Build 25343250

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Patch notes · published by the developer

V0.073 Update Announcement

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Task interface: Quality Tasks tab=Placed after the Task Orders tab.
Agriculture and quality orders: Action column=Supports submitting one row; Single-row amount=The smaller of available inventory of the required quality and remaining demand; Submit All and manual Claim=Retained.
LV1 Quality Order: Legendary Weed*3 + Legendary Pebble*3 + Legendary Twig*3 == Rabbit Coin*30
LV1 Quality Order: Deadline=End of 2026-09-30 Beijing time; Expiration=2026-10-01 00:00 Beijing time; Completion limit=Unlimited; After claiming=The next round starts immediately.
Quality orders: Material submission=Consumes materials immediately; Claim condition=All materials submitted before the deadline; Unclaimed at expiration=Rewards cannot be claimed and submitted materials are not refunded.
Agriculture orders still refresh every 15 minutes and retain a material budget equivalent to 700 Gold; correcting the budget description does not change its actual value.
Recovery of order submission and claiming: Retry behavior=Continue confirming the original operation (Start a new operation after refresh-->Continue confirming the original operation); While materials or rewards are not synchronized=Keep actions locked (Actions could unlock too early-->Keep actions locked)
Order expiration handling: After inventory refresh=Keep expired submit buttons disabled (Submit buttons could become enabled again-->Keep expired submit buttons disabled); Deadline crossed while writing an operation=Cancel the operation before commit (No final deadline recheck-->Cancel the operation before commit)

Warehouse items in Industry, Fire Energy and Breeding now require quantity confirmation before choosing a target slot. The default is 200 items, capped by available stock, with animals fixed at 1. You can edit the quantity; placement remains limited by the target slot's remaining capacity.
The confirmed quantity is shown while carrying and is no longer replaced by the full stock count during inventory updates. Cancelling or losing a valid selection sends no transfer. Right-click quantity adjustment and retrieval remain available.
Quantity confirmation now blocks invalid or out-of-range input and keeps keyboard focus inside the dialog. Inventory updates preserve and revalidate your input instead of silently changing the quantity.
Corrected item icon, name and quantity updates after adding fuel to Campfires and Worn Furnaces, restoring consecutive deposit and withdrawal actions.
Energy devices now show queued fuel and the currently burning piece separately, with remaining time and burn progress. An ignited piece remains unavailable for withdrawal.

Fixed-attribute equipment such as starter swords and staves can be sold in batches with identical complete parameters. A single parameter group needs no instance selection; different parameter groups remain explicit choices.
Fixed-attribute equipment now merges compatible duplicate stacks after cancellation or trading releases the last reservation, while preserving quantities, origins, and outstanding trade reservations.
Fixed gift box rewards being delivered without displaying the reward details. When the boxes are used up, the item details now close after the reward notice is dismissed.
Fixed an earlier gift box close action closing the current item details after switching items or receiving more boxes.

The regular auto-battle settlement screen now offers View Loot after each battle, showing the items and gold earned so far in the current auto-battle session.
Auto-battle loot now updates correctly when the first rewards arrive after an initially empty summary.
Improved settlement stability when gathering and auto-battling at the same time, reducing occasional settlement failures and retries.

Farm watering: Water cost per plot=0 (0.2-->0); Tool durability cost=0.2; Base action-energy cost=0.5
An empty watering can also works, with no unlimited-water benefit required. A valid can with sufficient durability is still required; the existing unlimited action-energy benefit waives the action-energy cost.

