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SEED 0.3.8: Draw a Zone and Your Seedling Clears It

SEED 0.3.8: Draw a Zone and Your Seedling Clears It
  • 11 October 2026
  • Mr.Pendragon

And yes, you can finally move your storage again

Draw a zone on the map. Point a Seedling's schedule at it. Set the priority to Harvest. Go and put the kettle on.

That's Schedule Zones, the headline of SEED 0.3.8, and it's the nearest the game has come to letting you say something once and have it stick. Klang's notes say your Seedling works through every wild tree, shrub and stone inside the zone on its own, one after another. The zone can even sit on neutral land outside your borders.

0.3.8 is also where the storage deadline lands. Every old container and drone moves to its new capacity, and Klang's notes are clear that nothing is lost: an over-full shelf keeps everything and simply stops taking more. Add heirs for dead Seedlings, three fixes to service reviews and interests you can pick from your phone, and this is the clearest week yet of the Notice Board turning into patch notes.

We wrote this analysis from Klang's published notes of 5 October, before we'd played the build, checked against our own coverage of the last month's patches and both Notice Board episodes. Our accompanying client captures were taken on 6 October 2026.

Draw a zone, and your Seedling clears it

SEED's New Event panel, with a Schedule Zone button among its location optionsHere's how it works, going by the notes. Open the Land Planner, find its new Schedule Zones tab, and draw and name a zone. Then, in the Scheduler, pick that zone as an event's location (Klang's notes call it a schedule block) and set your priorities. Choose Harvest and your Seedling works through every wild resource in the zone in turn. No queueing trees one at a time.

Three details turn this from handy into properly useful:

  • A zone can go almost anywhere. Your society's land, plots you have access to, or neutral land outside your society's territory. The woods past the border are now somewhere you can send a Seedling on a schedule.
  • Workshops count. Seedlings can work in buildings inside the zone, not just on open ground.
  • Hauling stays inside the lines. A Seedling working a zone only hauls between containers inside it. Draw it around the supplies and storage the job needs, or the job won't have them.

Read that last one twice, because it lands on the same day as the storage deadline below. If the only container inside your zone is an old shelf that's now over its limit, your Seedling has nowhere to put anything. Give every zone a container with room in it.

Two limits come with it. Zones are private: only your own Seedlings can be sent to one. Every Cultivator gets a fixed number, and the society shares an overall limit across all its members. Klang doesn't give either figure, which makes zones a shared resource in a big society. Don't be the member who draws nine.

There's no editing a zone yet, either. Changing its size or position means deleting it and drawing a new one, and deleting a zone deletes the schedule blocks that use it. Note which events point at a zone before you redraw it, or you'll be rebuilding your week as well.

Then the trees. Since 0.3.4, a harvested tree stays harvested unless someone plants a seed. Since 0.3.7, a large tree leaves a Large Green Tree Seed one time in twenty. So a Harvest zone drawn over woodland isn't a forestry plan. It's a clearing order. Draw it round the ground you want cleared, and leave the trees you'd like to keep outside the line.

You show or hide your zones under Zones in the Visibility menu - the group 0.3.7 quietly renamed from "Plots" last week. We'd guess this is what it was getting ready for.

Is it good? It's the best thing in the patch. "Seedlings not doing what they're told" came second in Klang's run-through of player problems on both Notice Boards, and the honest fix for that is fewer instructions that last longer. A zone is one instruction covering a whole patch of ground, and it chips at "tedious manual work", a theme from the first episode, while it's there. When it runs out of wild resources, the Harvest entry has nothing left to do, and as we read the Scheduler, the event moves on to whatever's next on its list. Our Scheduler guide is about exactly that ranking, so put something useful second.

The storage deadline lands, and nothing hits the floor

Bars showing SEED storage capacities before and after 0.3.8: the Frontiers Expedition Container from 1,000 to 1,630, the Large Storage Platform from 1,800 to 2,730, the Fancy Storage Shelf cut from 500 to 70 but still holding 500, and a delivery drone from 1,000 to 250 per haul, under the lineOur 0.3.4 analysis was called Do Not Move Your Storage. As of 0.3.8, you can.

