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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]

5/9 Recent Updates

[Surface Adventure]

Several item pools have been added. Differentiate according to danger levels from 0 to 10.


A new type of automatically generated dungeon has been added: the underground tower, which is divided into 8 levels of height, from low to high, using corresponding difficulty levels of scattered items and building item pools, as well as monster species item pools.

Ten 20 * 36 * 36 ground towers have been pre generated and added to the dungeon pool of the block, so that they may be discovered on the surface during exploration. Oil bug species with a danger level of 0-7 are placed in order from low to high.

Thus, there is no need to explore blocks with a danger level of 0-10 in sequence, and it is possible to quickly meet monsters from easy to difficult.

Placed an additional oil bug ground tower to the north of the block near the initial base location, making it easier for beginners to discover and explore more quickly.

Modder can adjust parameters in the map editing window to randomly generate more instances of ground towers and set their positions in the script, or add them to the dungeon pool of the block.

You can also batch export JSON files containing the blueprint definition of the ground tower by reusing the parameters in the map editing window in the debugging window (automatically generated in the program running directory and effective in the data_core/ directory).


The initial block moves westward, with danger levels ranging from 1 to 9

Added rusty iron knives, rusty iron swords, rusty iron spears, rusty iron axes, rusty iron pickaxes, rusty iron bars, rusty iron bows, which can only be used about 30 times and are no different from the non rusty version.

More of these weapons, which can only be used temporarily, appear in the ruins.

Added knife technique, sword technique, spear technique, axe technique, pickaxe technique, stick technique, automatically learned when using corresponding weapons, and added damage to corresponding weapons.

Because it has been replaced by a mechanism that generates corresponding monsters based on the danger difficulty of each block, the old logic of generating unified weak monsters on the surface has been removed

Fine tuning of the types and probabilities of common surface ruins.



[Tower Defense]
Active attack defense tower buildings can now be configured, but the relevant mechanisms have not been optimized yet, so the number will be limited.

Each group is limited to a maximum of 30 defense towers, and old ones can be dismantled if upgrades are needed.

A new crossbow defense tower has been added, which will automatically be destroyed every 3 days.

The fire ring defense Tower will not automatically destroy, but it requires materials dropped by maze monsters to create.



[Difficulty Adjustment]
The remote attack point requirement for most ranged monsters has been adjusted to at least 96 points (approximately 2 seconds in reality) to avoid players having almost no output time window for ranged monsters in melee.


Reduced the score points for holographic reconstructors and disposable teleporters, reduced the difficulty of resurrection and teleportation, and lowered the game's hardcore.

Significantly reduced the score points for human summoners, making it easier to obtain manpower replenishment and lowering the game's hardcore.


The fireball trap and acid trap were removed from the pool of common relics on the surface to prevent characters from dying directly when walking on long journeys. But there are still traps where the total damage does not exceed the full health of humans, so it is best for characters sent on long journeys to be in a healthy state.


The production time of dried meat has been extended from 1 day to 7 days, and it requires the consumption of fuel for smoking, thus fully experiencing more survival oriented content.



[Survival Simulation]
Adjusted the order of several formulas to provide simple guidance and strengthen the sense of purpose through sequential relationships.

The recipe sequence for construction tends to lean towards the order of survival from scratch, which is different from guiding tasks.


Added an action to wash near the water source to reduce dirtiness.


Animals domesticated and belonging to players no longer occupy the wild animal count.

When the number of active wild animals reaches about 40, small wild animals will not be automatically generated.

When the number of active large (tentatively 30kg or more) wild animals reaches about 20, large wild animals will not be automatically generated.

Added small animal versions of aquatic animals such as giant shrimp, giant carp, giant crab, giant clam, giant snail, etc.: small shrimp, small carp, small crab, small clam, small snail

Add a daily recovery of 4kg of the total mass of retained large animals in the block. When this value is negative, no large wild animals will be generated. The upper limit of this mass is 2000kg and the corresponding amount will be subtracted when generating large wild animals.

Thus, relying on hunting to feed a large population requires a larger area.


Adjusted the blood volume of wild animals to approximately 2 times the baseline body weight value.

The health level of terrestrial small animals is set slightly higher, allowing them to withstand at least one damage, in order to be alert and escape later, and to increase the difficulty of hunting.

The speed of the vast majority of animals is adjusted faster than that of humans in non running states to increase the difficulty of survival in the wild and highlight the role of long-range weapons and traps.