The following lists changes in their order within this update: 27 Common-quality recycling times were adjusted, then 9 of those entries were removed. Hardwood, Cork, Dirt, Marble, Inkstone Ore, Flint, Iron Ore, Plant Fiber, and Rope are all ineligible for Quality Recycling in the final V73 rules. Their 10-second entries below describe intermediate parameters before removal, not available actions. The other 18 entries retain 10 seconds, 5W, and 50J base energy.
Recycling - Marble - Common: Execution time=10s (2s-->10s); Execution power=5W; Base energy per execution=50J (10J-->50J)
Recycling - Cotton - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Dirt - Common: Execution time=10s (2s-->10s); Execution power=5W; Base energy per execution=50J (10J-->50J)
Recycling - Cork - Common: Execution time=10s (2s-->10s); Execution power=5W; Base energy per execution=50J (10J-->50J)
Recycling - Rope - Common: Execution time=10s (3.5s-->10s); Execution power=5W; Base energy per execution=50J (17.5J-->50J)
Recycling - Flint - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Iron Ore - Common: Execution time=10s (4s-->10s); Execution power=5W; Base energy per execution=50J (20J-->50J)
Recycling - Pebble - Common: Execution time=10s (1s-->10s); Execution power=5W; Base energy per execution=50J (5J-->50J)
Recycling - Twig - Common: Execution time=10s (1s-->10s); Execution power=5W; Base energy per execution=50J (5J-->50J)
Recycling - Flax - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Inkstone Ore - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Weed - Common: Execution time=10s (1s-->10s); Execution power=5W; Base energy per execution=50J (5J-->50J)
Recycling - Plant Fiber - Common: Execution time=10s (2.5s-->10s); Execution power=5W; Base energy per execution=50J (12.5J-->50J)
Recycling - Angelica - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Goji Berry - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Black Tea - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Peanut - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Honeysuckle - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Green Tea - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Pasture Grass - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Rice - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Beet - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Wheat - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Snow Fungus - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Hardwood - Common: Execution time=10s (2s-->10s); Execution power=5W; Base energy per execution=50J (10J-->50J)
Recycling - Lemon - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
Recycling - Corn - Common: Execution time=10s (3s-->10s); Execution power=5W; Base energy per execution=50J (15J-->50J)
These are base parameters before energy-saving matrices. Running tasks retain their start-time parameters; recycling return and quality probabilities are unchanged.

The following 9 Common-quality recycling entries are removed from the final rules. Each line records the parameters immediately before removal within this update; these actions are no longer available. The items and their other uses remain.
Quality Recycling - Hardwood - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Cork - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Dirt - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Marble - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Inkstone Ore - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Flint - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Iron Ore - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Plant Fiber - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Rope - Common: Execution time=10s; Execution power=5W; Base energy per execution=50J
Quality Recycling - Leather - Common: Execution time=20s; Execution power=5W; Base energy per execution=100J
Quality Recycling - Weapon Essence - Common: Execution time=30s; Execution power=5W; Base energy per execution=150J
Removing Quality Recycling entries does not remove the items or their gathering, processing, technology, market, or other uses. Base recycling energy is shown before energy-saving matrices.

Mud Hopper complete drops: Random Skill Book series=D1 (B1-->D1); Skill Book quantity=1; Skill Book chance=3%; Void Crystal quantity=1; Void Crystal chance=3%; Magic Crystal quantity=1; Magic Crystal chance=3%; Apprentice Spirit quantity=1; Apprentice Spirit chance=5%; LV1 Battle Gift Box quantity=1; LV1 Battle Gift Box chance=0.75%
Pinecone Rooting Boar complete drops: Random Skill Book series=B1 (C1-->B1); Skill Book quantity=1; Skill Book chance=3% (2%-->3%); Void Crystal quantity=1; Void Crystal chance=3%; Magic Crystal quantity=1; Magic Crystal chance=3%; Apprentice Spirit quantity=1; Apprentice Spirit chance=5%; LV1 Battle Gift Box quantity=1; LV1 Battle Gift Box chance=0.75%
Pine-Needle Cunning Fox complete drops: Random Skill Book series=C1 (D1-->C1); Skill Book quantity=1; Skill Book chance=2% (3%-->2%); Void Crystal quantity=1; Void Crystal chance=3%; Magic Crystal quantity=1; Magic Crystal chance=3%; Apprentice Spirit quantity=1; Apprentice Spirit chance=5%; LV1 Battle Gift Box quantity=1; LV1 Battle Gift Box chance=0.75%
Dew-Shell Ladybug: Level=3 (4-->3); LV1 Weapon Enhancement Stone quantity=1; LV1 Weapon Enhancement Stone chance=3%; LV1 Weapon Enhancement Protection Crystal quantity=1; LV1 Weapon Enhancement Protection Crystal chance=3%; Damaged Crystal Bag quantity=1; Damaged Crystal Bag chance=5%; Apprentice Spirit quantity=1; Apprentice Spirit chance=5%; LV1 Battle Gift Box quantity=1; LV1 Battle Gift Box chance=0.75% (1%-->0.75%)
Cotton-Horn Lamb: Level=3 (4-->3); LV1 Armor Enhancement Stone quantity=1; LV1 Armor Enhancement Stone chance=3%; LV1 Armor Enhancement Protection Crystal quantity=1; LV1 Armor Enhancement Protection Crystal chance=3%; Damaged Crystal Bag quantity=1; Damaged Crystal Bag chance=5%; Apprentice Spirit quantity=1; Apprentice Spirit chance=5%; LV1 Battle Gift Box quantity=1; LV1 Battle Gift Box chance=0.75% (1%-->0.75%)

