I do not. Hopefully we’ll get it into the next development release before we migrate Testing to Live. But it will not be a hotfix as it’s a change of function rather than a fix of the current function.
I’m not sure about adding an option - it adds complexity to an already complex system.
Fundamentally the purpose of Settlements wasn’t to hoover up disparate collections of beacons, but rather to logically group beacons that had already opted to build near each other. Roads have created an unexpected glitch.
In the past we tried to find a beaconing solution that would allow roads to work without them connecting settlements. Maybe they didn’t need beacons and footfall would keep them from regenerating? But this is open to griefing and regen. Maybe some sort of non-merging beacon. But this adds complexity and is open to misuse. Maybe the game could attempt to ignore roads, which could be detected as 1 plot high and wide beacons, but this then doesn’t stop someone building a 2 plot high beacon to force merge settlements.
Currently my best solution is to adapt the current Settlement merging algorithm to consider past temporal state. If a Beacon is in Settlement A and the Settlement is already big enough then the beacon can’t be considered for adding to Settlement B. Additionally, if a new beacon isn’t in any Settlement but touching 2 Settlements, then it should be merged into the nearest.