Optimized the behavioral logic of animals and increased the difficulty of hunting.


When the physical strength is not higher than 20, the "sit down and rest" and "sleep" movements can be activated.

The attack method can define the minimum physical strength that the character should possess when launching, as well as the physical strength consumed each time it is executed

Robots are exempt from physical exertion

The minimum physical requirement for most attack methods is about 20

The physical strength consumption of most bows is about 1, and the physical strength consumption of melee weapons is about 0.5. (These two types of weapons are significantly weakened)


The domestication mechanism is adjusted, and the wildness value of animals fluctuates around the species benchmark value, and domestication can only be attempted once within an hour.

Added domestication skills, which will increase the success rate of domestication and reduce the wildness value with each successful domestication, automatically learned from domestication actions.

Each successful domestication will result in a significant increase in domestication skill points, while failures will result in a slight increase in skill points.

Animals that are non hostile and have zero wildness cannot perform domestication actions, but can directly establish their belonging cognition.


Added carrion diet

After one day, the meat will transform into carrion that humans cannot eat, so the excess meat needs to be processed as soon as possible

The temporary spoilage period for carrion is 30 days

A new type of meat has been added: meat of the carrion giant worm , which cannot be consumed directly and can be made into cooked meat.

A new animal that can feed on carrion has been added: the carrion giant worm has a small appetite, eats once every 30 days, has a wildness of 0, and drops meat of the carrion giant worm.


Reduced the germination rate of seeds in fast-growing trees.

Fast growing trees will drop their active roots and wood.

Adding water to the active roots of fast-growing trees can produce fast-growing tree seedlings and plant them.


Adjusted the weight of some seeds


Adjusted the probability of scattered wood on the barren soil surface to 10% and the weight to 10% of the original

Mowing and logging actions support the production of multiple products, and ratios of relative biomass can be set to simplify the acquisition of plant products. Because it is relatively difficult to wait for plants to produce appendages during a specific growth cycle. But obviously, the amount of by-products produced by mowing is relatively small.


Two new attribute classes, tendon class and rope class, have been added.

Various bow materials have added components that require a tendon attribute value of 1.

Wooden bows can also be replaced with components with a rope attribute value of 1.

Added tendons to most animals and dropped them proportionally.

Added formula for natural rubber to manufacture rubber bands

The products of rubber tree felling will contain 1% natural rubber.



[Management]
When assigning manufacturing tasks, if the corresponding building no longer exists or has been relocated, remove the manufacturing task.

The action find something to do will try to find something that can be done three times.


[Follow Mechanism Adjustment]
The chase action of the follower will automatically give up when the target distance exceeds 30 so that priority will be given to guarding.

When followers are attacked, nest type oil bugs will assign a portion of their followers to besiege the target.

Most oil bugs have switched to automatic dormancy.

If there are no hostile units nearby, the automatic dormancy unit will automatically go into hibernation, but if it is a follower, it won't.



[Animal Simulation]
When animals collect nesting materials, the amount picked up should not exceed 80% of the load, leaving capacity for situations such as taking food away during hunting.



[Decoration]
A new style of chair and bed has been added.

Several decorative buildings have been added, and some buildings with various tile styles have been split.

Added tiles to many buildings.

Adjusted the tiles of the iron fence.

A new type of stone wall has been added.



[Combat Mechanism]
Adjusted the field for setting attack methods with group attack attributes

When using an attack method with group attack attributes to attack a target, all hostile characters within a circle centered on the current character and with the maximum damage range of each item within the attack method as the radius will be attacked.

Only iron swords and iron knives are temporarily set to have group attack attributes.

Increased the damage range of some melee attacks and adjusted the damage values and dimensions of some melee weapons.

Iron sword and iron knife have 1.5 grids, iron rod has 2.5 grids, and iron spear has 3.5 grids. Due to the larger range, the attack interval between iron rod and iron spear has been extended.

So you don't have to get too close to monsters when using weapons.


The attack method can be set to the amount of electricity it needs to consume, limited to group public electricity, character private electricity, and when the character's own (such as a robot) electricity is greater than the consumption, corresponding attacks can be launched.

Several electric laser gun weapons have been added, which require electricity consumption for each attack and can be purchased in the interstellar mall

Added knowledge of firearm manufacturing II, firearm manufacturing III, firearm manufacturing IV, firearm manufacturing V, firearm manufacturing VI

Added skilled fitters, handcrafting handgun bullets and rifle bullets requires characters to possess a considerable level of fitter skills.

