Kayser's Automatic Terrain Designations

Kayser's Automatic Terrain Designations v0.4.2

by Kayser

Designate entire deposits with a single click. See deposit's composition. Clear debris. Create manual corner designations. Prepare Farmland.

Stable 5 days ago MIT Source code
Game versions: 0.8.2 – 0.8.5
Save-game: Add Remove
88%
154

⛏️ Automatic Terrain Designations

One Mine, One Click — Once You Plop, You Can’t Stop.

📋 Overview

Kayser’s Automatic Terrain Designations (ATD) is a Quality of Life mod for Captain of Industry that generates tailored mining designations for your mine towers. Instead of manually creating designations across complex ore deposits, this mod analyzes terrain depth and automatically creates designations that follow the contours of your ore bodies, relieving you of the chore of placing and continually maintaining manual designations.

Related add-on features include access ramps, ore composition analysis, tower level mining priority, area debris clearing designations, manual corner designations, and automated farmland preparation.

All tower settings are persisted in the vanilla save file. The mod can be added and removed from games at any time. 100% open source.

Mine away!

⚙️ Feature List

  • Create Designations — Instantly designate all mineable ore within a mine tower's area
  • Generate Ramps — Generate access ramps to connect new dig areas to the surface
  • Clear Designations — Easily cleanup all designations within a tower's area
  • Ore Composition — See the deposits’ ore composition
  • Mining Priority — Set mining priority on tower level
  • Clear Debris — Designate boulders and bushes in the tower area to be cleared
  • Corner Designations — Create designations with smooth, rounded corners
  • Farmland Preparation — Convert any area into fertile farmland with a single designation

⚡ Quick Start Guide

  1. Select a mine tower
  2. Ensure the tower area covers a body of some resource
  3. Click ’Create Designations’ to generate designations
  4. Adjust settings, clear designation, and recreate until happy
  5. Watch your mining crews dig out the entire deposit

Happy mining!

PS. Leave a 👍 or a ⭐️ if you found this mod useful.

User Interface

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The Mining control tower’s user interface, modified by ATD. Tooltips provide detailed explanations.

Screenshots

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Entire deposits designated through a single click.

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Entire deposit dug out with surgical precision.

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Manual corner designations toolbar.

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Manual corner designations create smooth, connected surfaces in 3D.

This mod has no dependencies.

No other mods depend on this mod yet.

🌱 Kayser's Automatic Terrain Designations v0.4.1

May 22, 2026 v0.4.1

🌱 Kayser's Automatic Terrain Designations v0.4.1

Less of a Mess

This is a follow-up release for v0.4.0's farmland preparation automation, focused on making it smoother, faster, and a lot less fussy around awkward terrain.

The short version: farmland preparation is more robust, access ramps are smarter, large jobs should be noticeably lighter, and there are a few new quality-of-life controls for keybindings, notifications, and vehicle assignment.

🚜 Farmland Preparation Improvements

Farmland preparation now handles more of the strange edge cases that show up when you ask a mine tower to turn rough terrain into nice respectable farm plots.

The biggest changes are around access and edges:

  • access ramps can now be created for multiple inaccessible farming clusters in the same tick
  • reachability can propagate through adjacent farming designations that share matching-height edges, reducing unnecessary extra ramps
  • final filling and rim alignment now use dumping designations instead of leveling designations, ignoring debris
  • completed final farming designations are removed immediately after the completion notification, so they do not interfere with nearby follow-up farming patches
  • exposed corners now get diagonal preparation shoulders when both adjacent cardinal shoulders exist, avoiding issues with dirt falling off in corners
  • diagonal corner rim alignment designations now close fill-area corners more cleanly

This should make elevated and coastal farming projects behave better, especially around shoulders, rims, and follow-up patches.

🧩 Mod Interoperability

v0.4.1 has been extensively tested with Moriarty's GamePlay++ to make sure farmland preparation interoperates cleanly during real farming workflows. Video: https://streamable.com/iju6z1

⚡ Faster Large Farming Sessions

Large farmland jobs should be noticeably less expensive to run.

Ramp generation now probes perimeter tiles instead of scanning deep into every possible interior tile, which can reduce candidate work by roughly 7x for large areas. Ramp reachability checks are also cached during placement attempts and capped so pathological cases do not spiral into long stalls.

