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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.
Here'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:
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.
Our 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:
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:
The 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.
Seedlings age and die for good. 0.3.8 sets out what happens to the money and buildings they leave behind:
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.
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:
Two things were also pencilled in for "next Tuesday" on that show:
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.

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.
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:
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.
The Seed Companion app had a busy week as well:

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.

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.
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