The ammunition production machine is exempt from 500 points of fitter skills.




[Scriptization]
The blueprint has added a safety sign that lowers the danger level of the block it is placed in to 0. The default town blueprints have this flag.

The script can define the limitation of items and species, making the script experience more controllable.



[UI]
UI fine-tuning, commonly used "Manage" and "Build" buttons for text annotation.

The 'All People' button is not commonly used, move to the mini map.



[Bug Fix]
Fixed the bug that role in invincible mode will be hurt by the newly added damage mechanism.

Summay of Recent Updates

[Translation]
Added hundreds of new text translations in English



[Bottom level changes]
Change the size of the celestial body from int to long. The diameter of the sun at 1708 times is 23775 36 million grids, while the maximum value of long is 922 3372 0368 5477 5807

So it can accommodate various stars from afar. To lay the foundation for future universe plots and more gameplay.

Not compatible with archives of 0.6. x and earlier versions.



[multiplayer]
The script can set a base blueprint for new players to use when joining. This blueprint will be randomly placed in the initial block, and initial units, buildings, and supplies can be set in this blueprint to customize battles or crises in accordance with the script.

A new right-click command has been added: Group Follow, which allows the selected characters to follow specified characters in batches, avoiding the inefficiency of requesting to follow one by one, and the "Come to Me" option is not suitable for achieving long-distance follow.

When the target dies, only units chasing it within 100 squares will be added to the pickup action.

Optimized the behavior logic of characters during long journeys, focusing more on responding to team commands.

The server can view all connected users and block them by username/IP.

You can also view usernames/IPs that have been manually or automatically banned to unlock them.
Optimization of Network Communication Process



[Maze Adventure]
Maze monster intensity adjustment, now from weak to strong, they are strange vines, floating mushroom, light fog, ground basket grass, spinning bird, gemstone worm, water tank worm, and magma worm

Fine tune the types and probabilities of items produced in the maze.

The maze is temporarily used as the main production location for healing potions and non player made defense equipment.

New weapons made from maze boss drops: gemworm laser gun, simple air cannon.

Three high damage traps have been added to the maze: fire ring trap, crystal trap, and moonlight trap.



[Ground Adventure]
Expand the danger level to level 10 and linearly measure the damage value of monsters

The default danger level of the initial block is 0, and the default danger level of the northern block of the initial block is 4

Most higher danger levels will bring stronger new monsters

Many materials dropped by monsters can be used to create weapons and armor to enhance characters' combat and survival abilities.

Added a universal coin that can be activated to obtain digitized universe coins.

Added a blind box that can activate the extraction of almost all items.

Universal coins and blind boxes for all things will appear in the ground relics.

Added oil bug - dormant small sting species.

Added oil bug - dormant small weaving species, throwing nets to trap opponents, and then launching long-range attacks.

Added oil bug - dormant bladed netting species, throwing nets to trap targets, and then launching melee attacks.

Added oil bug - dormant medium acid species, throwing larger acid balls and forming multiple acid pools after hitting the target.

Added oil bug - dormant medium sting species, producing 3 automatically tracked spikes per attack.

Added oil bug - dormant high speed bladed species, moving faster than most oil bugs.

Added oil bug - dormant tentacle species, capable of grabbing units within 6 grids and striking them hard, while silencing the opponent by 60 points.

Added oil worms - dormant mucus species, producing a volatile mucus pool that hinders movement every once in a while.

New melee weapons: Oil Bug Short Blade, Oil Bug Sword, Oil Bug Acid Sword, Oil Bug Enhanced Sword, Oil Bug Enhanced Acid Sword.

New long-range weapons: Oil Bug Multi Bow (and Arrow Oil Bug Acid Arrow), Oil Bug Enhanced Multi Bow (and Arrow Enhanced Oil Bug Acid Arrow).



[Dynamic Crisis]
The nutritional requirements of oil insect plants have decreased from 200 to 10. The germination rate of oil bug spores increased from 0.3 to 1.0. To enhance the germination probability of oil bug spores and increase the likelihood of plant like organisms appearing and spreading

When some oil bug species excrete, if there are plant growth conditions under their feet, they will also sow oil bug spores once.

Oil bug plants accumulate 1g of biomass per minute The biomass consumption of various oil bugs has also increased to the level of kilograms (Oil bugs can be produced in about a day)



[Balance]
Remove the overly powerful equipment that comes with the opening game.

