You are viewing a potentially older version of this package. View all versions.
Bryheim-Kvist-0.7.2 icon

Kvist

A friendly greydwarf for your base: sorts and tidies chests by label, runs smelters, refuels fires, farms, forages, fells trees, mines, tends animals and crafts what you order. Bugs and ideas: post on its Nexus page. Beta.

Date uploaded 2 weeks ago
Version 0.7.2
Download link Bryheim-Kvist-0.7.2.zip
Downloads 136
Dependency string Bryheim-Kvist-0.7.2

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351
ValheimModding-Jotunn-2.30.2 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.2

README

Kvist

Build Kvist's Nest and a friendly greydwarf named Kvist moves in. He keeps your base in order: he sorts what you drop in the nest into labelled chests, keeps your smelters, kilns and eitr refineries running, refuels your fires, farms your crops, looks after your animals, crafts, bakes and brews what you order, and fells and replants trees, and mines stone and ore.

Beta. Single-player is well tested; multiplayer is designed for but less tested. Back up your world before trying it on a server.

Found a bug or have an idea? Tell me on the Nexus page (Posts or Bugs tab). Thunderstore has no comments, so that's where I read them.

Getting started

  1. Build a workbench, then Kvist's Nest from the hammer menu (Misc): 3 Ancient Seeds.
  2. Kvist appears beside it. The nest is also a 10×5 chest.
  3. Hover a chest and press L to give it a label. On a chest that already holds items, the first press labels it after its contents. Shift+L cycles backwards. Unlabelled chests are never touched.
  4. Hover the nest and press L to switch Kvist's job: Sorting → Smelting → Upkeep → Farming → Animal Husbandry → Custom → Crafting → Forestry → Mining (Shift+L goes back). Press K on the nest to set the priority of each task in that job, or switch tasks off. The K window also sets the nest's range (10 to 100 m, 50 by default) and its Show range button draws it on the ground.
  5. Look at Kvist to see his job and what he's carrying; press E to pet him, Shift+E to rename him (handy with more than one). Every Kvist also shows on the map, named after his job. The nest shows today's tally, tells you if something is stopping him, and lists anything he couldn't reach today, so you can tidy it up.

Kvist works within 50 m of his nest by default (set each nest's range in the K window). He runs, opens and closes doors on his way (only doors he opened), teleports beside anything he can't walk to (or home, if he gets trapped), and if there's nowhere to land beside it, uses it from where he stands. A cellar down a spiral stair, a hen in a raised cage or a light on a roof all get seen to, and he gets himself out if he falls into water. If he ever gets lost, the K window's Call home button brings him back. He never touches chests a player has open. He is immune to fire and poison.

Jobs

Sorting

Put anything in the nest. Kvist carries up to 10 stacks per trip to a chest with the right label: the one already holding that item, unless another of that label is much nearer.

  • Tidy up: loose items lying around within range are picked up and put away (priority 3).
  • Re-sort chests: anything in the wrong labelled chest is moved to its own, and part-stacks of the same item are merged (priority 4).
  • Auto chests: an empty chest labelled Auto is claimed for the first category that needs a home.
  • No chest for something? It waits in the nest, and the nest tells you which label is missing. (Optional: turn on UseAreaFallback to let him use another chest in the same area instead.)
  • Not in any category? It stays in the nest, and the nest names it; add it to categories.yaml to give it a chest.

Categories: Valuables & Boss Items · Trophies · Weapons & Ammo · Armour & Accessories · Tools · Cooked Food · Meads · Cooking & Mead Ingredients · Farming · Raw Food · Wood · Stone & Minerals · Building Extras · Ore & Coal · Metals & Parts · Creature Materials · Work Orders.

Smelting

Kvist runs every smelter, blast furnace, charcoal kiln and eitr refinery in range:

  • Fuel first (Coal, Sap), then ore, scrap or Soft Tissue, taken from the nest or the matching chests.
  • Coal is made on demand: kilns get plain Wood only when a furnace has ore to smelt and no coal is left anywhere. Fine Wood and Core Wood are never burned.
  • Coal is fetched a stack at a time and kept in hand while a furnace has work.
  • Bars, Eitr and charcoal are picked up and put away. He takes them to their chest once he carries 5.

Upkeep

  • Keeps shield generators full of fuel.
  • Repairs damaged pieces players built (a hammer's repair), when nothing else is waiting (priority 4 by default).
  • Refuels hearths, campfires, torches, braziers, sconces and hot tubs with their own fuel. Fires you switched off are left alone.
  • Takes finished food off cooking stations and out of ovens before it burns, and leaves it beside them for you.
  • Keeps ovens in wood.
  • Empties beehives and sap collectors and stores the honey and sap.
  • Picks up feathers, and chicken eggs once the flock is full (while it is small, eggs are left alone to hatch).

Farming

  • Forages wild food plants within range (mushrooms, berries, lingonberries, smoke puffs, dandelions, thistles, fiddleheads, jotun puffs, magecap, and any other wild plant whose pick is food), up to a limit per food you set in the K window (Farming mode), 500 by default.
  • Harvests ripe crops on cultivated soil and stores them.
  • Plants every empty patch of cultivated soil, sharing it evenly between crops, only where they'll grow (vines only by a wall or fence).
  • When a crop runs out of seeds, plants the vegetable as a seed plant so the farm makes its own seed again.
  • Runs windmills and spinning wheels: barley and flax above the planting reserve go in, flour and linen thread are put away.

Animal Husbandry

  • Feeds hungry tames from your chests, straight into the animal, so caged and penned animals get fed too. Seeds first when there are enough for the group, then foods that aren't crops, taking turns; planting seed is only fed above a reserve.
  • Butchering is off until you pick a species: look at one of your animals and press Shift+L. That species is kept down to its 2 best-starred breeders (hens: kept to 4); young, named and saddled animals are never butchered (named ones and mounts are still fed, and count toward the breeders kept). Pelts and meat are put away.

Custom

Every task from every job in one list (press K on the nest): pick what he does and in what order, for example fires and the hot tub first, then the farm, never feathers.

Crafting (work orders)

Up to three orders at a time: look at the nest in Crafting mode, press K, pick a slot, search (any words, any order) for anything the benches, ovens and fermenters around the nest can make, set how many and press Order. Kvist fetches the ingredients from your chests, crafts at a bench upgraded enough for it, bakes in the oven and fills and taps fermenters, following whole chains (lox pie: preparation table, then oven; mead: cauldron, fermenter, tap). What he makes goes to a chest labelled Work Orders, and each order is done when it reaches its number. Gear is made new at level 1, never upgraded.

Build kits: search for a crafting station, station upgrade or production building (forge, forge cooler, blast furnace, smelter, kiln, windmill, fermenter, beehive...), shown as "Forge (build kit)", and order as many as you like. Kvist brings the materials from your chests to the Work Orders chest; anything not in stock is named on the nest, and he brings it when it turns up.

Forestry (on trial)

Within 100 m of the nest (TreeRadius), on ground at least 10 m clear of anything players built:

  • Felling: fells grown trees, wild ones too, while any wood they give is below its limit in your chests (500 unless you set each wood in the K window), splits the logs and gathers the wood. Stumps are broken up too, for their wood and the room to replant.
  • Planting trees: plants 3 saplings for each tree he fells (SaplingsPerTree), close together beside the young trees already growing, keeping 10 of each seed back (TreeSeedReserve). If he falls two trees behind, he stops felling until they're planted. With felling off he plants wherever there's room.
  • Trees outside your walls: he teleports out to them, and home again afterwards.
  • Seeds and cones the trees drop are gathered too, for replanting. Resin (off by default) gathers their resin as well.

Mining (on trial)

Within 100 m of the nest (MineRadius), Kvist mines rocks and ore veins (stone, flint, copper, tin, iron, silver, obsidian, black marble, grausten, flametal) while anything they give is below its limit in your chests: 500 unless you set each material in the K window (Mining mode). Iron and copper each count as one, in any form.

  • Untouched deposits are broken open, veins mined piece by piece, and buried ones (silver, muddy scrap piles) dug down to as a pickaxe does, never within 5 m of anything built.
  • Each stack of 30 ore is taken home before he carries on.
  • He teleports to pieces he can't walk to, and stands in lava unharmed (with a protection bubble while he's in it).
  • Monster spawners, nests, graves and Ashlands fortress walls are never mined.