Farming automation itself also does less repeated work:

  • access/pathability rechecks are throttled for large active sessions
  • pending fill-area tile sets are cached and rebuilt only when the farming state changes
  • large auto-reactivated sessions should produce less background overhead after loading a save

🛣️ Better Access Ramp Behavior

Ramp placement now checks whether vehicles can actually reach the ramp before committing to a candidate. Accessible candidates are preferred; if no accessible candidate exists, ATD still places the best available option and reports that clearly.

Ramp generation also evaluates all four cardinal directions now. The old half-space direction restriction has been removed, while scoring still prefers ramps aligned toward the tower. This gives ATD useful fallback routes when the obvious direction is blocked by terrain, buildings, or water.

Ramp warnings are now shown only as vanilla-style notifications on the mine tower:

  • failed ramp generation
  • truncated ramp placement
  • ramp placed but not currently accessible

If you prefer quieter automation, these warnings can be disabled globally with rampNotificationsEnabled in ATDsettings.json or:

atd_set_ramp_notifications on|off

🚚 Auto-Release Idle Vehicles

The Terrain Designations inspector now has an Auto-release when idle toggle.

When enabled for a tower, ATD will temporarily unassign excavators and trucks while no mining or leveling work is pending, then automatically reassign them when work resumes. This is useful for farmland automation that switches between mining and dumping, or for towers that only occasionally need attention and otherwise tie up vehicles.

The global default is:

autoReleaseVehiclesWhenIdle

It can also be changed with:

atd_set_auto_release_vehicles_when_idle

For debugging and vehicle bookkeeping, v0.4.1 also adds:

atd_get_assigned_vehicles

This lists mine towers, assigned vehicles, per-vehicle job state, ATD's auto-release setting, and which vehicles ATD has released.

⌨️ Corner Mode Settings

Corner designation mode is now more configurable:

  • corner rotation now uses the player's mapped rotate key instead of always using R
  • the corner mode key can be changed with the new cornerDesignationKey setting
  • the default is still K

You can edit ATDsettings.json directly or use:

atd_set_corner_designation_key

The command accepts Unity KeyCode names, such as Alpha1 or F1.

🌐 Translations and UI Polish

This release includes revised Swedish, German, and Russian translations, with terminology aligned more closely to the base game.

Portuguese translation has also been added.

Some panel wording has been cleaned up:

  • Mining designations
  • Ore quality
  • Ore composition
  • Farmland preparation

The Farmland Preparation panel can now start collapsed by default using:

farmingPanelCollapsed

or:

atd_set_farming_panel_collapsed on|off

📦 Compatibility

As before, ATD is compatible with vanilla saves and can be added to or removed from existing saves safely.

Settings should migrate automatically. Existing changed settings are preserved, and new settings are added with their defaults.

Thanks again to everyone testing farmland automation in the wild. v0.4.1 is very much a "make the big new thing behave better under pressure" release, and your edge cases are what make that possible.

No More Dirt-y Work!

May 14, 2026 v0.4.0

🌱 Kayser's Automatic Terrain Designations v0.4.0

This one is a pretty big quality-of-life release for anyone who likes making mines, farms, and terrain projects without hand-painting every little bit of dirt.

🚜 New: Farmland Preparation Automation

No more dirt-y work!

ATD can now help prepare farmable ground from flat level designations inside a mine tower area.

Draw your flat level designations, select the mine tower, open the new Farmland Preparation panel, and enable Farmland Preparation Automation. ATD will:

  • temporarily dig unsuitable top material one layer lower where needed
  • restore the original level designations for final filling
  • restrict the tower's dump rules during filling so trucks use farmable material like dirt/compost
  • restore the tower's dump rules when the work is done
  • add temporary access ramps when excavators or trucks cannot reach the work area
  • clear vehicles out of the fill area before committing final fill orders
  • add support shoulders near exposed drops/ocean edges to reduce dirt spill-off

It also keeps running in the background after you close the inspector. On load, it can automatically re-enable for towers that were already doing farmland work.

🔔 Vanilla-Style Notifications

v0.4.0 adds ATD notifications that behave much more like normal CoI notifications:

  • Farming complete: green one-time notification when preparation and filling are done
  • 👷 Excavator complete: clickable green one-time notification when a vehicle depot finishes building an excavator, so you can send it to work immediately
  • ⚠️ Ramp warnings: translated warning text for failed or incomplete access ramps

Excavator completion notifications can be toggled with:

atd_set_excavator_completion_notifications 

🌐 Translations

ATD now has localization support for the main panels, tooltips, status text, and related notifications.