Fine tuning the probability of items in the interstellar mall.



[UI]
The character status interface has added a slider to adjust the movement speed.

Added several illogical symbols for easy item classification and viewing: weapons, armor, tools.

The menu and other buttons have been moved from the bottom right corner to the top right corner.

You can reverse search for monsters that will stably drop some items from the item itself.



[Management]
Part of the historical records in the historical monument will be added with location records to the monument. For deaths of non-human entities, if the death prompt is not clicked in a timely manner, the location of death can also be viewed here. Of course, don't forget to add a recorder.



[New Race]
In order to simplify operations and make it easier for new players to get started, a new alien race has been added: rockman.

And use the corresponding script as the new default script.

Rockman do not consume water and can survive within a temperature range of -200 to 500 degrees.

Added rock food for rockman, as well as a building called the rockman spotlight platform for manufacturing rock food.

Added reinforced crystals to enhence rockman, as the building rockman condenser used to manufacture them.

The knowledge/skill learning rate of the species can now be set, and in order to match its short lifespan, the basic rate of rock humans is 100 times that of ordinary humans.

The adult age can be set in minutes, with a lifespan of approximately 10 days for rockman who reach adulthood in 4 days.

Due to the short lifespan of rockman, their chances of falling in love and getting married after falling in love are significantly higher compared to other species.

The lifespan of rockman is short, and the combat power of untrained ordinary humans is far inferior to that of rockman. However, they can obtain stronger combat power through long-term training and the use of weapons.

A new non excretion sign has been added, which rockman possesses, indicating that the creature has no excretion behavior.

A hunger dormancy flag has been added, which rockman possesses. When the diet bar is depleted, it will enter dormancy.

When organisms are in a dormant state, their lifespan will be automatically extended.

For the convenience of management, you can right-click on the grid with dormant rockman to replenish them rock food and awaken them.

Added combat subspecies of the rockman: rockman shooter, ranged unit; giant rockman, with long attack intervals but high damage and health; rockman floater: flying remote unit.

Added the building rockman manufacturing tower to allow for the production of various types of rockman.

The automatic character transformation flag of the recipe has also been effective for non automated manufacturing scenarios. Several recipes for the rockman manufacturing tower have this flag.

The production of ordinary rockman does not require prior knowledge. By default, only ordinary rockman have the prerequisite knowledge to create combat subspecies, while combat subspecies do not.

Accumulated events can be set to add difficulty points based on the total character score of the main player group, and this feature is applied to the default script of rockman.

In the 0-10 level ground area challenge level, the rockman's level is 4.



[Mechanism]
The actions of chopping trees and digging will automatically consume the durability of equipment equal to the highest corresponding ability (note that weapons used for combat may be consumed in miscellaneous tasks due to their ability enhancement)

The ability of held items will be included in the character's ability assessment

Units can pick up and possess items from hostile units now. When attacked and killed by monsters, equipment and other items may be picked up.

Fine tuning of ownership mechanism



[Combat Mechanism]
The damage caused by free projectiles now will be attributed to factors such as the launch device and the relevant skills of the person using the launch device.

The attack method can be set to silence the opponent's points. Units accumulate 48 points per second. When the accumulated points are negative, the attack cannot be launched.

Remote attack projectiles use the repelling attribute of remote attacks

The projectile can be marked with a dropping building sign and place a building at the corresponding grid point

The projectile can set the radius of the falling object, so that all grids within the specified radius will be added the falling object (such as a larger web or acid pool)



[Character Behavior]
When hit by a remote attack, the target will also counterattack



[Simplified substitution]
Adjusted several fast-growing plants. Fast growing oil fruit, fast growing starch fruit, and fast growing fiber fruit plants produce seeds, which are mixed with a large amount of humus to make seed pellets. The seed pellets germinate into plants. The plant produces about 1kg of fruit per day. If these three seeds are not made into seed pellets, the germination time will be significantly prolonged and the germination probability will be significantly reduced.



[Simulation]
Adjust biomass absorption rate to about 90%

Nutrients are allowed, but when the number of seeds multiplied by the number of germinations is less than 1, the germination probability will not be further reduced



[Experience】
Career experiences can now be set up with a series of item pools. When a character extracts corresponding experiences, items are sequentially extracted from these item pools and placed in the character's backpack.

A new experience called "Exploring City Ruins" has been added, which can be extracted by C1 type oil bugs and some other monsters. This experience sets up several item pools composed of items from the town to provide richer drops.