How he chooses

Kvist weighs every job he could do against the walk to it: big jobs and near jobs first, urgent ones (a furnace or fire out of fuel, hungry animals) sooner, and he works the area he's in until his hands are full before carrying it all to the chests. He takes what his next job needs from a chest he's delivering to, and remembers where he could reach things from. Task priorities (K on the nest) come first: all priority-1 work before priority 2, and so on. When there's nothing to do he empties his hands, so nothing is kept from you. Set SmartPriorities = false for the simpler fixed order of 0.2 (modes whose priorities you've edited still follow them).

If Kvist dies

He drops what he was carrying and returns to the nest after 30 seconds, keeping his name. Removing the nest sends him away (he drops his load first).

Configuration

BepInEx/config/com.ryan.greydwarfsorter.cfg: work radius, carry size, respawn time, running, smart priorities, teleporting when stuck, reach distance, map markers, labels in item tooltips, label and tasks keys, nest sound, and the [Animals] settings (Butchering, Breeders, ChickenFlock, ChickenCullAbove, SeedReserve). On a server running the mod, the server's values apply.

Categories live in BepInEx/config/GreydwarfSorter/categories.yaml: rename, reorder or move items between categories. * works as a wildcard.

Console commands

Command
gs_debug Label over Kvist showing his job, target and what he carries
gs_classify <item> Which category an item sorts into
gs_classify_all Reload categories.yaml and write every item's category to classified.csv
gs_dumpitems Write every item to items.csv
gs_fires Fires near you and whether Kvist fuels them, or why not
gs_soil What stops crops being planted in the tilled soil around you
gs_fillcarry, gs_killkvist, gs_stress Testing (need devcommands)

Multiplayer

Works on servers that don't run the mod. If the server does run it, every player needs it. Players without the mod won't see the nest or Kvist.

Known limits

  • Players can't hurt Kvist unless PvP is on (the game protects tamed creatures).
  • A target behind three or more doors in a row is reached by teleporting, or skipped with TeleportWhenStuck off.
  • Kvist only works while someone is near enough for his area to be loaded.
  • On a dedicated server, the map only shows Kvists near players.

Feedback

Bugs, ideas and questions: post on the Nexus page (Posts or Bugs tab).

CHANGELOG

Changelog

1.0.1

New

  • Pull from nests in the K window: lists the other nests within this nest's range, with their Kvist, job and what they hold; tick the ones you want and everything in them moves into this one, as far as it has room. Only shown when another nest in range holds something.

Changed

  • Bring me is now Gather: pick up to five things and amounts as before; they are moved into the nest at once, from the labelled chests and other nests in range. Kvist no longer walks off to fetch them.
  • The nest is now 8 × 7 (56 slots, was 10 × 5). Items already in a nest are kept; anything in its old last two columns moves to the two new rows when it loads. Everyone on a server needs this version, or an older one will drop what lies in those rows.
  • Tidy up also picks up what no chest will take yet, and keeps it in the nest until a chest of its label has room; the nest says which labels are missing.

Fixes

  • The nest's last two columns didn't show in the chest window, so anything there was invisible, though Take all and Kvist could still reach it.
  • Storage from other mods that is a chest underneath but shows its own hover text (RossItemDrawers, for one) now shows its label and the label keys. Labels already worked on them; only the hover was missing.

1.0.0

New

  • Chest labels from a list: Ctrl+L on a chest opens every label to click, instead of pressing L through them all. The list also has a button that labels every unlabelled chest within 20 m from what it holds.
  • Chests page in the K window: each label in his range, how many chests have it, how full they are and what's most in them. A full label shows red: things of that label stay in the nest until there's room.
  • Numbers that were config-only are now set per nest, in their job's K window: forest range, saplings per tree and tree seed reserve (Forestry), mining range (Mining), breeders kept, chicken flock and seed reserve (Animals), seed reserve (Farming), kiln wood reserve (Smelting). A nest you don't set uses the config's value.
  • Butchering in the Animals window: every kind of tame animal in range, each Butcher or Leave. Shift+L on an animal still works.
  • Pause (P, set in the config): look at a nest or its Kvist and press it. He stops where he is, keeping his job and settings, and still defends himself. Press it again to let him carry on. The K window has a Pause button too, and his hover and the nest's say when he is paused.
  • Only me: on a shared game, the nest's builder can lock its K window so nobody else can change it.
  • Kvist keeps away from enemies: in every job, work within 15 m of an enemy waits until it's gone, and he stops a job when one comes near. The nest's log says what he's keeping away from. He still fights back if attacked.
  • Work orders: searching for something the nest can't make says what's missing, such as "needs a Cauldron of level 7; the one here is level 5" or "is cooked from Moose Meat on the Iron Cooking Station, and none is within 50 m of the nest".
  • Console commands (F5, in a world): gs_recipe <name> (how the game makes an item, and what work orders know of it), gs_tidy (why each Kvist would or wouldn't tidy up the items near you), gs_ground (ground heights round you against the nest's flatten height), gs_unused (every item nothing uses or nothing gives, written to BepInEx/config/GreydwarfSorter/unused.txt).
  • DetailedLog in the config (off by default): Kvist's step-by-step notes in LogOutput.log. Off keeps the log short; the nest's log in the K window is kept either way.

Changed

  • L on the nest no longer changes his job: pressed by mistake, it threw away what he was doing. It now says his job; change it in the K window.
  • Flatten is much faster: each stroke levels about three times as much ground, strokes come quicker, and he walks straight on to the next spot instead of stopping to choose his next job every few metres. Trench and Flatten clear what is in the way at one swing a stage: trees, logs, rocks, and world-built ruins and blocks.
  • Mining carries up to three stacks of ore home, not one, and goes for ore veins before plain rock.
  • Fewer trips: when one chest holds several ingredients for a work order, he takes them all at once; after any fetch he also takes another job that starts at the same chest.
  • Two Kvists no longer go for the same furnace: a job is reserved where it ends (the furnace, not the coal chest the furnaces share) and released when he runs out of work. Kvists run by other players see these reservations too.
  • The colony board shows eight Kvists a page, with buttons for the next page.
  • Shift-click on the range, trench and flatten buttons moves five steps. All off, Clear all (work orders) and Clear log ask for a second click.
  • The K window's switches shrink their text to fit, so on or off always shows; the Custom window is one row of buttons shorter.
  • Performance: chest lists, nest settings and the nest log are read once and kept until they change; a Kvist with nothing to do checks less often (up to 8 s) and wakes at once when the nest or a chest label changes; dropped items are listed once a frame for every Kvist; the soil scan runs only while a field task is on, and a harvest no longer restarts it; damaged buildings are looked for every few seconds; the map pins search the world every 15 s instead of every 2.

Fixes

  • Tidy up skipped everything a player dropped (the game marks it so the dropper doesn't grab it straight back). It's picked up now.
  • Call home did nothing when Kvist was out of everyone's range, though the window said he was coming; he's now moved to the nest. A Kvist left with no owner, loaded but standing still, is taken over by the nest's owner.
  • Flatten: Ashlands wall blocks took no damage and were never cleared; a big rock in the way was dug up wherever its pieces lay, even outside the circle, where it should only be cleared at the spot; clearing an ore rock kept stopping to take ore home; a small dip below sea level was taken for water and left as a pit; the nest showed 0% done throughout; the circle was half hidden on levelled ground.
  • Flatten left the nest in a pit: it kept clear of the nest as of any building. The ground round the nest is now levelled to it too, so it sits flush.
  • Scavenging no longer brings back Blue Mushrooms, which the game has no use for.