Included languages:

  • English
  • Swedish
  • German
  • Russian

This covers Terrain Designations, Farmland Preparation, Ore Composition, and the new notification messages.

ATD will also load any additional language file added under translations/, so community translations can be dropped in without needing a new mod build.

📋 Quick Farming Start

  1. Draw flat level designations inside a mine tower area.
  2. Select the mine tower.
  3. Open Farmland Preparation.
  4. Enable Farmland Preparation Automation.
  5. Let the tower crews do the ugly dirt work.

Only flat level designations participate. Corner/sloped designations are ignored by the farming automation.

Important: with the default settings, when this version loads a save, any mine tower that contains only flat leveling designations may be treated as farmland work and start Farmland Preparation Automation automatically. If you use flat level designations for non-farming projects, check those towers after loading or turn off reEnableFarmingOnLoad.

📦 Compatibility

As before, ATD is compatible with vanilla saves and can be added to or removed from existing saves safely.

Any changed settings in ATDsettings.json should migrate.

Thanks to everyone testing, reporting edge cases, and pushing this mod into weirder terrain projects than I would ever have found on my own. Have fun turning questionable rock fields into respectable farmland.

AutoTerrainDesignations v0.3.0 — Manual Corner Designations

May 08, 2026 v0.3.0

AutoTerrainDesignations v0.3.0 — Manual Corner Designations

Corner designations — the special diagonal-slope tiles that were previously only available through generated designations — can now be placed manually.

Corner placement mode is available from within any terrain designation tool (Mining M, Dumping Z, Leveling N). Enter it via the new / toolbar buttons or by pressing K when within one of the terrain designations tools.

What you can do

🔲 Choose the corner type. Outer (convex) and inner (concave) corners each have a dedicated toolbar button. Press K to flip between them.

🔄 Rotate the orientation. Press R to rotate the unique corner clockwise (NW → SW → SE → NE), so you can face the slope in any direction.

↕️ Set height with Q/E. The height offset from the active tool carries through into corner mode, so the placed slope lands exactly where you intend.

🧲 Snap to existing designations automatically. When you hover over a tile adjacent to an existing designation, corner mode reads the neighbour's height and variant and matches them — both edge-sharing and diagonal neighbours are considered. Vanilla designations snap to corner designations the same way, so you can seamlessly extend from placed corner designations.

⛏️ Place a diagonal slope in one drag. Hold and drag a rectangle. The area fills with a checkerboard of outer (▲) and inner (▽) corners that interlock into a continuous diagonal slope — no tile-by-tile placement required.

🔧 Works with all three designation tools. The placed corners use whichever tool is active — Mining, Dumping, or Leveling.

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New Feature: Remove Debris

May 03, 2026 v0.2.3

Auto Terrain Designations v0.2.3

This patch adds experimental Remove Debris support.

You can now designate blocking debris in a mine tower area for mining/removal with a dedicated sweep button. (Auto mode can also fall back to debris removal when no useful product is found, before targeting dirt.)

The debris action avoids digging into the ground and overwriting existing terrain designations, while still allowing debris in forested areas to be marked for removal.

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v0.4.2

Latest
Game version 0.8.2 - 0.8.5
Released May 29, 2026
File size 1019.6 KB
License MIT
Save-game: Add Remove
Changelog
v0.4.2 | 2026-05-29
* Added: per-tower settings (max height diff, ramp width, max layers, max depth, ore quality, corridor clearance, auto-release, ore filter, mining priority, farmland preparation automation state) and the collapsed state of each tower's **Mining designations**, **Ore composition**, and **Farmland preparation** panels are now persisted into the vanilla save file via a `config.json` state blob; settings survive save/load cycles without any custom save format
* Added three debug console commands: **atd_dump_pending_save_json**, **atd_dump_last_loaded_json**, **atd_dump_panel_state**

v0.4.2 | 2026-05-29

v0.4.2 | 2026-05-29
* Added: per-tower settings (max height diff, ramp width, max layers, max depth, ore quality, corridor clearance, auto-release, ore filter, mining priority, farmland preparation automation state) and the collapsed state of each tower's **Mining designations**, **Ore composition**, and **Farmland preparation** panels are now persisted into the vanilla save file via a `config.json` state blob; settings survive save/load cycles without any custom save format
* Added three debug console commands: **atd_dump_pending_save_json**, **atd_dump_last_loaded_json**, **atd_dump_panel_state**