Klang held the capacity rebalance back from existing containers for a month - only newly built ones got the new values - "to give everyone time to prepare". That month's up. Every existing container and delivery drone whose capacity changed in the rebalance moves to its new value, and the notes spell out how:

  • Bigger is just bigger. A container whose capacity went up gets the extra, and nothing else changes. A Large Storage Platform still sitting on 1,800 goes to the 2,730 in the 0.3.4 notes.
  • Smaller doesn't spill. A container holding more than its new limit keeps everything. It won't accept anything new until enough comes out to get it under the limit.
  • Drones finish the job. A drone carrying more than its new capacity finishes the haul it's on, then works to the lower figure - 250 per haul since 0.3.5.

That's how you take something away from players. A month's notice, a date announced when it moved, and a rule that loses nobody's goods. The rebalance was right to begin with - bulk storage should beat a wall of cheap shelves - and it's being finished better than it started.

The Fancy Storage Shelf is the one to check first. It went from 500 to 70 in 0.3.4, and an old one still holding 500 keeps all of it. It just won't take anything else until you've emptied it below 70. Any haul aimed at an over-full container needs a new destination, and that includes the one inside your shiny new zone.

Two more lines in the same patch have your back if you're reorganising this week:

  • Items no longer vanish when a haul or delivery is cancelled or expires while the container holding them is over capacity. That bug was about to have its busiest day ever, with every old shelf in Avesta going over capacity at once. Fixing it in the same patch is either good planning or good luck, and we'll take either.
  • A container marked for packing now cancels the pack if someone puts resources in it, instead of destroying the container and dumping everything in a loose pile.

A Fancy Storage Shelf in SEED after the 0.3.8 update, its contents reading 500/70 in redThe shelf gets one more line, too. Crafting a Fancy Storage Shelf, and eight other wood-only carpentry items, now counts toward the Woodworking interest. Before, it stayed at 0%. Cut by 86%, told to sit still for a month, and only now worth anything to a woodworker. It's been a long few weeks for a shelf.

What didn't arrive is the new vertical shelf. On Notice Board Episode 2, Klang said its art was done, the code was under way and it was due next week or the week after. It isn't in the 0.3.8 notes. We closed that write-up saying the first thing we'd check was whether the shelf beat the storage deadline. On these notes, it didn't. It can still land inside the fortnight Klang gave.

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When a Seedling dies, you choose who inherits

Seedlings age and die for good. 0.3.8 sets out what happens to the money and buildings they leave behind:

  • The estate waits for you. When a Seedling dies, its Wallet and its Properties are held for its Cultivator to hand out.
  • You pick an heir for each. A new screen lets you choose one for the wallet and one for the properties. An heir can be any Seedling in the society, yours or anyone else's, or the society itself.
  • After seven days, the society can step in. If no heir has been chosen, a Leader, a Treasurer or anyone holding the "Manage Escrow Accounts" permission can take over the stale estate and transfer it to the society.
  • After 90 days, it happens anyway. Ninety days of inactivity and a stale estate is claimed for its society automatically.

You'll also find out how it happened. A Seedling's death now sends one pop-up that names the cause - "died of starvation", "died of old age" - instead of a separate pop-up plus a generic "died". A severe ailment sends one alert instead of two.

The bigger effect is on societies, because SEED has no NPCs. Every Seedling on Avesta belongs to somebody, and when a player leaves for good, their Seedling carries on alone until it dies, as our log-off guide explains. With 0.3.8, what it leaves behind has a route back to the society, within 90 days at the outside. For a society with a few departed members, that's houses and SeedCoin returning to the common pot. That's our reading of where these lines lead. Klang doesn't spell it out.

The permission's name isn't decoration, either. An "Escrow Account" with its own SeedCoin wallet turned up in SEED's game data in the 3.6 release, a fortnight before these notes, so as we read it, that's where a dead Seedling's money waits for its heir.

If you run a society, decide today who holds Manage Escrow Accounts. It's a permission to move dead Seedlings' money into the treasury, so give it to someone you'd trust with exactly that.