0.9.6

  • Trenching is now Landscaping: the same mode, with a second task.
  • Flatten (on trial), Landscaping's new task (off until you switch it on), set in the same K window screen as the trench: Kvist levels the ground in a circle round the nest to the nest's own height, raising or lowering it, out to a radius set in the K window (4 to 40 m, 10 m unless set). No need to stand at the right height: the nest is the mark. Beyond the radius the ground ramps back to its natural height, up to 10 m out. He doesn't touch the ground within 2.5 m of anything you built, or under water, and nothing he shapes is steeper than 45 degrees against them: ramps, not cliffs, trenches or spikes. Trees and boulders in the way are cleared first. Free, as levelling with the hoe is. Show circle marks the area on the ground, and the nest shows how much is done. Undo last puts the ground of his last flatten back exactly as it was and switches Flatten off; the last 3 can be undone, newest first, and nothing else done to the ground changes.
  • Build kits for ships: the raft, karve, longship and drakkar (and ships from other mods) can be ordered as build kits, like stations: Kvist gathers their materials into the Work Orders chest.
  • Frost kiln: fill up to: a new setting in the K window (Upkeep, shown when a frost kiln is in range) for how much Ice he keeps in it. Unless set, he fills it full as before.
  • The "Heaters: keep in reserve" setting is gone, and any reserve set there no longer applies. He still keeps 50 Ice back for himself; hot tubs and other heaters get any fuel there is.
  • Server settings for admins, enforced from the server: each mode can be switched off ([Server: modes]), and so can Scavenging, Bring me, Follow's backpack, Follow's healing and Flatten ([Server: features]). A switched-off mode is gone from the K window, the L key and Custom's task list, and a nest on it works as Sorting. Follow's heal strength, timing and range were already server settings ([Follow]).
  • Follow: Send him home: press K on a following Kvist and he goes home, wherever you are. He stays on Follow and waits at his nest, joining you again the next time you come by. Fixes
  • Follow: Kvist carried ore, metal and anything else a portal won't take through portals with you. Now, carrying any of it, he can't come through a portal, jump to you from far off, or go home from afar (logging out or Send home): he says so, and walks after you instead. Worlds set to let everything through portals let him too.
  • Follow: "goes home if you leave the game for a minute" didn't happen on a dedicated server, where nothing runs him once you've gone. He now goes home as you log out (unless he's carrying what a portal won't take).

0.9.5

  • Follow (on trial), a twelfth mode on the nest: Kvist follows the player who chose it, as an extra backpack.
    • He keeps up, running at your pace, and appears beside you if he falls more than 30 m behind. Monsters pay him no attention.
    • E on him opens his backpack, his carry shown like a chest, to move things in and out; Shift+E pets him.
    • Heal, the mode's one switch (On unless set Off): every few seconds he heals the hurt players near him, with the shaman's own heal animation, sound and green bloom. Only players; a "Kvist's care" icon shows while you're in his range. How often, how much and how near are in the config (Follow).
    • Nothing hurts him while he follows. He dies only when you do, leaving a tombstone in his name with what he carried, and comes back at his nest, joining you again once you're within 40 m.
    • He goes through portals with you. While you sail he's out of sight, and back beside you once you're ashore.
    • If you leave the game, he goes home after a minute. Switch the nest to another job and he comes home from wherever he is.
  • His carry is laid out in rows of up to 8 (10 stacks are 5 by 2), as the game's chest window shows them.

0.9.4

  • The frost kiln no longer burns your last Ice: unless you set a reserve for Ice in the K window (Upkeep, Heaters: keep in reserve), he keeps 50 back. Fixes
  • Two-star creatures (and others with level effects) couldn't die with Kvist installed: they stayed at 0 health, and a restart didn't help. A Jotunn check on the ragdoll failed whenever a mod had registered creatures, and Kvist's looks are registered. They die normally now.

0.9.3

  • The nest's log (on trial): a new Log button in the K window (red while something's wrong) lists everything that kept Kvist from his work, newest first: how often, since when, and whether it's still happening, stopped, or was put right. Every player sees the same log, and it stays with the nest. New problems also go into BepInEx's LogOutput.log, for bug reports.
  • He says why he's idle: work waiting but something missing is now logged under its task, with what to do about it:
    • Smelting: furnaces with ore and no coal (and why no kiln can make it), a refinery with no fuel, ore stored in a chest of another label, kilns held back by the wood reserve, machines stopped at their limit.
    • Upkeep: fires and ovens low with no fuel to give them, heaters out of fuel or held back by their reserve, shield generators without fuel, Shovel snow set outside the Deep North, things on the ground with no chest of their label or whose chests are full.
    • Farming: wild food at its forage limit, windmills kept from planting stock by the seed reserve.
    • Forestry and Mining: no rocks in range, every rock's ore at its limit, rocks or trees he couldn't get at, no tree seeds beyond the reserve, Resin with Trees off.
    • Fishing: no bait, the fish limit reached, nowhere on the shore to fish from, no bench to clean fish at.
    • Animals: Butchering set on with no animal chosen, or switched off in the config.
    • Trench: no buildings to dig round, or a base too big to plan.
    • Any task with work that hasn't had a turn in 10 minutes because higher priorities keep coming first.
    • His deaths, with what killed him. The nest's hover says how many problems the log holds.
  • Hover hints on the things he tends: furnaces, kilns, fires, beehives, sap collectors, cooking stations, fermenters, shield generators and crops just outside a nest's range say so, with the distance and the range. Anything he couldn't get to today says so too, and a fire that's switched off says that's why he won't refuel it.
  • Shovel snow is now off until you set a priority for it in the K window. A Deep North Upkeep nest that was shovelling on the default needs it switched on.
  • Hot tubs and Feathers have a description in the K window. Fixes
  • Empty soil with every crop at its limit said nothing; it now says the crops are at their limits.
  • At a chest, he also took what his next job needed from any labelled chest right beside it, whatever its label: copper ore put away in a Boss & Valuables chest went into the smelter. He now only takes things from the nest or a chest of their own label. Bring me still looks in every chest.
  • Furnaces, kilns, refineries and mills that weren't built by a player (spawned, or placed by another mod) were ignored. He uses them now.
  • With every tree in range left alone after failed chops, Felling said "no trees in range". It now says he couldn't fell them.

0.9.2

  • Strict stacking shows when it's the problem: if it's keeping things in the nest, the K window's Strict stacking button turns red ("holding items back"), and hovering a chest of that label says why it won't take them ("holds other things", or no room). Fixes
  • A log that rolled into the sea, or wood floating from one, had Kvist swimming out for it, being brought back to shore, and swimming out again for ever. He leaves wood in the water alone now.
  • With Strict stacking on, the "no chest" message now names the item and says what Strict needs: a chest that already holds that item, or a completely empty one. A chest holding other things of the category doesn't count.
  • The nest's "nothing to sort into" and "chests full" warnings went stale for up to two minutes after you fixed the problem. They now update within about 20 seconds and clear as soon as everything is sorted.

0.9.1

Scavenging trips

  • Send Kvist off on a 30-minute trip with the K window's new Scavenge button: choose a biome and what to look for (wood, stone and ore, food, creature parts, or a bit of everything). The Meadows are open from the start, each other biome once you've beaten its boss, and the Deep North after the first Jotun invasion.
  • He puts down what he's carrying and goes. The trip runs on while you're away, and nothing can go wrong on it. He comes back with plenty of the biome's common materials, some uncommon ones, and now and then something rare, a trophy among them.
  • The haul goes into a chest labelled Scavenged if you have one (and stays there), otherwise into the nest for him to sort. The nest says where he is and when he's back.

The colony board

  • A Colony button in the K window lists every Kvist near you, nearest first: his job, what he's doing right now (or where he's scavenging and when he's back), how far along a trench is, and anything wrong, with buttons to rename him, open his tasks or call him home.
  • Kvists leave each other's jobs alone, so two never head for the same furnace, cooker or tree.

Earth walls

  • Trenching can raise the ring instead of digging it: switch the K window's Trench button to Earth wall, and Kvist raises the ground 4 m with the hoe's own stroke, at no cost.

Other new things

  • Heater reserves: the frost kiln burns Ice and the hot tub burns wood without end. In Upkeep, set a reserve per fuel and Kvist only feeds them from what you have above it.
  • Other items: a chest label for everything that fits no category. Until now such things stayed in the nest.
  • A stroll when idle: with nothing to do, Kvist walks to somewhere by one of your buildings, stands and looks about, then moves on, instead of circling his nest.
  • The nest shows what Kvist is doing right now, not just that he's home.
  • The K window shows what's holding him up in red on its hint line (no chest for something, felling waiting on saplings, a trench stretch he can't reach), and Forestry shows the tree seed in your chests, or "No seeds to plant".
  • When the nest holds things with no chest to go to, it says so ("label a chest for Tools", or which chests are full).
  • Version warning: in multiplayer, the game of whoever is nearest runs a nest and its Kvist. If that player is on an older Kvist, scavenging and Bring me now tell you so instead of being ignored, and the colony board flags it.
  • Trenching and standing work orders (Keep stocked) are no longer on trial.