Basic Stone*1 (2-->1) + Clay*1 (2-->1) == Basic Clay*1
Low-grade Crude Copper Ore*10 == Copper Ingot*3 (Execution time 60s-->120s)
Low-grade Crude Tin Ore*10 == Tin Ingot*2 (Execution time 60s-->120s)
Copper Ingot*9 + Tin Ingot*1 == Bronze Ingot*1 (Execution time 120s-->240s)
Copper Ingot, Tin Ingot, and Bronze Ingot processing still requires the Fire system to be running.
Cork Log*10 + Star-Eroded Crystal Sand*2 (display order 3-->2) + Plant Fiber*10 (display order 2-->3) == Campfire*1
Basic Cork Plank*1 == Basic Material Plank*1 (Crafting level 3-->2)
Basic Hardwood Plank*1 == Basic Building Plank*1 (Crafting level 3-->2)
Both recipes retain their 20-second processing time and existing technology gates.
Fuel - Twig: Unit energy=150J (25J-->150J); Power=5W; Unit duration=30s (5s-->30s); Maximum temperature=600°C; Class=A
Fuel - Cork: Unit energy=600J (80J-->600J); Power=10W (8W-->10W); Unit duration=60s (10s-->60s); Maximum temperature=600°C; Class=A
Fuel - Charcoal: Unit energy=2000J (600J-->2000J); Power=20W; Unit duration=100s (30s-->100s); Maximum temperature=1000°C; Class=B; Display order=3 (5-->3)
Fuel - Raw Coal: Unit energy=1800J; Power=30W; Unit duration=60s; Maximum temperature=1200°C; Class=B; Display order=4 (6-->4)
Fuel - Bituminous Coal: Unit energy=2400J; Power=40W; Unit duration=60s; Maximum temperature=1200°C; Class=B; Display order=5 (7-->5)
Fuel - Anthracite: Unit energy=3000J; Power=50W; Unit duration=60s; Maximum temperature=1200°C; Class=B; Display order=6 (8-->6)
Fuel - Plant Fiber: Fuel eligibility=removed; Previous unit energy=100J; Previous power=10W; Previous unit duration=10s; Previous maximum temperature=800°C; Previous class=A
Fuel - Cork Lumber: Fuel eligibility=removed; Previous unit energy=100J; Previous power=10W; Previous unit duration=10s; Previous maximum temperature=600°C; Previous class=A
Fuel use is removed; the items and their other uses remain. Already-ignited units retain their ignition-time parameters.

Shrub Borderland: Level=3 (4-->3); Gathering time=15s (20s-->15s); Weed quantity=1; Weed chance=24.25% (24%-->24.25%); Lemon Seed quantity=1; Lemon Seed chance=25%; Black Tea Seed quantity=1; Black Tea Seed chance=25%; Green Tea Seed quantity=1; Green Tea Seed chance=25%; LV1 Gathering Gift Box quantity=1; LV1 Gathering Gift Box chance=0.75% (1%-->0.75%)
Dried Grassland: Level=3 (5-->3); Gathering time=15s (25s-->15s); Weed quantity=1; Weed chance=49.25% (48.75%-->49.25%); Flax Seed quantity=1; Flax Seed chance=25%; Cotton Seed quantity=1; Cotton Seed chance=25%; LV1 Gathering Gift Box quantity=1; LV1 Gathering Gift Box chance=0.75% (1.25%-->0.75%)

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V0.073 Update Announcement · Snt计划 build 25343250 · SteamPeaks