v0.4.1 | 2026-05-21

v0.4.1 | 2026-05-21
* Fixed: corner designation rotation now responds to the player's mapped rotate key instead of always responding to R
* Added **cornerDesignationKey** global setting: the key used to enter and toggle corner designation mode; configurable via **ATDsettings.json** (default: **K**) or the new **atd_set_corner_designation_key** console command (accepts any Unity KeyCode name, e.g. Alpha1, F1)
* Added **Auto-release when idle** toggle in the **Terrain Designations** inspector: when enabled for a tower, all excavators and trucks are unassigned while no mining or leveling work is pending and re-assigned automatically when work resumes
- Global default is **autoReleaseVehiclesWhenIdle** in ATDsettings.json (default: false); the per-tower toggle overrides this default
- Added **atd_set_auto_release_vehicles_when_idle** to set the global default; **AutoReleaseWhenIdle** is included in **atd_get_settings** output
* Added **atd_get_assigned_vehicles** console command: lists every mine tower with its assigned vehicles, per-vehicle job state, ATD auto-release setting, and which vehicles ATD has released
* Added **rampNotificationsEnabled** global setting: suppresses ramp access warning notifications (Failed, Truncated, NotAccessible) on all towers; toggle in **ATDsettings.json** or with **atd_set_ramp_notifications on|off**
* Added **farmingPanelCollapsed** global setting: the **Farmland Preparation** inspector panel starts collapsed by default; toggle in **ATDsettings.json** or with **atd_set_farming_panel_collapsed on|off**
* Added diagonal corner preparation shoulders: when both adjacent cardinal shoulder ramps are present, a corner shoulder is placed at the diagonal with 3 outer corners at z-2 and the inner corner at z-1
* Added diagonal corner rim alignment designations: when both adjacent cardinal rim designations are in place, a corner rim closes the fill area corner
* Farming access ramp generation is substantially faster for large sessions
- Candidate collection now only probes perimeter ore tiles, reducing generation work by roughly 7x for large areas
- BFS reachability results are cached within a placement attempt; checks are capped at 50 per attempt
* Farming automation overhead reduced for large auto-reactivated sessions: access/pathability rechecks are throttled; pending fill-area tile sets are cached and rebuilt only on state changes
* Access ramps for multiple inaccessible farming clusters are now placed in the same tick instead of one per tick
* Ramp placement now checks vehicle accessibility before committing a candidate; accessible candidates are preferred; if none exist, the best available is placed and reported via notification
* Ramp generation now evaluates all four cardinal directions; the half-space direction restriction is removed; scoring still ranks by alignment toward the tower, so off-axis directions serve as fallbacks when the preferred corridor is blocked
* Ramp outcome warnings (Failed, Truncated, NotAccessible) are now shown as vanilla notifications on the mine tower; the warning icon has been removed from the **Terrain Designations** panel
* Changed: final farmland filling and rim alignment now use dumping designations instead of leveling designations; filling completion uses dump fulfillment
* Changed: farming completion removes completed final origin designations immediately after the completion notification, preventing them from disturbing adjacent follow-up farming patches
* Changed: inaccessible-designation detection propagates reachability through adjacent farming designations that share a matching-height edge, reducing the number of clusters that require a dedicated access ramp
* Changed: rim alignment placement criteria — cardinal rims require both far corners of the rim tile to be within +-0.1 of target height; diagonal corner rims require all 3 far corners to pass
* Changed: UI panel labels updated — mining panel is **Mining designations**, ore filtering preset is **Ore quality**, panel headings use sentence case (**Ore composition**, **Farmland preparation**); settings keys and console command names are unchanged
* Changed: farming session status messages (e.g. from **atd_farming_dump_all_towers**) are no longer localized and always display in English; inspector panel labels and tooltips are unaffected
* Revised Swedish, German, and Russian translations — terminology aligned with base game wording and reviewed for accuracy across all panels, tooltips, and status messages
* Fixed: German translation of the ore mining priority tooltip
* Added: Portuguese translation