Klang's own top five, checked against the patch

On the 30 September Notice Board, Klang showed the top five problems from its own user research, in order. We wrote them down. Here's what 0.3.8 does about each, as we read the notes:

  • Lag, freezes, crashes and login failures: a handful. The game no longer crashes right after closing - Alt+F4 on the loading screen, for example. Panels stop showing stale data after a reconnect, and a failed society entry clears itself so you can try again. Licence checks are quicker on slow or busy connections, and planned downtime now ends with the client restarting itself. Nothing names the sector-wide freeze from Klang's Top 25.
  • Seedlings not doing what they're told: the headline. Schedule Zones is the big answer. Interrupted navigation now brakes to a stop instead of sometimes snapping a Seedling backwards. And three separate ways items vanished from a Seedling's hands or a cancelled haul are fixed, which goes straight at the "broken hauling" part of the complaint.
  • Onboarding: better signposts. Notification text across the game has been rewritten for clarity. The Societies list gets filters and sorting by tier, access, population and claimable plots, for anyone deciding where to settle. And three things that used to leave you guessing now say why: a refused Quick Produce, a rejected farm field design and a resource pile blocking construction.
  • Paid orders that never arrive, and hotels and clinics rated low for no clear reason: the most work. A delivery drone can no longer lose the cargo it's carrying, and the Deliveries panel is rebuilt to show statuses and failures. Three review fixes land too, one of them about beds. Details below.
  • Upkeep and decay outpacing progress: the Monkey Bars. They no longer wear out five times faster outdoors, which Klang points out is where Monkey Bars are meant to be. That's the lot. On the Notice Board, one of the hosts said all his beds were broken whenever he came back after a few days. The beds will have to wait.

Two things were also pencilled in for "next Tuesday" on that show:

  • Who can take what from a building: arrived, from a different side. The suggestion behind it was off-shift staff eating the work stock. What 0.3.8 changes is visitors. A Seedling at an open service location can no longer haul items into the building's containers on its own, because hauling in now needs full access - owner, admin, role holder or resident. And a player directly controlling a Seedling that's only visiting can no longer haul items out through a private transfer. Neither line mentions shifts.
  • A better look at a society before you join: partly. The Societies list now shows population and claimable plots. Klang's example on stream was who's actually active, and population isn't quite that.

And one from the quick answers. Picking interests, Klang said, might get easier, possibly through the Seed Companion app. A week later, the app's Focus mode has a Development tab where you choose new interests and claim perks on the go. A week from "possibly" to patch notes is a good week.

Four of the five got real work, and the fifth got a joke Klang wrote itself. A studio that puts its problem list on screen on a Wednesday and ships against most of it the following Monday has earned the credit.

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A report card grading SEED 0.3.8 against the five player problems Klang listed on The Notice Board: lag and crashes, a handful; Seedlings not doing what they're told, the headline; onboarding, better signposts; failed orders and unfair ratings, the most work; upkeep and decay, the Monkey Bars

Societies: every winner gets the seat, and wealth counts once

  • Multi-seat elections are fixed. When an election for more than one position ends - a parliament, say - every winner now gets the role and only the losers are removed. Before, a winning incumbent could sometimes lose their seat, or a role could end up with too many holders.
  • Closed ballots highlight the people actually elected, instead of the top rows whatever the votes said. Constitution, law and ban ballots now highlight their result too.
  • A department's "Managed by" banner lists only the roles that can actually manage that department's roles.
  • Furnishing goals count Sanitation and Storage items - showers, sinks and toilets, chests and wardrobes.
  • Total Wealth stops double-counting business wallets, and the treasury no longer turns up in the Businesses figures. If your society looks poorer after the patch, that's arithmetic, not theft.
  • The Tier 5 City goal now says "Place 1 Electronics Workbench" instead of "Electronics Table", which matches what the machine is called in the game.

If you're in a Parliamentary Democracy that's voted recently, count the seats. It's the second parliament fix in two patches, after 0.3.7 moved the Prime Minister's vote to the MPs. The notes don't say whether a seat lost to the old bug comes back by itself.

