The overhaul update- 6-23-26
Thats right the overhaul is finished! We are in fact missing some item images and a few images in other places but its playable it works please enjoy! heres whats been done!
--We added a lot more actual colony survival systems
--The colony is way more connected now instead of everything being separate little pages
--We added Colony Pulse stuff so the site can warn players about problems and let them clear/dismiss certain notices
--We added more colony logs/diary-style records so important things can be remembered better
--We added collapse/fall tracking for colonies so colonies can have more serious consequences if things go really bad
--We added more systems for colony recovery, ruined colonies, and major colony failure events
--We added compost heap tracking so compost is more of an actual system instead of just a vague idea
--We added Elder Hearth stuff
--Elders can now have hearth assignments
--Old age passing rolls are tracked now
--Pets now have better age/life-stage fields
--Pets now have born dates, life stages, elder dates, natural death eligibility, combat EXP, and combat level info
--We added more combat/battle systems
--Pets now have battle wins, losses, flees, deaths caused, cooldowns, and battle unlock info
--Enemies got more battle fields like aggression, flee chance, injury risk, sickness risk, venom risk, behavior tags, weather tags, mutation tags, danger tags, and battle images
--We added battle sessions, battle logs, battle loot, battle aftermath dismissals, and battle recovery cases
--We added more recovery/aftercare systems after pets get hurt
--We added sickness and disease systems
--There are now disease definitions, pet disease cases, sickness daily ticks, colony sickness ticks, treatment complications, healing recovery ledgers, and recovery aftercare
--We added quarantine systems
--Quarantine now has assignments, healer requests, room state, and daily room ticks
--We added more healer practice/treatment tracking
--We added more herb/weather exposure stuff for healer racks and healer batches
--Herbs and dried/prepared supplies now have more weather/exposure tracking
--We added more water/filter tracking
--Water filters can now have daily usage tracking
--We added more food/resource storage support
--Resource storage methods now have capacity fields and structure keys
--Resource types now have storage tags
--We added more fishing systems
--Fishing now has attempts, fish species, spawn rules, fishery ecology, fishery journals, live catch pools, and live catch events
--Fishing is way more than just “click and get fish” its a plinko game!
--We added regional ecology systems
--Regions can now have ecology state, activity, events, journals, hostile history, hostile threats, and hostile trail actions
--We added more hostile/raid systems
--There are now colony raid attempts, raid pressure ticks, predator raid incidents, predator raid preparations, hostile siege launches, hostile siege outcomes, siege sessions, siege logs, siege participants, reinforcements, cooldowns, seen status, and aftermath records
--We added Perimeter Keeper slots so colony defense has a real queue/system
--We added siege aftermath tracking so raid results can have follow-up instead of just ending instantly
--We added NPC siege helper/history systems
--We added territory maintenance systems
--Territory now has patrol activity, scout leads, challenge pressure ticks, daily maintenance ticks, and world tile fort health
--Tiles can now have more ongoing pressure/maintenance instead of being static forever
--We added crafting systems
--Crafting now has recipes, recipe ingredients, discoveries, action logs, experiment logs, crafted items, crafted item provenance, and salvage parts
--Crafting is now more of a real discovery/progression system
--We added pet carry systems
--Pets can now have carry stacks, carry logs, carry overflow, equipment, and visual equipment
--This helps separate actual functional gear from visual/cosmetic equipment
--Items now have battle stat fields
--Items can now have battle attack, defense, healing, evasion, energy, health, injury resist, sickness resist, wild effects, use effects, tags, and battle stat JSON
--We added visual render cache support for pets
--We added more pet visual/equipment support
--We added deceased-care systems
--There are now deceased remains records and deceased-care incident records
--Snails now have death-related fields too
--Snails can now track death cause, death note, died date, former owner, former colony, dead status, and Caucus listing status
--We added snail memorials
--We added snail mourning logs
--We added a lot more snail racing systems
--Snails now have race rooms, race entries, race progress, race chat, race bets, race rewards, race achievements, and training logs
--Snails are becoming a much bigger actual feature instead of just a tiny side pet
--We added The Caucus market/listing systems
--The Caucus now has listings, bids, events, and watchlists
--This means items/snails can have proper listing records instead of just being loose trade ideas
--We added achievement systems
--Achievements now have definitions, user achievements, tiers, progress, events, and favorites
--The site can now track achievement progress through actual event hooks
--We added FOX/F.O.X.S.-related state/event tables
--We added more notification/dismissal fields
--Colony notifications can now track dismissed/resolved/status/severity/source data better
--We added forum seen tracking for colony forums
--We added adventure encounter logs
--Travel/adventure outcomes can now be logged better
--We added shoreline ambush events
--We added training incidents and dismissals
--Training can now have accidents/incidents instead of being totally safe every time
--We added builder game tickets and colony structure logs/structures
--Builders/structures can now be tracked more like real colony systems
--We added undertaker settings
--Deceased care has more support for undertaker-style handling now
--We added nursery wetnurse queue support
--Wetnurses are more of an actual tracked support system now
--We added colony species support logs
--Species support can now be logged instead of being only implied
Theres alot of stuff i probably missed cuz like there was alooottttt and i cant remember everything I changed! but the wiki is updated. and Item images and missing images will be slowly filled in.
