We've been developing tonight, and here's what's new.
New Feature, Destroyable Objects: Objects placed in the outside world will now decay over time. Likewise they can be repaired. The object will inform you of what it needs for repairs. The destroy action under the adventure menu can now be used on... well... anything.
Except log cabins. We're working on those.
New Industry, Sericulture: Silkmoths are now spawned on grassland terrain (fairly rare). A male and a female moth in the same inventory will transform into eggs in a day's time. Eggs can be placed on the herbalist table where they will hatch into silkworms after one ingame day. Silkworms need to be fed mulberry leaves in order to grow. The worm checks the inventory it is in for a mulberry leaf once every 12 ingame hours. If the worm doesn't find a leaf it will look again 12 hours later. If the worm doesn't find a leaf the second time it will die. When the worm has eaten four leaves it turns into a cocoon. The cocoon can be unraveled into a silk filament using a cauldron. The cocoon turns into a moth after two ingame days.
Unraveling cocoons is influenced by the nature/industry slider: Full nature = two filaments/cocoon. Full industry = zero filaments/cocoon. Linear probability distribution over the scale.
Ten silk filaments can be spun into one silk thread. Ten silk threads can be woven into one silk cloth.
New Stuff: Cylinder Hat (Four leather, one silk cloth), Merchant's Robe (four silk cloth).
The ranger gear has also had it's costs updated to using silk instead of steel. Silk thread counts as "String", but I doubt you'd want to use it for that.
Oh, and check the RoB for some new mulberry trees. Grassland is their favored habitat.
Enjoy.
EDIT: Due to a slight thinko on our part, silk thread will cost 10 units of filament and silk cloth 10 units of yarn, not five.
UPDATE: Object damage now shows as a slight red tint on damaged objects.