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0.6 Stable
released this
2026-08-29 14:06:14 +02:00 | 37 commits to master since this releaseChangelog
0.6
Auto-walk release. Everything here is about getting you where you asked to go.
Auto-walk knows the whole map again
The mod reads the entire overworld up front — all 128 chunks, without needing
them loaded around you. It has done that for a while; what it did not do was
keep the result. The map it built was being thrown away a fraction of a second
later, every single session, leaving auto-walk to feel its way around using only
the few hundred square metres right next to you.That was behind most of the "I can't find a route from here" and "I got as close
as the ground I can reach allows, about 260 meters short" failures on longer
walks. The map now survives, so a route across town is planned across town.It no longer walks you off balconies
Routes could step off an upper floor straight down onto ground six metres below
— through the floor you were standing on. The clearest case was the flat above
the Gramophone Cafe: asking to walk to the cafe door from upstairs planned a
route that fell through the balcony, then spent twenty seconds failing to follow
it before announcing the door was "about 6 meters below the nearest ground I
could path to".Routes now check that a drop actually lands where it claims, so it goes and
finds the stairs instead. About 3% of all the connections on the map were this
kind of lie.The map no longer switches itself off mid-session
There is a self-check that compares the map the mod read against what the game's
physics says, and disables the map if the two disagree too much. It was counting
every crate, fence and barrel you walked past as a disagreement, and after about
eight minutes of play it would give up on the whole map. From that point on,
every walk in that session was worse — and nothing said so out loud.It now knows what a prop is, wants a lot more evidence before condemning
anything, and writes down what it actually saw when it does disagree.A third more of the map is walkable
Anywhere a cliff face, house wall or fence stands on the ground beside you, the
mod used to treat that ground as unwalkable — it could not tell a wall next to
you from a ceiling on top of you. That was about a third of the walkable ground
in a typical chunk.It can tell them apart now. It also checks that recovered ground is somewhere you
could actually reach on foot, so the insides of buildings don't quietly become
walk destinations.Shift+End goes to the door
Teleporting to a door used to leave you standing a metre or so short of it.
It now puts you in the doorway itself. Doors only trigger for someone already
walking through them, so you still take the step through yourself — you just
don't have to find the door first.Still true
Some places genuinely need an ability you may not have yet. If auto-walk says a
target is unreachable and mentions climbing, it usually means it: campsites and
lookouts on raised terraces are often meant to be climbed to, and no amount of
pathfinding gets you up a four-metre wall on footDownloads
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Source code (ZIP)