Businesses: the Deliveries panel shows its working, and ore wants miners

The Business window's Deliveries panel has been rebuilt. Its Overview tab has revenue graphs, completed and failed delivery counts, top clients, and a clearer picture of employee coverage. The Deliveries tabs say more about each delivery's status, read more easily, and say more clearly when one fails. Putting the failed count on the front page is the right call. It's the number a delivery business most needs to see.

Then the review fixes, which clinic and hotel owners have been waiting for:

  • A Seedling with a recurring schedule slot at a venue no longer leaves a three-star review on visits where it neither wanted nor tried to get a service. Your regulars stop marking you down for turning up.
  • When one activity covers two advertised services - Klang's example is a bed restoring Rest and Energy - the served count and the review credit the service the Seedling actually came for, instead of a random pick.
  • A review now lists the service a Seedling came for as missed when nobody provided it, even if it used another service while it waited, instead of a misleading "Served in Full".

That last one cuts both ways. Reviews get fairer, and they also get more honest about failures, so a missed treatment at your clinic now shows up as a missed treatment. Our hospital guide covers how to stop that happening. The example Klang gave on the Notice Board - a hotel guest whose own schedule pulls it out of bed before it's finished sleeping - isn't named in these notes. The machine-power and delivery-service toggles in the Business window also stop flipping by themselves.

On the production side, ore extraction speed now comes from the Harvesting and Ore Mining skills instead of Crafting, on all 12 ore extractor schematics. If your best crafter runs the extractor because that's what made it fast, it's now the wrong Seedling. Move your miner over. If nobody in the society has the skill yet, SEED's own data lists a Novice Ore Mining Guide, a book covering levels 1 to 10.

Three smaller production fixes. A refused Quick Produce now tells you why. A farm field design the server rejects now shows the reason, instead of pretending the fields were placed. And harvest byproducts such as herb seeds can no longer fall outside the farm field's plot.

Chat links, a camera that gives tours, and a busier phone

  • Links in chat. Type an opening square bracket in player chat or a society announcement and a pop-up lets you share a link: your current camera position, a ballot, something from the object catalogue and more. The best use is the obvious one. An announcement that says "go and vote" can now carry the ballot.
  • The camera can tour your bookmarks. Start an automatic cycle from the camera bookmarks menu or with Ctrl+Space, and set how long it travels and how long it stops. Bookmark shortcuts now work with the UI hidden, too. Put those together, and you've got a slow tour of your city with nothing on screen, which is a gift to anyone streaming or recording SEED.
  • The cycling keys moved. Stepping through bookmarks is now Ctrl+Left and Ctrl+Right. If you learned the square-bracket shortcuts from our 0.3.7 piece, they lasted exactly one patch.
  • Status chips and schedule conflicts are readable without colour. A buff shows an up arrow, a debuff a down arrow, and a schedule conflict puts a warning triangle on top of the red hatch. It's small, unglamorous and exactly right, and Klang deserves the credit for doing it.
  • Every slider in the game gets a new look.

The Seed Companion app had a busy week as well:

  • Production on your phone. Inspect a production machine in the world view and you get Quick Produce and machine management.
  • Focus mode's Development tab, for choosing interests and claiming perks on the go. Focus mode itself now opens reliably, which helps.
  • Containers show their contents as a grid. Tap an item for what you can do with it.
  • The current activity says more, such as what a Seedling is producing, and tapping it shows the reason and the abort button.
  • Tooltips open where they didn't, and a new setting turns off the animated ripples in the background.

