6/10 Summary of Recent Updates
[p]\[Electricity][/p][p]You can define the charging limit field for the item. If it is not specified, it will be automatically set based on the rechargeable flag or default built-in power.[/p][p]Added a small battery with 10 units of battery capacity and added it to various item pools, making it easy to replenish the battery by adventuring when carrying the robot at the beginning.[/p][p] [/p][p]New small energy storage devices, medium energy storage devices, and large energy storage devices have been added to provide the upper limit of electricity storage.[/p][p]Every day at 10 o'clock, any excess battery beyond the group's battery storage limit will be automatically wirelessly charged into a robot. If there are no active robots, the battery will dissipate.[/p][p]A new type of power guarantee robot has been added, which comes with electromagnetic induction knowledge and can be used to manufacture power generation equipment. Pure robots can start with simple maintenance without relying on humans.[/p][p][/p][p][/p][p]\[Adventure][/p][p]A new unfolding action has been added, allowing items in the folded version to immediately unfold a building in place, which is faster than building through unfolding formulas.[/p][p]The default action configuration for most folded versions of items is the unfolding action. You can put these folded items in the quick item bar, so as to bypass the construction process and quickly place them like similar games.[/p][p]These buildings can be dismantled in urban blocks or ruins to obtain folded versions. But most buildings are heavy, so it is necessary to significantly increase the weight of the characters.[/p][p]The foldable version added to torches, makes it more convenient to provide lighting for the wilderness.[/p][p]Added a formula for making grass ropes from ordinary grass, reducing the difficulty of making wooden bows in the early stage.[/p][p]Added oil worms - dormant digging species that can navigate through sand and soil and it has been added to underground ruins.[/p][p]Adjusted the logic of generating monsters when growing oil insect plants, resulting in more frequent occurrences, but weakened the intensity of monster generation[/p][p]Adjusted the rules for blueprint placement to make its position more natural.[/p][p]Different levels of danger have set up different blueprint pools (currently empty, not yet filled), with a 50% probability of extracting relics from the difficulty exclusive blueprint pool and a 50% probability of extracting surface universal relics. This makes the experience of different levels of danger more diverse.[/p][p]The layout of surface relics is sparser to facilitate the design of larger relic blueprints.[/p][p][/p][p][/p][p]\[Game Stage][/p][p]Added Monster Space Watcher as the final boss for the planet phase.[/p][p]Added a planet symbol: planet blockade. The spacecraft in blocked planets cannot take off and will be attacked by a fly-forbidding guardian. It is necessary to defeat it in order to eliminate the planet's blockade symbol and begin the space phase.[/p][p][/p][p][/p][p]\[Operation][/p][p]Buildings can define their default construction limit, and adding construction tasks beyond this limit will fail.[/p][p]The default construction limit for both the rockman condensation platform and the rockman energy gathering platform is 100.[/p][p] [/p][p]The item can define the maximum number of specific buildings that can be unlocked when activated.[/p][p]Added an unlocking device for the rockman condensation table, which consumes 100 reinforced crystals for manufacturing and unlocks the construction limit of 10 rockman condensation tables, which can be manually manufactured.[/p][p]Added an unlocking device for the rockman energy gathering platform, which consumes 100 reinforced crystals for manufacturing and unlocks the manufacturing limit of 10 rockman energy gathering platforms, which can be manually manufactured.[/p][p]Adjusted the damage of wooden traps, stone traps, and iron traps, significantly weakening them.[/p][p]Added a simple solar evaporator made of plastic, which can evaporate saltwater to obtain freshwater and coarse salt.[/p][p]A new intelligent robot has been added, which has no reading restrictions and can learn new knowledge.[/p][p]Experience first, adding mobility to most robots to flip through fences.[/p][p][/p][p][/p][p]\[Character][/p][p]Adjusted the character's judgment of feeding based on dietary habits (related logic is relatively time-consuming , which will be optimized in the next centralized optimization).[/p][p]When a character tries to quench their thirst by obtaining water through food, if the food is not within their dietary range, it will not increase their satiety, indicating that they cannot digest it.[/p][p]After the character awakens, the+20 mood will be halved to avoid the need for a long time to lift their mood after experiencing unhappy events.[/p][p]Adjusted the increase in mood value per minute for most entertainment items, reducing the difficulty for characters to recover from depression.[/p][p]Most emotional changes are recorded in the character's recent log (Some trivial and continuous activities such as watching performances and reading works will not be included)[/p][p]Most of the entertainment activities that regulate emotions of the characters are only carried out when they are neither hungry nor thirsty, prioritizing survival.[/p][p]Fine tune the logic of increasing or decreasing the degree of attribution.[/p][p][/p][p][/p][p]\[Animals][/p][p]Added the cuteness value of the species, which increases happiness when automatically conversing with creatures with cuteness values. Cat cuteness value 3, dog cuteness value 2.[/p][p][/p][p][/p][p]\[Script][/p][p]The starting point of wilderness survival has shifted southward, making it safer.[/p][p]The task template can specify a group tag, and in case of failure, a team from the corresponding tag group will be transferred to the vicinity of the current focus[/p][p]This tag has been added to the hidden detection tasks commonly used in various scripts for regular monster generating, increasing the difficulty of the game (so using only fences is not enough, a roof needs to be built to prevent direct teleportation to the home)[/p][p]At the beginning, there will no longer be randomly scattered books recording various knowledge, nor will there be additional creation of wild animals at the character's arrival point.[/p][p][/p][p][/p][p]\[Terrain][/p][p]The maze area will be covered with a layer of soil and rock like other areas.[/p][p][/p][p][/p][p]\[UI][/p][p]Adjusted some icons.[/p][p]At the beginning of the loading process, some prompt texts were added to address the confusion that players often encounter.[/p][p]Added missing material annotations and classification filtering to the construction window with graphics; The recipe details page has added a building icon.[/p][p]Adjusted the display logic of the menu window[/p][p]Other minor adjustments.[/p][p][/p][p][/p][p]\[bugfix][/p][p]Fixed a bug where setting team behavior restrictions caused exceptions before creating a team[/p][p]Fixed the bug where robots generate love.[/p]