The factory island: from level 10, the Ferryman takes you to a plot of your own, first free of sixteen each session
Machines: the Earth Scraper digs river silt, the Sieve turns it into the ores of that zone, the Crate stores them
Conveyors, straight and cornered: every machine has one entrance and one exit, and a belt snaps in front of a mouth
Construction sites: a machine takes real time to build, keeps building while you are away, and the hammer cancels it
Plans and research: anything beyond the base machines is locked until you buy its plan and research it
The Foundry, first researched machine: 80,000 gold, ten minutes, on or offline
A workshop on every plot, with a foreman who buys the parts you machine
Crate filters: refuse an ore so it never takes a slot, with a warning before anything is destroyed
Machine sounds: each one has its voice, fading in when it starts and out when it stops
A guided start on the island: golden ghosts show where your first scraper and its two belts go
A return stone on every plot, and the island in the waystone network
An opening cinematic with narration and subtitles, played once
Upstream machines take the richest silt, downstream ones get what is left, so where you build matters
Machine sheets say why a machine is idle, instead of just saying something is wrong
Quests, the forge and crates now explain a refusal instead of staying silent
Auto mode navigates to water that can actually be reached, without zigzagging
Quest rewards are worth 2.5 times what you hand in, everywhere
Plots load only when you are close enough to see them
Construction labels show on your own plot only, so a busy island stays readable
Smelting lost two thirds of what you put in
Twenty-one of twenty-two items had no icon
The teleport out of a cave left the screen dark
A player returning to the menu on purpose was still offered a reconnection
Research started before a disconnect was lost on reconnect
A full crate pushed a waiting nugget on to the next belt without its ore
Unused key bindings: flashlight, drop item, chat and slots 6 to 10
The tutorial stops after two belts: add a Sieve and a Crate yourself, nothing comes out of a line without them
One player saw a bright white flash after a teleport; not reproduced yet
World events: five occasions that sweep the whole server at once, at least one every 15 minutes
The Storm of Riches — rain, lightning and thunder; luck x1.5 and mentions x1.5
The River's Surge — currents, swell and foam; big nuggets x1.5
The Dance of the Fireflies — night only, on the Shore and in the Bamboo Grove; luck x1.8
Mystic Mist — a violet fog over the whole island, and it reaches inside the cave; XP x1.5
The Breath of the Cherry Trees — petals falling over the Bamboo Grove; mentions x2
New dig zone: the Sandbank, resistance 2, between the Riverbank and the Shore, with 21 shared minerals
A villager who hints at what lies underground
An event badge on your card, with its countdown
Three new building packs for the island: temple, village and dungeon
Events run on the clock: draws at :00, :15, :30 and :45, and one that starts at 16:00 ends at 16:10 for everyone
Quest rewards are now worth 2.5 times the materials you hand in, everywhere
Auto mode picks the nearest zone that actually works, and no longer changes its mind on the way
Rain now has its own ambience, and thunder rolls in from a real distance
Rivers and still water carry the current, the swell and the foam of an event
Quest dialogue showed "He asks for" with nothing under it, on the nine quests that ask for a deed rather than an ore
Artefact value was frozen at forging, so a better quality no longer read as better
The forge swallowed clicks: two presses out of five were dropped, and clicks died on scenery
River ribbons folded over themselves in bends and stretched their texture into chevrons
The bounty list collapsed on itself, and the objective showed the quest title instead of the goal
Twelve surface lanterns burned in broad daylight
The zone council
Daily reward on your first connection each day, with a seven-day streak that renews weekly
Control hints that appear discreetly for anyone who skipped or rushed the tutorial, switchable off in the settings
Server-wide forge records, permanent and named after whoever set them
Server announcement banner for admins
Automatic reconnection when a server restarts, putting you back where you were standing
A notice and a marker when your zone has nothing left to sell you
Distant prospectors are no longer animated or shadowed, which is where frame time went in busy camps
The camp register now scrolls instead of hiding players behind a counter
Auto mode commits to one pool of water instead of hesitating between two
Auto mode spreads prospectors out instead of stacking them on the same spot
Mentions are now ice cyan, far enough from legendary gold to stop being mistaken for it
The artefact stat once called simply Speed now says what it speeds up
Nine forge recipes asked for minerals from zones you could not reach yet, and two of them were impossible to complete at all
Villagers with two-word names broke the dialogue header and covered their own tagline
Admins in noclip flickered into view for everyone else
Treasure maps offered a lock and a price despite not being sellable
The next-zone marker never went away, even once you had arrived
Dedicated servers now kick players on restart instead of leaving them in a frozen session
The moderation kick message appeared in French in every language
The "+N other prospectors" line in the camp register, replaced by scrolling
Salt Lake and Volcano are not open yet: sixteen minerals and eleven achievements cannot be obtained
Frame rate can drop at ground level in dense vegetation, which is a separate issue from crowded camps
Forge recipes no longer use magnetite, so compasses have temporarily lost their magnetic theme
Lock any mineral in your bag and "Sell all" will leave it where it is.
Search your bag by name, in your own language.
Hand a quest giver what you already carry: they keep the count until you bring the rest.
Ask a buyer to take your worst finds off your hands when your bag is full.
Village and landmark signs across the islands, showing each field's digging resistance.
A longer guided start: your bag, your field journal, your first stele and the forge.
Ping and total gold earned in the scoreboard.
Rarity retuned across every zone: epic and legendary are exceptional again.
Weight rewritten: commons are the heavy rocks, the rarest pieces are small and precious.
Epics and legendaries are worth far more per kilo, so one good wash can beat an hour of gravel.
Every purchase price is down 15%, and the starting bag holds three times more.
The first zone is shorter, and stele fares cost a tenth of what they did.
Bigger quest rewards across the board.
Nuggets surface out of the sand as you wash, instead of appearing on top of it.
When your bag overflows mid-wash, the rarest pieces are the ones you keep.
Opening the scoreboard no longer interrupts what you were doing.
Dedicated servers run lighter, so busy lobbies stay smooth.