Properties that got stuck at 25% when you tried to enter

Two new outfits, and custom clothing that actually renders

Your resident NPCs were dying at work

Magic portraits no longer vanish when you place them

Property chat channels no longer hijacked by City Chat

Invisible dog-dig leftovers wrecking a lot’s Room score and blocking build mode

If a lot had a pile of leftover “dog dig” test markers stuck on it, they were invisible, unreachable, and impossible to get rid of — you couldn’t click them, the maid couldn’t clean them, and the Servo ignored them. A stack of them would:

These markers are only ever meant to exist for a split second while a pet works out whether a hole will fit, and then delete themselves. Any that got left behind are now cleared automatically when the lot loads, so an affected lot fixes itself after its next restart.

Servo: no more sharing your shower, and no more standing around between jobs

Two things Sierra spotted while watching her Servo work.

You could shower at the same time as Servo. If you clicked “Take a Shower” while Servo was on his way over to clean or repair that same shower, both of you ended up using it at once. Servo’s chores were checking “is anyone using this?” when the job was handed out, but never again once he actually arrived — so anything you claimed during his walk over was ignored. Chores now re-check the object the moment the work starts, and Servo quietly moves on to something else instead of climbing in with you. The same fix covers caretakers and other hired help.

Servo stood motionless for a minute at a time, and the hat kept going on and off. Every repair pops up two confirmation boxes. You never saw them, because they belong to Servo — and Servo has nobody to click OK, so he just stood there until each one gave up on its own, a full minute apiece. That’s why a single light took him well over two minutes, why he looked frozen while “fixing”, and why the hat seemed to cycle every time he finally moved on to the next thing.

Servo (and hired caretakers) now answer their own prompts straight away. A repair that took about two and a half minutes now takes around twenty-five seconds, and he stays animated while he works.

Your resident NPCs will feed the pets now

CatDaddyBoo asked for this: Chad and the other residents should feed the parrots.

They never did, and they never could — nothing in the resident behaviour code had any idea pets existed, except for the rules that keep them out of the cat bed. Meanwhile a parrot is on a quiet death timer. Its food dish holds five servings, the bird works through them on its own, and when the counter runs out it dies. Only someone who lives on the property can refill it, so if you stopped logging in for a while, the bird was gone and there was nobody on the lot allowed to do anything about it.

Residents now check the pets as part of their normal day. When a dish is actually empty — not just “there’s a parrot over there”, the game asks the bird itself whether it needs feeding — the nearest resident walks over and fills it. It sits above housework in their priorities, because a dirty floor can wait and a starving pet can’t, and it’s off the list while they’re asleep.

This covers everything that eats: parrots and cockatoos, the small and large bird cages, fish bowls, koi ponds, iguana tanks, turtles, guinea pigs, the ant farm, and cat and dog food bowls (that last one buys pet food, same as it does when you click it yourself).

The CowPlant and the carnivorous table plant are deliberately not on that list. They also have a “Feed” button. What they are fed is a Sim.

Five more fixes that were finished but never actually shipped. While sorting out the cubicle, we found the same problem had happened to a batch of other repairs: written, tested, then left sitting somewhere the game never picked them up. They’re all in now.

Nothing here is new work – it’s four to seven days of finished repairs that never reached you. We’ve changed how we track this so it stops happening.