New: loot boxes have an inventory
Walking over a drop used to swallow the whole thing — fine for three stone, wrong for a body carrying a rifle you want and forty rocks you don't. Press E on a body, crate or drop and it opens, the way a Rust container does. Take a line at a time or TAKE EVERYTHING; what you leave stays on the ground, and the container only disappears once it's actually empty. If a line only half fits you get the half that fits, with a message saying so. Auto-pickup now only takes a drop it can take wholly — it was quietly eating drops before the panel could offer them, which is why "Press E to sort through loot" sometimes did nothing.
New: the Salvager is a recycler
It has its own inventory now. Put things in, press SALVAGE, and it processes over time — longer for higher-tier items. Guns, clothing, satchels, building pieces and placeables all go in and return a portion of what they cost. Components queue individually, so you can recycle gears and keep springs. (The old break-down button did nothing at all — a quoting bug had turned it into inert markup rather than a button.)
New: the Grill, and the Furnace rebuilt
Grill — Workbench 2, 24 grates against the campfire's 4, burning coal or wood, with a FILL button. The Furnace works like a campfire now: it takes time to smelt and holds the bars in its own hopper, so you can walk away from it.
Your recruits
They cook from the Food Storage Crate — a crate with 300 raw fish was invisible to them before. Harvesters fight back instead of taking hits without responding. And they've stopped using the Turret Ammo Box as storage; it accepts 9mm and rifle ammo only.
AI players wear armour
They never did. The armour table named four recipes that don't exist, so every lookup missed silently and not one rival in sixteen ever spawned dressed — which is why they walked into your kitted squad and died. It's built from the real recipe list now.
The chopper
It crashes properly — it used to be deleted where it hung while a wreck appeared underneath, reading as a snap to the floor. It spins out now, carrying its momentum, and the wreck is built where it hits. Its missiles are real: rockets were a tracer that detonated at the far end in the same frame, so the thing that killed you was never on screen.
Inventory handling
Ctrl-click moves half a stack to storage (shift still moves all, plain click moves one), both directions. A full bag tells you instead of hiding the item until a slot opens. And you had fewer slots than your pack was worth — 36 instead of 48, because the module defining the sizes never published them. That's the cause of "no space" while you had visible empty slots.
Smaller things
No more sliding on snow inside your base (the indoor check compared the wrong height and used a distance too small to ever match — it had never returned true since it was written). Bay Shutter is metal at tier 3. Resource Cabinet has a +100 Metal button, and clicking Metal moves one. Quitting to the title gives you your mouse back without pressing ESC.
The duplication bug
Killing an armed NPC with a full hotbar but free inventory put a pistol in your bag every frame while spamming "no space", tanking the framerate — 199 pistols and still climbing. Two mistakes met: a pickup kept itself alive when its contents didn't entirely fit, and the gun handover ran on every call rather than once. Guns and clothing are consumed when taken now, items are only taken if there's a slot, and partial pickups have a cooldown instead of retrying sixty times a second.