v0.4.0 | 2026-05-14

v0.4.0 | 2026-05-14
* Added farmland preparation automation for mine towers
- Enabled via the **Farmland Preparation Automation** checkbox in the **Farmland Preparation** inspector panel
- Automatically re-enables on load for towers that were running preparation work; toggle with **reEnableFarmingOnLoad** in **ATDsettings.json** or **atd_set_re_enable_farming_on_load** / **atd_re_enable_farming_on_load**
- Clears out vehicles from the fill area before committing final fill designations to reduce the chance of vehicles getting trapped
- Adds temporary sloped support shoulders on exposed sides near steep drops or ocean edges to reduce dirt spill-off during final filling
- Added a green one-time completion notification when preparation and filling are done
- Detailed per-tower diagnostics available via **atd_farming_dump_all_towers**
* Added localization support for the **Terrain Designations**, **Farmland Preparation**, and **Ore Composition** panels and related tooltips and status text
- Includes English, Swedish, German, and Russian translations under **translations/**
* Added a green one-time notification when any vehicle depot completes an excavator; toggle with **excavatorCompletionNotifications** in **ATDsettings.json** or **atd_set_excavator_completion_notifications**
* Changed the excavator completion notification to use the mining toolbar icon
* Improved **ATDsettings.json** migration so defaults from older releases are upgraded to current defaults while user-changed values are preserved

v0.3.1 | 2026-05-09

v0.3.1 | 2026-05-09
* Ramp generation warnings now shown as a yellow icon next to the **Create Designations** button (tooltip contains the message):
- "Ramp generation failed — no valid path found."
- "Ramp placed but did not reach the surface — excavators may not be able to excavate."
- "Couldn't find a valid path from the tower to the generated ramp. Check for access problems."
* Increased generated ramp safety margin around nearby buildings by 1 tile. Landslide can still reach buildings if built on deep dirt/sand.
* Added a bottom-flattening pass to reduce rough/bumpy excavation floors; designations floor should now be noticeably flatter. Can be toggled on/off with **atd_set_bottom_flattening on/off**.
* Tuned default **Low** and **Med** ore purity thresholds to reduce the jump from **Off**; existing **ATDsettings.json** values are preserved. Added **atd_reset_to_defaults** to try built-in defaults in memory.
* Renamed the **Target product** label to **Scanning filter** to avoid confusion with mining priority.

v0.3.0 | 2026-05-08

v0.3.0 | 2026-05-08
* Corner designations can now be placed manually from within any terrain designation tool (**M**, **Z**, **N**) — use the new **▲**/**▽** toolbar buttons or press **K** (**K** again flips between outer/inner); supports height offset (**Q**/**E**), rotation (**R**), and auto-snap to neighbouring designations; vanilla designations also snap to corner designations
- Corner mode exits automatically when chosing one of the vanilla modes (flat/ramp) or the designation tool is deactivated
* Better quality thumbnail

v0.2.4 | 2026-05-04

v0.2.4 | 2026-05-04
* Settings file renamed from **settings.json** to **ATDsettings.json** to avoid conflicts with other mods
* Existing **settings.json** files are still read as a legacy fallback and migrated into the generated **ATDsettings.json** format
* **ATDsettings.json** is no longer distributed inside the mod ZIP — it is generated automatically in the mod folder on first run, populated with the current defaults and inline documentation
* Settings file now contains a **settingsVersion** stamp; when the mod version advances the file is automatically migrated (user values are preserved and any new keys are added)
* Added **atd_save_settings** console command to write the current in-memory global defaults back to **ATDsettings.json** at any time
* Added global defaults for whether the Terrain Designations and Ore Composition panels start expanded or collapsed, configurable via **ATDsettings.json** or console commands.
* Fixed Corridor clearance modifier-click handling so Shift/Ctrl jumps directly between Off and 2 instead of requiring multiple clicks.

v0.2.3 | 2026-05-03

v0.2.3 | 2026-05-03
* Added experimental Remove Debris scan support, available as a dedicated action and as an auto fallback when no useful product is found.

v0.2.2 | 2026-05-03

v0.2.2 | 2026-05-03
* Added concise license and attribution notices to source files and README.

v0.2.1 | 2026-05-03

v0.2.1 | 2026-05-03
* Added the mod marker/version tooltip to both inspector panels.
* Made the Ore Composition panel explicitly collapsible again while keeping it open by default.
* Added horizontal scrolling to Ore Composition cards so towers with many ore products no longer overflow the inspector column.
* Fixed the Ore Composition panel so it can populate for custom IAreaManagingTower implementations; excavator priority controls remain limited to vanilla mine towers.
* Fixed clearing terrain designations so it only removes mining designations and preserves other designation types such as forestry. Placing mining designations will still overwrite other designations.

