Shogun Exodus update 218 introduces the Automated Mineral Extractor alongside a new modular component framework for subterranean resource management. Installed directly over accessible ground-floor deposits, the new extractor draws overhead electrical power to generate ore while outputting smoke and managing stock through internal storage buffers. Hauling tasks now seamlessly route extracted minerals to valid castle containers, backed by transactional inventory verification and depletion tracking to ensure steady, reliable resource flow.
The update also implements the Human Brain item, updated placeable material masks, and new castle obstacle graphics. Extractor construction incorporates specific material thresholds and installs the brain as an individualized component that tracks donor identity. In addition, a new powered machine test scene and custom shader have been added to streamline visual tuning for machine palettes, glow effects, and night transitions directly within the editor.
Raw Patch Notes
UPDATE 2026-10-25 #218 - Automated Mineral Extractor and Human Brain - Created the graphics for Human Brain. - Updated the material masks for all placeables. - Created the graphics for Auto Extractor. - Created an image for Obstacles in Castle map. - Added a 1m-wide/3m-high extractor over accessible ground-floor mineral deposits: 20 ore/hour, 40 electricity/hour through completed overhead cables, 5 smoke/hour while running and 20 existing inventory stack slots. Full/exhausted sources stop demand/smoke/work; energized idle indicators remain lit. Fractional work and inventory persist without stopped/travel/inventory catch-up. The ungraded drill overlays the existing deposit on its own parallax plane. - Reusable extraction and explicit output-component contracts separate source accounting, timing, storage and powered visuals. Finite deposits enforce saved supply with transactional rollback. Regular Haul jobs collect output into valid same-Castle containers, with filters, carry weight and stable entry claims. Output buffers reject AI deliveries and accept ore-tagged manual transfers, including old ore after relocation. Due production flushes before withdrawal so rejected transfers can roll back safely. - Construction keeps three material slots (4 conductivity>=7, 4 toughness>=5, 8 toughness/heat resistance>=6) and adds typed fixed ingredients. The Brain is delivered/installed separately and retains donor identity in component state. Human Brain uses approved description, weight1.4/value100/stack1 and Unknown donor fallback; available only through existing Dev Tools, with no starting stock/vendor/extraction mechanic. Ordinary-item Haul eligibility requires explicit work tags, preserving prior food/material behavior. - PoweredMachineTestScene supplies live editor mask/area, softness, colour, brightness/glow-size/intensity, palette and night previews using the gameplay effect. Explicit effect JSON save/reload preserves unrelated fields and refuses external conflicts. No real lights, room reveal, CPU pixel loops or new autoload. - Files: Data/Items/placeables.json and items.json; Data/AI/jobs.json; Data/LoadingScreenText.json; Autoload/ItemVisuals.gd, JobManager.gd and PowerSystem.gd; Scripts/BasicWanderAI.gd, Player.gd and ItemInfoPanel.gd; Scripts/Buildings/GeneratedPlacementKnob.gd; Scripts/Construction/ConstructionSite.gd, ConstructionScaffold.gd and new ConstructionIngredients.gd; Scripts/Placeables/PlaceableBase.gd, new DepositExtractionRules.gd, Components/PlaceableStorageComponent.gd, PlaceablePowerConsumerComponent.gd and new PlaceableOutputComponent.gd, PlaceableExtractionComponent.gd, PlaceablePoweredVisualComponent.gd; new Scripts/Visual/PoweredMachineVisual.gd, Art/Effects/PoweredMachine.gdshader, Scripts/DevTools/PoweredMachineTest.gd and Scenes/TestScenesDev/PoweredMachineTestScene.tscn; Scripts/World/UndergroundDepositSystem.gd; DeveloperFiles/current-game-setup.txt, temporary-data-fix-later.txt, Explainers/Underground_Deposits_Explainer.txt, Electricity_System_Explainer.txt and new Extraction_System_Explainer.txt; new Underground_Deposits/extractor-validation.gd and extractor-validation.txt; Mods/mod-guide.txt. Supplied art was referenced without alteration. - Validation: 21 edited/new GDScript files grammar-parsed with cached gdtoolkit; duplicate-method, JSON/duplicate-key, unchanged existing item/placeable records, resource/component/uniform links, art dimensions, recipe thresholds and static lifecycle/transfer review passed. Actual helper assertions, Godot compilation/shaders, editor tuning, construction/haul, power/smoke, depletion, save/load/travel and performance remain user-run; detailed checklist in extractor-validation.txt. No Godot engine/MCP used. No intentional breaking change; pumps, fluids/pipes, manual work and Servant brain extraction remain future work.
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.

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