Fixes

  • With his chests full and the nest full too, Kvist no longer walks back and forth trying to put things away; the nest says nowhere has room.
  • Felling no longer stops for good when he owes saplings he can't plant (no seeds, or nowhere to put them). When there's no tree to fell, the nest says why.
  • He no longer keeps choosing a tree-planting spot he won't walk to.
  • Falling trees and rolling logs no longer hurt Kvist.
  • Along a trench he jumps between stretches far apart rather than walking the crumbling edge, where he got stuck.
  • Ground raised out of the sea now counts as land for trenches and walls, and a stretch the game won't dig or raise any further counts as done rather than being retried.

0.9.0

  • Bring me: a new button in the K window (any mode). Fill up to five slots from what's in your chests, each with how many, press Bring all, and Kvist drops what he's doing, fetches the lot and puts it in your inventory ("Kvist brought you 10 Cooked Moose Meat"). What doesn't fit lands at your feet; if there's less than you asked for, he brings what there is.
  • Machine limits: the windmill, spinning wheel, eitr refinery and other machines that make something (not furnaces or charcoal kilns) each get a limit per product in the K window (Farming for mills, Smelting for the rest). Once your chests hold that much, Kvist stops loading the machine, fuel included. No limit unless you set one.
  • Pick any mode in the K window: every mode is a button under the title, the current one lit, so switching is one click instead of stepping through all eleven.
  • Trenching (on trial), an eleventh mode on the nest: Kvist works out the size of your base (every building joined to the nest by gaps under 10 m, whatever the nest's range) and digs a trench round it, 2 m wide and two walls (4 m) deep. How far out from the outermost building is set per nest in the K window, 10 to 120 m (24 m unless set). Courtyards inside the base are left alone, and anything standing on the line comes down first: trees, logs and stumps, boulders, bushes and ruins the world built (never what players built). What the digging and clearing leave behind (stone, wood and the rest) is picked up and put away. It's a solid ring: he teleports over it as he does walls. Trench starts switched off: the first time you set its priority, the posts come up and you're asked to check where it goes; click again to start the digging. The K window's Show trench button marks the planned ring with glowing orange posts (only on your screen). Where the ring runs into the sea there's nothing to dig (the sea is the moat), and those posts are pale blue. The nest and the K window show how much of it is dug, as a percentage.
  • He holds a pickaxe while he digs the trench or mines, and an axe while he fells and splits trees, as he holds a rod to fish.

0.8.3

  • Fishing found nowhere to stand on low, gently shelving beaches (common in the Ashlands): deep water further out from the shore was never matched to dry land, and a passing wave could make the whole beach count as under water. He now finds a spot on such shores and fishes from it.
  • A fisherman with a full catch of 5 now always takes it home; on a far shore he kept fishing.
  • On low beaches he no longer steps into the shallows on his way to the water's edge.
  • The K window title no longer cuts off the mode name in narrower windows; it shrinks to fit beside the mode arrows.

0.8.2

  • No respawning into a fight: while an enemy is within 30 m of the nest, Kvist waits to come back, and the nest says so.
  • Switch modes from the K window: arrows either side of the title step to the previous or next mode, and the window reopens on the new one.
  • Ice can be mined now: in Mining mode Kvist breaks ice formations in the Deep North, with its own limit in the K window.

Fixes

  • Kvist could die in the boiling Ashlands sea (fishing there, for instance). Boiling water and lava never hurt him now, and he wears the protection bubble in the boiling sea as he does in lava.
  • Mining never had Tin or Obsidian in its list (rocks that break whole weren't counted), so it never mined them and you couldn't set their limits. They're listed and mined now, and Mining also picks up loose stone lying within range.
  • Flint had no limit anywhere. It's picked up off the ground, so it belongs to Foraging now: it has its own forage limit in the K window (Farming mode).
  • Berry bushes and other wild plants growing on tilled soil (planted with PlantEverything, for instance) weren't foraged. Only crops on tilled soil are left to Harvest now; everything else there is foraged like wild plants.
  • Fetching one ingredient for a work order from a chest could put another ingredient he was already holding for it back in that chest, after which the order stalled for 5 minutes and the nest wrongly said there was none in the chests.

0.8.1

  • Shovelling snow (Upkeep, Deep North): Kvist sweeps the snow off your building pieces before it piles up and does heavy-snow damage, breaks up the snow piles that drift into your rooms and onto railings, and digs the deep snow away from the ground within 2 m of them.
  • Standing work orders (on trial): set an order to Keep stocked instead of Make once, and it never finishes: whenever your chests (and the Work Orders chest) hold fewer than its number, Kvist makes more. Good for food and arrows you use up. Build kits are always made once.
  • After you place a work order, the next free slot is picked for the next one.
  • Your spikes leave Kvist alone: stakes and spike walls you built no longer hurt him (they hurt tames as well).
  • gs_breed console command: for each tame near you, why it isn't breeding, by the game's own rules (hungry, alerted, too crowded, no partner close enough, or love points still building).
  • gs_drops <creature> console command: what it drops, the chance at 0, 1 and 2 stars, and where your game's rare-drop countdown stands.
  • Jute (red and blue) sorts to Building Extras, not Metals & Parts. The default categories file is replaced; a customised one is kept as categories.yaml.bak.

Fixes

  • Burnt food left on a cooking station (it turns to coal and stays in the slot) stopped a work order from cooking there at all, without a word. Kvist clears it off first now and puts the coal away.
  • Build kits that share a material could show done without all their materials: Kvist took the first kit's delivered materials back out of the Work Orders chest for the second and counted them twice. He never takes anything out of a Work Orders chest now, and what he carries counts toward one kit at a time.
  • Food Kvist put on a cooking station for a work order could burn while he was off elsewhere. He now stays by the station (only jobs within 8 m of it) until it's taken off. With ten of what it makes in hand he delivers them before putting more on, so a standing order doesn't keep him at the station for ever.
  • A work order could send Kvist to a chest again and again for an ingredient that didn't fit in his hands. He only goes for it with room, and a fetch that takes nothing leaves that chest a minute and says why. And he plans only as many crafts per trip as all the ingredients fit in his hands for.

0.8.0

  • Fishing, a tenth mode on the nest. Within the nest's range, Kvist fishes the fish swimming there: he goes to the shore by one (teleporting if he must), casts with a rod in his hand, and after a player's wait lands it or it gets away. He uses one bait per cast, from your chests: the fish's own bait if you have it, else any bait, at that fish's odds. The fish he lands is that fish, with its stars. He stops once your chests hold your limit of fish, all kinds together, set per nest in the K window (200 unless set; FishLimit changes that default). He fishes from proper spots: dry, open to the sky and right by deep water, piers and docks first; standing on one, he keeps casting from it. He never wades in. With no fish in range he has bait for, he fishes the nearest water anyway, at half the pace: a fish of that water's biome (or the shore's) may bite, at its odds, on any bait.
  • Clean fish (Fishing mode, off by default): he turns caught fish into raw fish by the game's own recipe, at its station, fetching the fish from your chests. Raw fish counts toward the fish limit.
  • Fishing label: caught fish, every bait and the fishing rod sort to a new Fishing chest. Raw fish meat stays in Raw Food. The default categories file is replaced; a customised one is kept as categories.yaml.bak.
  • Forestry and Mining are no longer on trial: both are tested and here to stay.
  • Strict stacking (per nest, off by default): Kvist only puts an item in a chest that already holds it, or else in an empty chest of its label, never in one holding other things. With neither, it waits in the nest, and the nest says so. Switch it in the K window (Strict stacking button); StrictStacking sets the default. Re-sorting follows the same rule. Thanks to lincthra2 on Nexus for the idea.
  • Five work orders at a time (were three), and a Clear all button for them.
  • Tidier K window: sections stack with no empty space, the work orders take only the room they need, limit boxes line up on the right of each column, and the switches and bottom buttons are equal widths, evenly spaced.
  • Trapped, he teleports to the job: out of a trap he now lands beside what he was going to, where there's a safe spot, and carries on; only otherwise home. The nest no longer shows "keeps getting stuck" (he always gets himself out), unless TeleportWhenStuck is off.
  • He remembers where he got trapped: for 30 minutes after a trap, any walk that would take him back into that place stops at its edge and he does the job from there. Remembering only what he was going to didn't help when each trip was for something different (hens, torches, lights, chests) through the same gap.
  • Removing or destroying a nest sends its Kvist away at once (he drops his load where he stands), instead of after 30 seconds.
  • The K window's switches (idle sorting, strict stacking, looks) have a row of their own above the range. Hovering over a button in the K window explains it in the line at the bottom.
  • Linen Thread, Jute (red and blue), Norn Thread and Leather Straps sort to Metals & Parts with the other crafted parts, not Creature Materials. Malicious Blood (the Deep North boss offering) sorts to Valuables & Boss Items. The default categories file is replaced; a customised one is kept as categories.yaml.bak.
  • The Look button was too narrow: both Deep North looks read "Deep North". They are now Frost greydwarf and Frost shaman, on a wider button.