Anyway i need sleep- PLEASE ENJOY! heres some screenshots lol only some cuz theres just so much.







--We added a lot more actual colony survival systems
--The colony is way more connected now instead of everything being separate little pages
--We added Colony Pulse stuff so the site can warn players about problems and let them clear/dismiss certain notices
--We added more colony logs/diary-style records so important things can be remembered better
--We added collapse/fall tracking for colonies so colonies can have more serious consequences if things go really bad
--We added more systems for colony recovery, ruined colonies, and major colony failure events
--We added compost heap tracking so compost is more of an actual system instead of just a vague idea
--We added Elder Hearth stuff
--Elders can now have hearth assignments
--Old age passing rolls are tracked now
--Pets now have better age/life-stage fields
--Pets now have born dates, life stages, elder dates, natural death eligibility, combat EXP, and combat level info
--We added more combat/battle systems
--Pets now have battle wins, losses, flees, deaths caused, cooldowns, and battle unlock info
--Enemies got more battle fields like aggression, flee chance, injury risk, sickness risk, venom risk, behavior tags, weather tags, mutation tags, danger tags, and battle images
--We added battle sessions, battle logs, battle loot, battle aftermath dismissals, and battle recovery cases
--We added more recovery/aftercare systems after pets get hurt
--We added sickness and disease systems
--There are now disease definitions, pet disease cases, sickness daily ticks, colony sickness ticks, treatment complications, healing recovery ledgers, and recovery aftercare
--We added quarantine systems
--Quarantine now has assignments, healer requests, room state, and daily room ticks
--We added more healer practice/treatment tracking
--We added more herb/weather exposure stuff for healer racks and healer batches
--Herbs and dried/prepared supplies now have more weather/exposure tracking
--We added more water/filter tracking
--Water filters can now have daily usage tracking
--We added more food/resource storage support
--Resource storage methods now have capacity fields and structure keys
--Resource types now have storage tags
--We added more fishing systems
--Fishing now has attempts, fish species, spawn rules, fishery ecology, fishery journals, live catch pools, and live catch events
--Fishing is way more than just “click and get fish” its a plinko game!
--We added regional ecology systems
--Regions can now have ecology state, activity, events, journals, hostile history, hostile threats, and hostile trail actions
--We added more hostile/raid systems
--There are now colony raid attempts, raid pressure ticks, predator raid incidents, predator raid preparations, hostile siege launches, hostile siege outcomes, siege sessions, siege logs, siege participants, reinforcements, cooldowns, seen status, and aftermath records
--We added Perimeter Keeper slots so colony defense has a real queue/system
--We added siege aftermath tracking so raid results can have follow-up instead of just ending instantly
--We added NPC siege helper/history systems
--We added territory maintenance systems
--Territory now has patrol activity, scout leads, challenge pressure ticks, daily maintenance ticks, and world tile fort health
--Tiles can now have more ongoing pressure/maintenance instead of being static forever
--We added crafting systems
--Crafting now has recipes, recipe ingredients, discoveries, action logs, experiment logs, crafted items, crafted item provenance, and salvage parts
--Crafting is now more of a real discovery/progression system
--We added pet carry systems
--Pets can now have carry stacks, carry logs, carry overflow, equipment, and visual equipment
--This helps separate actual functional gear from visual/cosmetic equipment
--Items now have battle stat fields
--Items can now have battle attack, defense, healing, evasion, energy, health, injury resist, sickness resist, wild effects, use effects, tags, and battle stat JSON
--We added visual render cache support for pets
--We added more pet visual/equipment support
--We added deceased-care systems
--There are now deceased remains records and deceased-care incident records
--Snails now have death-related fields too
--Snails can now track death cause, death note, died date, former owner, former colony, dead status, and Caucus listing status
--We added snail memorials
--We added snail mourning logs
--We added a lot more snail racing systems
--Snails now have race rooms, race entries, race progress, race chat, race bets, race rewards, race achievements, and training logs
--Snails are becoming a much bigger actual feature instead of just a tiny side pet
--We added The Caucus market/listing systems
--The Caucus now has listings, bids, events, and watchlists
--This means items/snails can have proper listing records instead of just being loose trade ideas
--We added achievement systems
--Achievements now have definitions, user achievements, tiers, progress, events, and favorites
--The site can now track achievement progress through actual event hooks
--We added FOX/F.O.X.S.-related state/event tables
--We added more notification/dismissal fields
--Colony notifications can now track dismissed/resolved/status/severity/source data better
--We added forum seen tracking for colony forums
--We added adventure encounter logs
--Travel/adventure outcomes can now be logged better
--We added shoreline ambush events
--We added training incidents and dismissals
--Training can now have accidents/incidents instead of being totally safe every time
--We added builder game tickets and colony structure logs/structures
--Builders/structures can now be tracked more like real colony systems
--We added undertaker settings
--Deceased care has more support for undertaker-style handling now
--We added nursery wetnurse queue support
--Wetnurses are more of an actual tracked support system now
--We added colony species support logs
--Species support can now be logged instead of being only implied
Theres alot of stuff i probably missed cuz like there was alooottttt and i cant remember everything I changed! but the wiki is updated. and Item images and missing images will be slowly filled in.
Anyway i need sleep- PLEASE ENJOY! heres some screenshots lol only some cuz theres just so much.









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