Everything else worth a line

  • A window now counts for the room its wall actually faces. A windowless room could be scored "Bright" while the room with the window counted as dark. Somebody's cupboard has had a lot of undeserved sunshine. It sits next door to the "Bright rooms" suggestion from the last Notice Board, which was about lights; lights aren't mentioned.
  • Seedling Chat names the building. Entries about going somewhere, being hired or fired, or reviewing a venue now name the actual building instead of "something" or "somewhere". Your Seedlings' diaries get a lot less mysterious.
  • Hovering a harvest activity shows the Yields row again, "x4 lumber" and the like.
  • A fainted or unconscious Seedling can no longer be told to start a conversation. A small mercy for everyone involved.
  • Migrated Seedlings leave the Seedling Switcher. A Cultivator's profile from Global Chat shows their Seedlings in other sectors properly, and the Switcher no longer shows a broken card when a Cultivator's only Seedling dies.
  • The in-game buttons to the SEED Store work again from the Add Seedling panel, the inventory, the Pollen Exchange, the subscription window, and the health view.
  • System containers have their own names: Spaceport Inbox, Kernel Inbox, Construction Site Inbox.
  • Beds, lamps and machines stop showing a "Storage capacity" row in the object catalogue. Nobody was storing anything in a lamp.
  • Hovering a reserved resource stack explains why you can't drag it, and the Scheduler's Invitations tab scrolls.
  • New icons for the Wallet app and the Marketplace and Societies windows.
  • The Dezima event reward statues are in. The animals came first, a week ago. The trophies took a little longer, which feels like the right order.
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A timeline of a dead Seedling's estate in SEED 0.3.8: a pop-up naming the cause, the wallet and properties held for an heir, society officials able to claim it after 7 days, and the society getting it automatically after 90 days of inactivity, with a note that Klang doesn't say whose days these are

What 0.3.8 doesn't do

  • The vertical shelf. Not in these notes, as above.
  • Salvage. Scrapping items you don't want for their resources was "in process" on the last Notice Board. It isn't here.
  • Fuller drones. Single-item hauling, which Klang said was getting a lot of attention, gets no line.
  • The rest of the resources plan. Klang's 7 September resources blog planned extractions on high-abundance underground tiles and two respawning pickups, Debris and Ore Rubble, for 0.3.6, with anything needing more work allowed to slip. This is the third set of notes since without them. The ore-skill change is about who runs an extractor, not what it yields.

The question 0.3.8 leaves open

How many zones you get. A fixed number per Cultivator and a shared limit per society. Neither figure is in the notes.

Where a zone's harvest goes when there's nowhere to put it, hauling stays inside the zone. The notes don't say what a Seedling does with a full armful and no container with room.

Whose days. Seven days before a society can take an estate, 90 days before it happens automatically. Klang doesn't say whether those are real days or Avesta's, where a day lasts an hour. Ninety days of inactivity sounds like real time. Seven days could be a week or an evening, and that's quite a difference when you're the one choosing the heir.

What happened before. The notes don't say what became of an estate before 0.3.8, whether Seedlings who died earlier have estates waiting for an heir, or what "90 days of inactivity" counts from.

Whether a lost seat comes back. The election fix stops winning incumbents losing their seats. It doesn't say whether someone who already lost one gets it back.

What to do this week

A diagram of a Schedule Zone drawn round rocks, shrubs, a workshop and a container with room, with the woods left outside the line and a storage container outside it marked out of reach, plus four rules: Harvest clears it, hauling stays inside, trees don't come back, and deleting a zone deletes its events

  • Empty your shrunken storage. Fancy Storage Shelves, wooden shelves, wardrobes, chests and fridges were the ones cut in 0.3.4. Move the surplus into a Large Storage Platform or an Expedition Container, the two that grew.
  • Re-point any haul or production rule that drops goods into a container now over its limit.
  • Draw your first zone around the ground you want cleared, with a container inside that has room. Leave the woodland you'd like to keep outside it.
  • Write down which events use a zone before you delete or redraw it.
  • If you lead a society, decide who holds Manage Escrow Accounts, and count your parliament's seats.
  • Move your best miner onto the ore extractor.
  • Check your failed-delivery count in the new Deliveries panel.
  • Try Ctrl+Space with the UI hidden, and forget the square-bracket camera shortcuts.
  • Pick your Seedlings' interests from your phone next time you're away from the desk.

The Fancy Storage Shelf has had a month. Cut from 500 to 70, told to stay exactly where it was for four weeks, and finally brought down to size with every item still on it. It even counts toward Woodworking now. That's 0.3.8 in one piece of furniture: a month's notice, nothing lost, and a small injustice put right on the way out. The zones are the new toy. The way the shelf was handled is the reason to trust the next change Klang announces.

Draw the box. Mind the trees.

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SEED 0.3.8: Draw a Zone and Your Seedling Clears It | SEED Game Updates |