0.7.5

  • Limits show how full they are: every limit in the K window (foraging, planting, felling, mining, coal) shows how much of it your chests hold, as a percentage, in green at 100% when it's reached.
  • He fights back: whatever attacks Kvist (not a player or a tame) he turns on and fights until it's dead or has fled, then goes back to work. He has three times the health and hit of a normal greydwarf (120 health, 42 a hit), whatever he looks like. Wild greydwarfs got into a base and killed him five times in an afternoon while he kept working.

Fixes

  • Sorting the nest could loop: a stack was taken out for one chest, the delivery wanted another (a work order's Work Orders chest) that couldn't take it, and it went back in the nest, over and over. Taking out and delivering now pick the same chest.
  • A trap teaches him to use it from afar: whatever he was going to when he got trapped (and the same kind of thing within 20 m of it: the whole hen pen, a row of lights) is now used from where he stands for 30 minutes, as when he can't reach something, instead of being put on hold and walked to again. He walked into the same gate pocket twenty times in a day. Trees and planting spots are still put on hold. Left idle somewhere he can't walk out of (a storeroom), the same goes for what he last worked on there.
  • Teleporting beside a fire could land him in the flames (a hearth). Landings in a fire are refused.

0.7.4

  • Renaming at the nest: the K window has a Rename button; Shift+E on Kvist himself is gone (he never stands still).
  • Kvist's looks: the K window's Look button switches a nest's Kvist between a greydwarf, a shaman, a brute, a greyling, a Deep North greydwarf and a Deep North shaman. He's swapped at once, keeps his name and goes back for what he was carrying.
  • Back for what he dropped: after dying and respawning, Kvist goes back for what he was carrying first (for 30 minutes), so a work order's unbaked pies or a stack of ore aren't left where he fell and made again.
  • Sort me label: everything in a chest labelled Sort me is carried to its own labelled chests, as from the nest (Sort the nest task); what has no chest stays. Handy as a drop chest by the door or the portal.
  • Tidy and sort when idle: with nothing to do in his job, Kvist tidies up loose items, sorts the nest and re-sorts chests until there is work again. On by default; switch it per nest with the Idle button in the K window (IdleSorting sets the default).
  • Hurrying when swamped: when 6 or more different tasks are waiting at once, for a while, Kvist teleports to jobs more than 15 m away instead of walking, until he catches up. BusyTeleport switches it off, BusyTasks sets how many tasks count as swamped.
  • Coal stockpile: Kvist keeps the charcoal kilns going until your chests hold a stock of coal, not only when a furnace needs it. Set it per nest in the K window (Smelting mode): 100 unless set (CoalStock changes that default); 0 makes coal only when a furnace needs it. Only plain Wood above 100 goes in for the stockpile (KilnWoodReserve), so your building wood isn't burned.
  • Quicker K window: All off and All 1 buttons set every task at once, and each list of limits (foraging, planting, felling, mining, coal) has All 0, -500 and +500 buttons for the whole list.
  • Work orders from Custom: the Custom K window has a Work orders button that opens the orders on their own, to add or clear them without switching modes. The nest shows work orders in Crafting mode, and in Custom while the Work orders task is on.
  • Kale, Oats and Poteitr sort to Farming with the other crops, not Cooked Food. Toadstool, Luminous Larva and Rotten Meat sort to Raw Food, not Cooked Food. The default categories file is replaced; a customised one is kept as categories.yaml.bak.

Fixes

  • The nest no longer shows "got stuck and went back to his nest" after every rescue, only "keeps getting stuck near …" when he's rescued from the same spot three times in ten minutes.
  • Kvist was "rescued" from a few metres off his own nest when the walking map there failed for a moment. Within 8 m of the nest counts as home.
  • Tidying up no longer sends him into the sea for floating fish and loot; he swam for them, was pulled out and went straight back.
  • A Kvist could loop on "deliver" without moving: the delivery job counted fuel and feed as fine to put away, then the delivery kept them for a fire or animal he had put on hold. Held-off fires, shields and animals no longer keep anything in his hands, and delivering follows the same rule.
  • Switching to another kind of work (Custom) no longer empties what he holds for a job still waiting: resin fetched for the fires went back to its chest and was fetched again.
  • A target whose only way in trapped Kvist (sent home by teleport) was chosen again straight away, in a loop. It is now left alone a while, longer each time (1, 2, 4... up to 10 min), and for a fire or light, the others within 12 m of it (a row of lights on a roof).

0.7.3

  • Planting limits per crop: in Farming mode the K window lists every crop, each with its own limit. Once your chests hold that many of what it grows, Kvist stops planting it and gives the soil to the other crops; whatever is ripe is still harvested. 1000 unless set (CropLimit changes that default); 0 never plants it.
  • Foraging no longer lists royal jelly, luminous larvae or volture eggs, nor jotun puffs and magecap, which you can plant (their planting limits cover them).

Fixes

  • Buried veins packed close together (Mistlands giant remains) were dug at for ever without a piece being hit. After 10 strokes of digging with no piece broken, Kvist now mines the nearest piece where it lies.
  • Soft Tissue with Black Marble at 0 was never mined: the giant skull round the brain wasn't broken open. A giant's bones enclosing something you want are now mined to get at it (the Black Marble they drop is left lying), and only until it is out.

0.7.2

  • Mining (on trial), a ninth mode on the nest. Within MineRadius (100 m) of the nest, near your buildings or not, Kvist mines rocks and ore veins (stone, flint, copper, tin, silver, obsidian and the rest) while anything they give is below its limit, and gathers what they drop. Each material has its own limit per nest in the K window (500 unless set; MineLimit changes that default). Buried veins, like silver and muddy scrap piles, he digs down to first, as a pickaxe does, then mines. He never digs within 5 m of anything built: there he mines the vein where it lies. Rocks outside your walls: he teleports out to them, as for trees.
  • Wood limits per nest: in Forestry mode the K window lists every wood your trees give (Wood, Fine Wood, Core Wood, Yggdrasil Wood...), each with its own limit: he stops felling for a wood once your chests hold that many. 500 unless set (WoodLimit changes that default); 0 never fells for it.
  • No more Incoming Loot: the label is gone. Anything in no category now stays in the nest, and the nest names it. Add it to categories.yaml to give it a chest. A chest you labelled Incoming Loot is no longer used; relabel it.
  • Stumps (Forestry, with Felling): Kvist breaks up tree stumps in his forestry area, his own and wild ones, and gathers their wood, which also frees the ground for replanting. Seeds and cones that trees drop where he fells are gathered too, for replanting.
  • Resin (Forestry, off by default): switch it on in the K window and Kvist also gathers the resin trees drop where he fells.
  • Food and items set out with the serving tray are left where they are: never tidied up, collected or used for an order.
  • Hens are kept to 4: above 4 adult hens, Kvist butchers back down to 4 (ChickenFlock and ChickenCullAbove, both 4 now, were 6 and 8; an existing config keeps its values).
  • Iron Pit sorts to Building Extras, not Ore & Coal, and Wisps (torch fuel) to Building Extras, not Creature Materials. Lingonberries sort to Raw Food, not Cooked Food. Jotun Bane and the Nord axes (Nord, Thunderblood, Frostfire) sort to Weapons & Ammo, not Tools. The default categories file is replaced; a customised one is kept as categories.yaml.bak.

