- Pause a conversion, and the queue with it (For #631). Workshop's ④ now has Pause beside
Cancel while a game is being made: a package, a game image (.ffpkg,.ffpfs,.exfat), a
compressed.ffpfsc, LZ4 asset packs, a game folder, or an archive being unpacked. Paused, the
work stops at its next chunk and uses no processor or disk until you press Resume; Cancel
still works while paused. The queue waits for it (⑤ says Paused — the queue waits), and the
speed and time left leave the paused time out. Over the API:POST /api/jobs/{id}/pauseand
/resume. - Use less of this computer (For #632). One switch, in Settings › Workshop and under ④: while it
is on, converting uses about half your processor and runs at low priority, which also puts
its disk reads and writes behind other apps'. Your computer stays quick for other things; the
conversion takes longer. It applies to a conversion that is already running, and it is kept by the
engine, so the web UI and Docker follow it too. This is used instead of a "use N% of my CPU" slider,
which Windows, macOS and Linux can't hold to the same way. - Load a save file: clearer, and more files work (For #633). Picking a save backup (the zip that
sits beside a save file and looks alike) said only "this is not a shared save (no manifest)"; it
now says it is a backup, which only works on the PS5 that made it, and how to make a save file to
move a save to another PS5. The error also names the file you picked. A save file that was
unpacked and zipped again still loads: by its parts' folder names when its manifest was lost, and
with the extra folder Windows' "Send to › Compressed folder" puts around it. - SMB: a share typed with folders now connects.
Media/Games/PS5(or a pasted
\\nas\Media\Games) in Share gaveSTATUS_BAD_NETWORK_NAME: the server only knows the share's
own name. Now the first name is the share and the rest is where browsing starts, for new and
already saved connections, and a wrong share name gets a plain explanation.