is still needed.
0.1.185 - 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.185: Adds a direct right-click "Plant this field" option on growing-zone tiles for the selected pawn. It uses the existing saved field assignment, so the pawn clears harvestable crops first, then plants the field crop while respecting native sowing and tool rules.
0.1.184 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.184 BETA
Adds natural colony expansion for full, active, non-toxic GMO hives. Once
per day, each full colony has a 5% chance to send three workers and a new
queen to establish a nearby nest, 4-12 tiles away, if an unoccupied location
with healthy forage is available. The source hive loses the three workers;
new nests start with three. Added colony status to hive inspection text.
Direct C# compilation and XML checks passed; in-game spread testing pending.
0.1.183 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.183 BETA
Restores stone-tool recipes at the Crafting Spot, alongside the Primitive
Tool Bench and machining table. Adds bone-tool recipes to the Crafting Spot
as well, so primitive tools can be made without building a specialized bench.
XML and compilation checks passed; in-game recipe visibility pending.
0.1.182 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.182 BETA
Adds actionable missing-tool alerts when a player-forced job cannot start. The alert identifies whether no matching tool exists, all are worn out/depleted, tools are forbidden, or a usable tool is inaccessible; it explains equipping/carrying a tool or using toolbelt auto-fetch. Workbench orders now preserve vanilla bill failure details, such as missing ingredients or unmet requirements, instead of masking them with a generic message. Direct C# compilation against the RimWorld 1.6.4871 and Harmony references passed; in-game confirmation pending.
0.1.181 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.181 BETA
Hive harvesting is now explicitly a bare-handed task: it no longer requests or requires a knife, and workers show hand-work animation. The player-ordered and automatic harvest flows both retain the existing undrafted Animals 3 handler requirement. Compiled and XML/archive validation passed; in-game confirmation pending.
0.1.180 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.180 BETA
Adds five bench-side research aids: a Neolithic abacus (+5%), powered electric calculator (+10%), powered Microelectronics laptop (+15%), powered Fabrication-era AI computer (+25%), and Multi-Analyzer-era portable AI analyzer (+35%). Build an aid in the same room, within three tiles of a research bench. Only the highest available aid applies, so bonuses do not stack. The portable analyzer also increases HackingSpeed by 25% when it is within three tiles of both hacker and target. Added five custom sprites. Compiled and XML/archive validation passed; in-game confirmation pending.
0.1.179 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.179 BETA
Adds vegetables, fruit, harvested plant products, and fish as compost-bin inputs. Use Orders > Compost plants and fish to explicitly mark fresh items for composting; unmarked food stays available for meals. Each item adds 0.2 compost. Dubs Bad Hygiene fecal sludge remains an optional compost input. Compiled and XML/archive validation passed; in-game confirmation pending.
0.1.178 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.178 BETA
Adds Dubs Bad Hygiene fecal sludge (FecalSludge) as an optional compost-bin input. Haulers deliver it to the existing compost bin; each unit adds the same 0.2 compost as food rot. The integration checks for the Dubs definition at runtime, so Dubs Bad Hygiene is not required. Renames the compost work order to cover all accepted waste. Compiled and XML/archive validation passed; in-game confirmation pending.
0.1.177 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.177 BETA
Makes direct GMO hive harvest orders player-forced so ordinary work cannot replace the order. The order now rechecks hive readiness and reachability when clicked and reports if the game rejects it. Updated the explicit handler-selection menu the same way. Tester screenshot shows the harvest option available; supplied Player.log was from 0.1.119 and did not capture a harvest attempt. Compiled and XML/archive validation passed; in-game confirmation pending.
0.1.176 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.176 BETA
Refines the two cotton machines: the wooden hand loom now has a clear hand-cranked spindle; the Machining-era electric loom has an all-steel frame and an attached cotton feeder feeding its powered spindle. The electric loom now costs 120 steel only (no components), draws 250 W, and works three times faster than the hand loom. Both retain the shared cotton-to-cloth bill. Compiled and XML/archive validation passed; in-game confirmation pending.
0.1.175 - OCTOBER 13, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 13, 2026 - BUILD 0.1.175 BETA
Adds a powered electric spinning loom unlocked after Machining. It uses 90 steel + 3 industrial components, draws 250 W, and spins cotton three times faster than the hand loom. Both looms can process the same cotton-to-cloth bill. Added a distinct electric loom graphic with four directional views. Compiled and XML/archive validation passed; in-game confirmation pending.
0.1.174 - OCTOBER 12, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 12, 2026 - BUILD 0.1.174 BETA
Assigns cat-o'-nine-tails recipes to material-appropriate benches: wood at
the Primitive Tool Bench, carved bone at the Bonecarver Bench, and steel or
plasteel at the machining table. Compiled and XML validation passed; in-game
confirmation pending.
0.1.173 - OCTOBER 12, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 12, 2026 - BUILD 0.1.173 BETA
Adds wood, carved leg-bone, forged steel and high-tech plasteel cat-o'-nine-
tails. All remain low-damage, apply 3x normal melee suppression to colony
slaves, and briefly stun on a successful hit. Plasteel lash tips show an
electric effect. Whips accept up to two gem inlays; inlaid value contributes
to the equipped wielder's Social Impact (authority). Raises base item values
by material. Fixes duplicate saved load IDs for escaped-slave and slave-hunter
letters. Tester log supplied for this build was from mod 0.1.119 and showed
the old Letter_0 collision; it contained no corpse-hauling reproduction.
Compiled against RimWorld 1.6.4871; in-game testing pending.
0.1.172 - OCTOBER 12, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 12, 2026 - BUILD 0.1.172 BETA HOTFIX
Keeps Tool Progression's non-haulable filth-insect stacks out of stockpile
and storage-building cells. Rotting fleshy corpses remain pest sources, but
insects are cleared instead of being placed in nearby storage slots. This
addresses a plausible cause of corpse stockpiles losing usable cells; the
tester's specific save and mod list are still needed to confirm reproduction.
Compiled against RimWorld 1.6.4871; in-game confirmation pending.
0.1.171 - OCTOBER 12, 2026 - BUILD 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 12, 2026 - BUILD 0.1.171 BETA
Adds 2x2 fast-build roof panels. Each panel completes four roof tiles in
85 work instead of 85 work per tile, while charging four times the existing
per-tile materials: 8 wood logs, 24 cattail leaves, or 40 steel + 20 plasteel.
Completed panels split into four independent tiles, preserving per-tile HP,
damage display, and roof removal. Build-roof areas use 2x2 panels wherever
possible and single tiles at uneven edges. Compiled and XML/archive checks
passed; live in-game construction testing pending.
0.1.170 - 0.1.170 namespaces survival visitor letter load IDs using their persisted