Fixes

  • Deep North ground could still count as tilled soil (a nest there saw dozens of "fields"). Only ground a cultivator has actually tilled counts now.
  • Coal fetched for the fires, and food for hungry animals, no longer goes back into a chest when sorting the nest comes first, only to be fetched again.
  • Kvist no longer dies in lava or Ashlands heat; he wears a protection bubble while he's in it.

0.7.1

  • Forestry (on trial), an eighth mode on the nest, with two tasks, Felling and Planting trees. Within TreeRadius (100 m) of the nest, on ground at least 10 m clear of anything players built, Kvist fells grown trees, splits the logs and gathers the wood, and plants tree seeds and cones.
    • He fells a tree while any wood it gives is below WoodLimit (500, counted for each kind of wood), so Ygga shoots are felled for their Yggdrasil wood even when you have plenty of plain wood.
    • He plants SaplingsPerTree (3) saplings for each tree he fells, keeping TreeSeedReserve (10) seeds back. While he still owes two trees' worth, he stops felling until they are planted. With felling off, or SaplingsPerTree at 0, he plants wherever there is room.
    • Trees and spots outside your walls: he teleports out to them, and home again when his next job is inside.
  • Build kits (work orders): order the building materials for a crafting station, a station upgrade or a production building (forge, forge cooler, blast furnace, smelter, kiln, windmill, fermenter, beehive...), as many as you like. In Crafting mode press K, search for the piece (shown as "Forge (build kit)") and order it. Kvist brings the materials from your chests to the Work Orders chest; what isn't in stock is named on the nest, and he brings it when it turns up. The order is done when every material for every kit has been delivered.
  • Smelting: coal is fetched a stack at a time and kept in hand while a furnace has work, instead of two or three pieces a trip. Bars, and anything else a smelter, kiln or refinery makes, go to their chest once he carries 5.
  • Foraging covers every wild plant whose pick is food, found in the game itself, so lingonberries in the Deep North and whatever later updates add are included, plus jotun puffs and magecap growing wild in the Mistlands. Each has its own limit in the K window as before. Crops on tilled soil are never foraged.
  • Kvist respawns 30 seconds after dying, not 2 minutes (RespawnSeconds; an existing config keeps its value).

Fixes

  • A nest in the Deep North could freeze the game until the server disconnected you. Deep North snow is marked in the ground the same way the game checks for tilled soil, so Kvist took every snowfield for a field and checked thousands of square metres for planting spots in one go. Only real tilled soil counts now, and that check is spread out so even a very large field can't stall the game.
  • The work-order search finds words in any order ("lox pie" finds the Lox Meat Pie) and matches the names you see, not the game's internal names ("stamina" also listed the Bronze Pendant). When something exists but nothing within range makes it, it says so instead of "nothing matches".
  • With two chests of the same label far apart, he used the one already holding the most of an item even when the other was right beside him (bars carried 47 m past the metals chest by the furnace). A chest of the label half the distance away and more than 8 m nearer now wins, and re-sorting only merges part-stacks between chests within 8 m of each other, so it doesn't carry them back.
  • A chest could stay "in use" after Kvist went straight on to another one, so neither you nor he could open it until the game was restarted.

0.7.0

  • Shield generators (Upkeep): Kvist keeps them full of fuel, whichever fuel they take (bone fragments and the like), first of all when one is empty.
  • Tidy up (Sorting, priority 3): loose items lying within range are picked up and put away, if a chest will take them. Not anything dropped in the last 20 seconds, nor food beside a cooking station (left there for you).
  • Re-sort chests (Sorting, priority 4): a stack in a labelled chest it doesn't belong in is moved to its own chest, and part-stacks of the same item spread over chests with the same label are merged into the one with the most. Work Orders and Auto chests are left alone.
  • Foraging (Farming, priority 3): wild mushrooms (red and yellow), raspberries, blueberries, cloudberries, smoke puffs, dandelions, thistles and fiddleheads within range are picked and put away, until your chests and nest hold the limit you set for it: each food has its own limit per nest, in the K window in Farming mode (500 unless set; ForageLimit changes that default, 0 never picks it).
  • Putting things away, he picks a chest of the right label that already holds that item (the one with the most) before the nearest, so the same item stays together and re-sorting doesn't have to move it again.
  • Sorting now weighs the nest, tidying up and re-sorting by priority, like the other jobs (with SmartPriorities on, the default). Sorting the nest is priority 1 by default, so it always comes first.

0.6.1

  • Vines by walls: Kvist only plants vineberries and green vines on soil with a wall or fence right beside it, for them to climb. Other crops go anywhere as before. If he has vine seeds but no such soil, the nest says so.
  • Feeding takes turns: after seeds, animals are fed foods that aren't crops he grows first (asksvins: smoke puffs and fiddleheads before vineberries), and among those, whichever was used least lately, so they rotate instead of always the same one.

Fixes

  • Named animals and mounts now count toward the breeders he keeps (still never butchered): with 2 named asksvins and Breeders = 2, every unnamed adult is butchered, leaving just the 2.
  • Asksvin weren't butchered down to their 2 breeders: they lay eggs, so they were treated like hens (culled only once above 8, back to 6). Only chickens follow the hen rules now.
  • Writhan Roots belong in Creature Materials, not Cooking & Mead Ingredients. Lanterns go to Building Extras. (The default categories file is replaced; a customised one is kept as categories.yaml.bak.)
  • Work orders: the oven is kept in wood while anything is baking (topped up below half, as in Upkeep). He only refuelled it once empty, and not while pies were already in, so it could run out mid-bake.

0.6.0

  • Repairs in Upkeep: Kvist repairs damaged walls, floors and other pieces players built within the nest's range, as a hammer does, a few at a time from one spot. It is a new task at priority 4 (last) by default, so he does it when nothing else is waiting; change it in the K window.
  • Range per nest: set each nest's range in the K window (Range: 50 m, with - and +, 5 m a click, from 10 m up to MaxWorkRadius, 100 m by default). Everything he does follows it, and the Show range circle shows it. Nests you don't set use WorkRadius as before.

Fixes

  • A work-order problem on the nest ("needs 5 Bonemaw Tooth") goes away as soon as it no longer applies, instead of staying up to 2 minutes after the order was done.
  • With more than one Work Orders chest, he fills the one nearest the nest first, instead of whichever was nearest to him.
  • What Kvist crafts now says "Crafted by Kvist" (or his name, if you renamed him) in its tooltip, like anything a player makes.
  • Work orders asked for ingredients that a recipe only needs to upgrade an item, not to make it (a flametal helmet wanted a protection idol). They are left out now, as the game does at a bench.

0.5.1

  • Labels in tooltips: every item's tooltip now says which chest label Kvist puts it under ("Kvist's chest: Farming"), so you and other players know where things go. Setting ShowLabelInTooltip (on).
  • Show range: a button in the K window draws the nest's 50 m work range as a green circle on the ground, on your screen only. Press again to hide it.
  • Meads get their own label: Cooked Food & Meads is now two labels, Cooked Food and Meads. Chests labelled Cooked Food & Meads become Cooked Food; label a chest Meads (L on a chest) for meads and potions, which wait in the nest until you do. A customised categories.yaml is replaced by the new default (your copy is kept as categories.yaml.bak).
  • Kvist walks through players and tame animals instead of pushing them (he once shoved a boar out of its pen). Walls, gates and everything else still stop him.