v0.2.0 | 2026-05-01

v0.2.0 | 2026-05-01
* Changed project license to MIT and added a repository LICENSE file.
* Added short MIT/SPDX license annotations to source files.

v0.1.15 | 2026-05-01

v0.1.15 | 2026-05-01
* Fixed incorrect trimming of poor ore near the bottom of the designation.
* Changed the label Override product to Target product to make it clearer.
* Added a per-tower Corridor clearance setting for separated ore components and passability.
* Added in-game console commands for live tuning of all ATD global defaults.
* Updated the API with initialization checks, per-tower settings accessors, panel builder methods, and ramp-width driven designation creation.

v0.1.14 | 2026-05-01

v0.1.14 | 2026-05-01
* Improved designation logic to reduce the risk of vehicles getting stuck.
* Connectivity now uses 2-tile-wide designation corridors for mega-vehicle passability.
* Enclosed interior holes inside designation regions are now automatically filled.
* Single-tile pinch points inherited from the ore scan are now widened.

v0.1.13 | 2026-05-01

v0.1.13 | 2026-05-01
* Fixed an issue with settings.json not parsing in some locales.

v0.1.12 | 2026-05-01

v0.1.12 | 2026-05-01
* Tower settings are now persistent throughout a session.
* Excavator priority is now a sticky state per tower and can be reset to None.
* Ore Purity OFF is now more aggressive when sweeping up ore.
* Externalized global default parameters to settings.json.
* Fixed an invalid settings.json path issue.

v0.1.11 | 2026-05-01

v0.1.11 | 2026-05-01
* The Ore Composition panel now refreshes automatically after creating designations.
* Terrain Designations panel is now collapsible.
* Added the Ore Purity Level preset setting and externalized its thresholds to settings.json.
* Ramp generation now tries to avoid all buildings.

v0.1.10 | 2026-05-01

v0.1.10 | 2026-05-01
* Improved ramp generation with selectable ramp width, better z-level targeting, better attachment to designation edges, and tower avoidance.
* Added buttons on ore composition cards to set mining priority for all tower excavators.
* Overhauled the UI with a more prominent Create Designations button and visually tuned ore composition cards.

v0.1.9 | 2026-05-01

v0.1.9 | 2026-05-01
* Fixed broken non-tower inspectors.
* Fixed stale Ore Composition data after switching inspectors.
* Made the Ore Composition panel always visible and replaced auto-refresh with a manual scan button.
* Ore Composition panel now clears when switching to a different tower inspector.

v0.1.8 | 2026-05-01

v0.1.8 | 2026-05-01
* Ore Composition panel now refreshes correctly when switching tower inspectors.
* Ore Composition now counts only material above the designation target level.
* Dumping designations are excluded from the Ore Composition scan.
* Redesigned Ore Composition cards with proportional color-coded progress bars and percentage shares.

v0.1.7 | 2026-05-01

v0.1.7 | 2026-05-01
* Added the Ore Composition panel for the mine tower inspector.
* Ore Composition quantities reflect the current Ore Mining Yield difficulty setting.
* Ore Composition panel refreshes automatically when designations change.
* Fixed a mod package extraction issue on Linux.

v0.1.6 | 2026-05-01

v0.1.6 | 2026-05-01
* Added Max layers to excavate and Max depth settings.
* Clearing designations is now instantaneous regardless of area size.
* Bedrock is now always excluded from terrain scans.
* Added the AutoTerrainDesignationsApi integration API.

v0.1.5 | 2026-05-01

v0.1.5 | 2026-05-01
* Adjusted max slope to 1 to prevent dead spots.

v0.1.4 | 2026-05-01

v0.1.4 | 2026-05-01
* Moved UI controls to their own panel for better compatibility and robustness.
* Updated the placement algorithm to reduce the risk of excavators getting stuck.

v0.1.3 | 2026-05-01

v0.1.3 | 2026-05-01
* Fixed UI collision by changing from text-based buttons to icon-based buttons.
* Added scanning for any mineable product through the product selector.
* Improved scanning, particularly along deposit edges.
* Added thumbnail.

v0.1.0 | 2026-05-01

v0.1.0 | 2026-05-01
* Initial release.
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