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.170 namespaces survival visitor letter load IDs using their persisted
visit IDs. This specifically handles visitor letters already stored with
Letter_0, which continued to collide with vanilla letters after 0.1.169
changed how newly created letters are made. The new Harmony prefix handles
old and new visitor letters; verify loading the affected save in-game.
0.1.169 - 0.1.169 creates custom survival-visitor choice letters through RimWorld’s

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.169 creates custom survival-visitor choice letters through RimWorld’s
LetterMaker factory instead of direct construction, ensuring new letters get
proper letter IDs. Tester logs show old letters already in a save still need
a load-time ID fix, added in 0.1.170.
0.1.168 - 0.1.168 fixes the cat-o'-nine-tails suppression patch startup exception.

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.168 fixes the cat-o'-nine-tails suppression patch startup exception.
Harmony now binds to RimWorld's exact `verbToUse` parameter name. Recompiled
against RimWorld 1.6.4871. The tester's startup log identified this mismatch;
restart and verify the mod loads before resuming the save.
0.1.167 - 0.1.167: Roof tiles now use 85 work each, matching the 85-work vanilla wood

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.167: Roof tiles now use 85 work each, matching the 85-work vanilla wood
floor baseline. Timber roofs cost 2 wood logs only; thatch costs 6 cattail
leaves only. Reinforced roofs retain the requested 10 steel + 5 plasteel and
1,000 HP, but now take 85 instead of 500 work per tile. Adds a crafted,
low-damage cat-o'-nine-tails. Successful hits on colony slaves double the
native melee suppression increase. C# compiled against RimWorld 1.6.4871;
XML and asset checks pass. Live in-game testing remains pending.
0.1.166 - 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.166: Adds explicit vanilla graphic data and menu icons to the reinforced manual and powered doors. The latest tester log still showed the Designator_Build constructor exception; this removes reliance on DoorBase graphics for those new buildables. XML and archive checks passed; confirm startup in RimWorld.
0.1.165 - 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.165: Simplifies the reinforced wall build-menu icon configuration to use its explicit vanilla wall icon. Removes the appearance-specific icon mapping associated with the repeated Designator_Build startup exception. XML and package validation passed; verify startup in RimWorld 1.6.
0.1.164 - 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.164: Fixes a reinforced-wall build-menu startup exception by removing the Structure designation category from the abstract reinforced-wall base and assigning it to the concrete wall def. The abstract base is not itself a placeable building. XML validation and full-zip checks passed; confirm in-game startup.
0.1.163 - 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.163: Reverts the unsupported Graphic_Stuff type introduced in 0.1.162. The RimWorld 1.6 tester log confirmed that this type is unavailable, causing ST_ReinforcedWall's graphicClass to be null and preventing the wall definition from loading. Restores Graphic_Appearances, which passed the previous startup validation. The requested reinforced-wall art mismatch remains unresolved and requires a valid in-game graphic solution.
0.1.162 - 0

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

0.1.162: Corrects reinforced wall rendering to use the selected stone's material graphic, so granite and other stone variants display with their proper stone appearance instead of the generic wall appearance. The reinforced wall still uses vanilla linked-wall connections and existing 1.6 blueprint/menu graphic settings. XML parsing validated; verify the finished wall in-game.
0.1.161 - - Adds explicit vanilla wall menu-icon paths, including the brick appearance used by stone materia

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 12, 2026 - BUILD 0.1.161 BETA
FIXED: Reinforced wall placement-ghost error reported after selecting granite.

- Adds explicit vanilla wall menu-icon paths, including the brick appearance
  used by stone materials, so the selected stuff variant has a concrete icon.
- Retains the linked stone graphic and valid RimWorld 1.6 wall fields.

VALIDATION: XML parses and the standard vanilla wall icon paths are specified.
The attached tester log's placement error must be checked again in-game.
0.1.160 - - Uses Graphic_Appearances for the vanilla linked wall texture, preserving stone appearance varian

HISTORICAL BUILD NOTE / Docs/Tool_Progression_CHANGELOG.txt

OCTOBER 12, 2026 - BUILD 0.1.160 BETA
FIXED: Reinforced wall graphic and RimWorld 1.6 definition errors.

- Uses Graphic_Appearances for the vanilla linked wall texture, preserving
  stone appearance variants and linked wall rendering.
- Removes three fields that RimWorld 1.6 rejects from ThingDef/BuildingProperties.
- Keeps the valid Building altitude layer from 0.1.159.

VALIDATION: ReinforcedConstruction.xml parses; no reported invalid wall fields
remain. Package includes the current mod assets and unchanged C# assembly.
Tester should verify the reinforced wall loads and appears in Structure.

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