Fixes

  • Work orders: he only starts fetching for a recipe once every ingredient is there (he fetched vineberries for an order with no volture eggs, then put them back, over and over), and what he holds for an oven or fermenter goes in even when it already covers the order (unbaked piquant pies went back and forth instead).
  • Gates and doors: he works out which way is through from the shape of the door leaf, and remembers where each doorway is from when it was shut. Both could send him sideways in a double gate (two leaves side by side under one arch) instead of through it.
  • Kvist's paths no longer go through deep water at all (he walks round, or uses things from afar). His routes could swim, and at some bases he kept falling in at the same spots.
  • After falling into water on the way to something, he uses it and the chests right by it from afar, and avoids the gate he came through, for 30 minutes (a cellar of chests used to take one swim per chest). On a planting trip, he skips that patch of soil for a while instead.

0.5.0

Work orders

  • A seventh mode on the nest, Crafting: give Kvist up to three work orders and he makes them. Look at the nest in Crafting mode and press K: pick a slot, search for anything the benches, ovens and fermenters around the nest can make (lox pies, frost arrows, meads, nails, potions, gear), set how many, and press Order.
  • He fetches the ingredients from your chests, crafts at the right bench (it must be upgraded enough, as for you), bakes in the oven (keeping it fuelled and taking things out when they're done) and fills and taps fermenters. Whole chains work: a lox pie is made at the food preparation table, then baked; a mead base is mixed, fermented, then tapped.
  • What he makes goes to a chest labelled Work Orders (a new label: press L on a chest). Each order counts up as he delivers, and is done when it reaches its number. The nest shows the orders and their progress.
  • Gear is always made new at level 1; he never upgrades anything.
  • Work orders are also a task in Custom mode, with its own priority.
  • If something is missing (an ingredient, a bench of the right level, fuel, the Work Orders chest), the nest says what.

Fixes

  • After being pulled out of water, he now avoids the route to what he was heading for even when he had swum out past his 50 m range (it used to mark the nest instead, so he kept taking the same swim).

0.4.4

Fixes

  • Planting stopped in 0.4.3 wherever you kept seeds for a crop that doesn't grow there (Mistlands mushrooms in a Meadows farm, say): checking that crop marked every empty spot as full, so empty fields stayed empty. Only a spot too tight for any crop is skipped now.
  • Gates and pens: Kvist closes a gate as soon as he's through it (he used to walk on a little first, and a boar got out while it stood open), and waits up to 10 seconds for an animal standing in the gateway to move off before opening it.
  • From the nest he only takes what the chests have room for: he took ten stacks of bug meat to a chest with room for 12 and carried the rest back.
  • Named animals and saddled mounts are fed now; they were skipped along with butchering. They are still never butchered, and don't count toward the breeders kept.
  • When he has to be pulled out of water on the way to something, he uses it from afar for the next 30 minutes instead of taking the same swimming route again (he fell in four times on the way to the same chests).
  • Emptying his hands when you switch his mode no longer stops him fetching those items again for 5 minutes (the guard against fetch-and-return loops mistook it for one).

0.4.3

Farming

  • One field at a time now tells fields apart that are close together: tilled ground under a floor or path (soil tilled before the path was laid) no longer counts as soil, and soil only counts as the same field where it touches. In 0.4.2 those joined neighbouring fields into one big field and he hopped between them. The log lists the fields he sees.
  • Planting trips match the room there is: he counted every half-metre of free soil, most of it too close to a crop for another, so he fetched seed for 20, planted 1 and took the rest back, again and again. Spots where nothing fits are now left out for a couple of minutes, and the trip is sized to what will actually fit. Seed he takes back is never blocked from being fetched again.
  • Inside a walled field he is working (harvesting, picking up, planting), he no longer counts as trapped, so he isn't sent home and teleported back in over and over. Going to deliver, or with nothing left to do, he still gets himself out.

Animals

  • Feeding straight into the animal: Kvist now feeds every tame animal directly, as if it had eaten the food, instead of dropping it at its feet. Animals in cages, raised coops or pens he can only reach over get fed too, and no food is left lying around. (Food is only dropped if the game won't take it this way.)
  • Hens are fed seeds first, then dandelions and the rest, as long as there are enough to feed the whole group (otherwise whatever there is most of). Seeds are still only fed above the planting reserve (SeedReserve, 20).

Fixes

  • Kvist could fetch something for a job (88 resin for the resin lights) and put it straight back, over and over: a nearer delivery won over the far-off lights, and at the chest the resin went in with everything else. Deliveries now leave in his hands what he still has a job for. As a safety net, whatever he has just fetched now stays in hand for a minute, and if he does put it back unused, he won't fetch it again for 5 minutes.
  • No more "Can't reach" for chests, machines, fires and animals: when he can't walk to one and can't teleport beside it (a cellar down a spiral stair, a hen in a raised cage), he uses it from where he stands, however far, and for the next 30 minutes uses it from afar straight away instead of trying to walk there each time. Needs ReachWhenBlocked (on by default).
  • Teleporting can also land him anywhere he fits within reach of the target, above or below it, when there's nowhere level beside it.
  • Teleporting beside a target never worked in 0.4.1 and 0.4.2: the game's own "nearest walkable ground" lookup never finds any for Kvist (it looks his kind up under the wrong id), and the check for room for his body tested from a point that could be just under the floor. Both are fixed.
  • He only teleports to somewhere he can walk home from (not onto a cage roof or a ledge), and once he has had to teleport to something, he uses it from afar for the next 30 minutes instead of walking there and getting stuck again.
  • The nest's orange list is back to "Can't reach today" and only counts places he really gave up on; anything he handled by teleporting, reaching or using from afar no longer shows.
  • If he falls into water he can't climb out of (a pool between stairs), he teleports out to dry ground after a few seconds. He never lands in water.

0.4.2

Farming

  • One field at a time: with several fields, Kvist used to do a bit of work on each. Now, once he starts on a field, he finishes it (harvests everything ripe, picks up the produce, plants its empty soil) before moving to the next. A field is a patch of tilled soil; patches more than about 1 m apart count as separate fields.

Getting around

  • Two doors in a row: airlocks, double gates and a pen inside a fenced yard. Kvist used to only manage one closed door between him and where he was going (the game treats a closed door as a wall, so he could only see one door ahead); now he finds the way through two, and only teleports for longer chains.
  • Better paths: he walks to where he'd stand to use a chest, machine, fire or hive (a walkable spot beside it where he fits) instead of into its middle, which caused most of his "no path" and "stuck" moments. Path answers are remembered for 30 seconds, so his job choice can check the real walk to many more options, and he stops picking jobs that are close as the crow flies but behind a wall.

Fixes

  • Teleporting to chests indoors often found "nowhere to land" (a rule against landing under floors also ruled out spots under shelves, beams and low ceilings), so far-off indoor chests were skipped with "Can't reach". The check for room for his whole body covers it now.
  • The nest's list of trouble spots is now headed "Hard to reach today": it counts every time he had trouble getting somewhere, including the times he managed by teleporting or reaching, so it's a hint about your layout rather than an error.
  • The 5-minute "Kvist meter" log line now also shows path queries and the time they took, and how often he gave up, used a door, reached or teleported.

0.4.1

New in Upkeep

  • Cooking stations (priority 1 by default, ahead of everything else in Upkeep): Kvist takes finished food off cooking stations and out of ovens before it burns. It pops out beside them as when you take it, and he leaves it there; he never loads them.
  • Oven fuel: he keeps ovens in wood, topping them up below half and straight away when one is out with food inside.

Getting stuck

  • Fixed: Kvist could vanish after teleporting, landing under a raised floor or a foundation where nobody could see or reach him (his map marker showed him close by). He now only lands at about the target's height, with room above him and room for his whole body; if he ever ends up below the ground, he goes straight back to his nest.
  • Fixed: he could end up stuck inside a wall. Wherever he appears without walking (teleporting, going or being called home, respawning) must now have room for his whole body, and if he's ever inside a wall or piece for a few seconds, he moves out to the nearest clear spot.
  • New Call home button in the K window: brings that nest's Kvist back beside it, wherever he is.
  • The nest now lists the places he couldn't reach today, with how often: "Can't reach today: Reinforced Chest at -307, 275 (6×)". Moving those things a little usually fixes it.
  • When something's in the way (an animal in a gateway), he steps aside and tries again before giving up.
  • Something he keeps failing to reach is skipped for longer each time (1, 2, 4, 8 minutes, up to 10) instead of being retried every minute.
  • With nothing to do, he checks he can still get home; if not, he gets himself out.

Fixes

  • Setting the Kilns priority did nothing unless a furnace was waiting for coal. If you set Kilns yourself in the K window, Kvist now keeps the kilns filled with plain Wood whenever they have room, smelting or not. Untouched, kilns still only make coal when a furnace needs it. (Kilns set before 0.4.1 need setting once more.)

0.4.0

Task priorities

  • Look at a nest and press K to see its Kvist's tasks for the current mode (in Upkeep: fires, torches, hot tubs, beehives, sap collectors, eggs, feathers). Give each a priority from 1 (first) to 4, or switch it off. He finishes priority-1 work before priority 2, and so on; tasks with the same number are chosen by what's worth the walk. Untouched, every task shares one priority, which is how 0.3 behaved.
  • Custom mode, the sixth job on the nest after Animal Husbandry: every task from every mode in one list, each with its own priority or off. It starts from the mode you switched from.
  • New setting TasksKey (default K).

Keeping your things where you can get them

  • With nothing to do, Kvist empties his hands at the chests, seed included.
  • In Custom, when he switches to a different kind of work (say from farming to smelting), he empties his hands first.
  • He keeps at most one planting trip's worth (20) of each seed in hand; piles from seed-plant harvests go to the chest.

Getting around

  • When he can't get to something, he now teleports beside it first, and reaches from where he stands only as a last resort. New settings ReachWhenBlocked (on) and ReachDistance (8 m).
  • Teleporting finds somewhere to land up to 8 m away (a chest on a raised floor had nowhere within 3 m).

Fixes

  • Only real plants and bushes keep crops at a distance; stones, flint and other small pickables on the soil no longer leave bare patches.
  • New console command gs_soil: what's stopping crops being planted in the tilled soil around you.

0.3.2

New

  • Windmills and spinning wheels, in Farming mode: Kvist feeds them barley and flax from the nest or your chests, keeping the planting reserve (20 by default) back, and puts the flour and linen thread away (Cooking & Mead Ingredients, Creature Materials). He fetches and collects in batches of 5 or more, and they come second to harvesting and planting, so he runs them while the crops are growing.
  • Hot tubs: Upkeep now keeps them in wood. (The game builds the hot tub as a furnace that makes nothing, so it was neither a fire nor a machine to him.)
  • Rename Kvist: look at him and press Shift+E, as with tame animals. The name shows above him, on his nest and on his map pin, and stays with the nest, so he keeps it when he respawns.
  • Kvist on the map: a marker for every Kvist on the map and minimap, named after his job and moving with him. ShowOnMap = false hides them.
  • New console command gs_fires: lists the fires near you and whether Kvist fuels them, or why not.

Getting around

  • Teleporting when stuck (new setting TeleportWhenStuck, on): when Kvist can't get to something, even through doors and gates or by reaching over, he vanishes in the nest's puff and appears beside it. Trapped, he goes home the same way.
  • Remembers where he reached from: when he has to do a job from a distance (a chest he can't walk right up to, eggs in a raised coop, crops behind a bed edge), he remembers where he stood and next time walks straight there.
  • One stop per chest: delivering to a chest that also holds what his next job needs (seeds, coal, ore, fuel, feed), he takes it in the same visit; fetching from a chest, he drops off what he carries that belongs there.

Fixes

  • After one give-up inside a pen, Kvist could mark the pen's gate as a trap and refuse to open it for 30 minutes ("walks up to the pen and leaves"). A closed gate between him and home no longer counts as being trapped, and he finds the way through gates built facing sideways (some iron gates).
  • "Empty soil, but nothing grows there" appeared on fields where crops grow fine (it counted any seed in stock, even ones for another biome). Crops in the Mountains, Deep North and Ashlands now count as growable under a shield generator's dome, as the game allows, and the message now says what's wrong, for which crop and where.

0.3.1

  • Kvist no longer plants vegetables in the gaps between berry bushes (and other plants that aren't his crops): they now get 1.5 m of room.
  • Jumping out of traps works: the jump is aimed at the way out (the gate he came in by, or home) and repeated until he clears the ledge, and it starts as soon as he finds he has no way home. A gate that led him into a trap is avoided for 30 minutes.
  • A spot he can't walk to now skips the patch around it, instead of him trying each gap in turn.
  • Targets within 4 m are reached over a fence or bed edge rather than walked round through gates, and harvesting from a distance picks the whole cluster.
  • Jobs across a fence or ledge are scored as the detour they are.

0.3.0

Smarter job choice

  • Kvist now weighs every job he could do against the walk to it, instead of following a fixed order: big jobs and near jobs first, urgent ones (a furnace or fire out of fuel, hungry animals) sooner, closed doors and gates counted as detours.
  • He clears piles and works the area he's in until his hands are full, then carries it all to the chests in one trip.
  • Every 5 minutes the log notes how far he walked and how much he did.
  • SmartPriorities = false in the config brings back the 0.2 order.

Modes

  • New fifth mode, Animal Husbandry: feeding, butchering and putting away pelts and meat move here from Farming. Butchering is still chosen per species with Shift+L on an animal, now near an Animal Husbandry nest. If your nest was butchering in Farming mode, switch it (or a second nest) to Animal Husbandry; the species you chose are kept.
  • Farming is now crops only.
  • Eggs, feathers and beehives are now Upkeep jobs.

Getting around

  • When trapped (for example in a sunken planting bed), Kvist jumps towards home, and if that fails he goes back to his nest.
  • He tries at most two doors or gates per target, and only crosses one that actually leads to the target's floor (he used to cross a double gate back and forth for every egg in a raised coop).
  • Reaching items he can't walk to (eggs behind a coop door) gathers the whole pile in one go instead of one item per trip.

0.2.0

Farming mode (a fourth job on the nest; press L on the nest to switch)

  • Harvests ripe crops and picks up the produce, plus eggs and feathers, and empties beehives.
  • Plants every empty patch of cultivated soil, sharing it evenly between your crops, up to 20 plants a trip. When a crop runs out of seeds he plants its vegetables as seed plants to grow more.
  • Keeps a reserve of 20 of every seed (and barley, flax...) for planting; only what's above it is fed to animals.

Animals (in Farming mode)

  • Feeds hungry tames from your chests, a whole group at a time, dropping the food at their feet (over the fence if he can't get in).
  • Chickens: while the flock is small he leaves the eggs alone so they hatch (by a fire, under a roof, as usual); once it's full he collects them.
  • Butchering, off until you choose a species: look at one of your tame animals and press Shift+L. That species is then kept down to its 2 best-starred breeders (hens: culled back to 6 once above 8). Young animals, named animals and saddled mounts are never butchered. The animal's hover shows whether its species is butchered; the nest lists them.
  • Pelts, meat and trophies from the herd are picked up and put away.
  • New [Animals] settings: Butchering (master switch), Breeders, ChickenFlock, ChickenCullAbove, SeedReserve.

Kvist

  • Carries 10 stacks per trip, up from 5 (new setting CarrySlots; the old CarryStacks line can be deleted).
  • Immune to fire and poison: he works beside fires and the eitr refinery all day.
  • When something is blocked (a fence, an animal in the gateway) but within 8 m, he does the job from where he stands instead of giving up.
  • Look at him to see his job and what he's carrying; press E to pet him.

Nest and chests

  • The nest's hover shows today's tally (sorted, fed, harvested, planted, butchered) and, when something's wrong, why: a missing label, a full chest, a chest that's open or out of reach.
  • Press L on an unlabelled chest that already holds items to label it after its contents. Unlabelled chests say "Kvist won't touch this".
  • The nest now costs 3 Ancient Seeds (was 10 Wood, 5 Greydwarf Eye, 1 Surtling Core), and is silent by default (NestSound = true brings the ambience back).
  • Area fallback is off by default (new setting UseAreaFallback): items with no chest of their own wait in the nest instead of going to a neighbouring chest, and the nest says which label is missing.

Fixes

  • Kvist was replaced every time the world loaded, dropping whatever he carried.
  • Kvist no longer gives up on a target the moment the game briefly reports no path (it does that while rebuilding paths around anything that changed).

0.1.0

  • First public beta: Kvist's Nest, Sorting, Smelting and Upkeep modes, chest labels, door handling.