[Document]
When referencing images, you can adjust the display size of the image in the form of [zoomFactor||fileName]



[Bug fix]
Fixed several drag bugs and UI interaction bugs

Updated on March 22

Added an alien species: rockman, and a new default story setting to simplify operations

Recent Updates

v0.6.2.0
There are many incompatible changes.
Some modifications and mechanism additions that slow down the running speed (to be further improved in the next round of centralized performance optimization).

[Scriptification]
The area definition of the blueprint can add preset characters, allowing for customized design of people living in a certain house (such as hermits in a forest hut, blacksmiths in a blacksmith shop, etc.).
In the event effect mapping, it is possible to define demand tasks for characters with specified preset labels.
For example, in RPGs, it is common for players to trigger an event and then take on a new task at a previous NPC.
It will search for NPCs with this tag signature from the set tag name, and then generate demand tasks for each NPC according to the demand task definition. After this effect takes effect (such as triggering an event when a hostile NPC dies), the game can communicate with the NPC again. The NPC will inform itself of the new demand, and then the new task can be seen in the task list obtained by the player's character operation.
The requirement task can also define the events triggered when it is completed.
The impact of the event is unified into the definition of the event effect (removing redundant definition entries) for a more intuitive and readable approach.

Optimized the interaction of requirement tasks, in addition to using dialogue and the 'Get Task' page, tasks can also be understood and submitted through actions.
When right clicking on a grid point, if there are other people with demand tasks within the grid point, alternative actions such as "Inquire about demand" and "Generate a demand that has been completed" will be displayed
If the distance exceeds the distance where sound can be heard, the character will walk near the target character before speaking when performing these two actions.

[Refinement of character presets]
Character presets can define the creation callback events and resurrection callback events. The former will be triggered when creating characters from presets, while the latter will be triggered when characters are resurrected.
Character presets can define their knowledge, skills, and talents. (As for specific knowledge and skill points, they can be given from defined career experiences).
Character presets can set a non-zero preset lifespan to exceed the normal lifespan limit of the species.
The character preset can define the followers of the character. When creating a character from this preset, these followers will also be created and follow him.
It is possible to create followers by defining the preset form of characters in detail, or by specifying species and quantity. (such as triggering the creation of a preset general from an event, and subsequently creating his army)



[Urban decoration]
Added flowerpot items with plants: sugarcane flowerpot, tulip flowerpot, tricolor violet flowerpot, sunflower flowerpot, silver lotus flowerpot, hyacinth flowerpot
Modder can refer to the tile configuration of these flower pots and synthesize flower pots with flowers from the flower tiles.
New flowering plants added: morning glory, violet, lily of the valley, chamomile, marigold, geranium, rose, nocturne, hydrangea, lily. And their corresponding flower pots



[breed]
The default scenario's built-in creatures have added 3 chickens.
Chickens and ducks in the appropriate growth stage will lay an egg to their current position every day (you can roughly determine when the egg will be laid by the next growth status change time in the unit detail page text).
The formula has added an automatically generated character flag, which takes effect when it exists together with the automatic formula flag, converting the automatically generated target object into action units.
(Modder can use this flag to set more conventional buildings for producing action units)
Added automatic recipe for hatching chickens and ducks, both with this flag, consuming eggs/duck eggs to hatch chicken/duck units after 21/28 days.
Added a building constant temperature incubator with hatching formulas for chicken and duck.
Newly added building rapid incubator, capable of incubating eggs and duck eggs at 10 times the speed

[Default scenario adjustment]
Removed the acquisition method for 'Step into the Planet' and changed it to 'Step into the Planet: Part One'
A light mist has been added to the ancient book ruins to increase the difficulty of obtaining this book. (Of course, you can also lead it away)
Removed the light traps near the opening house, increasing the difficulty of the opening battle.
Added pre-set NPC iron ore merchants and gold ore merchants, who will release tasks to exchange bio oil for gold ore and iron ore.

[Battle Adjustment]
The long-range attack method of oil worms has been changed to creating projectiles, all of which are smaller volume projectiles


[Animal behavior]
When animals move into water, they record the point of entry as the water source. When animals are thirsty, they try to go to the nearby water source they remember to drink water from
1kg of water can be automatically consumed near the water source, but it is ignored because the general water quality is above 1 ton
After hunting, animals will remember the location of their prey's death as a food point. When animals are hungry, they will try to go to the remembered food point to see if there is any food residue
When animals are unable to find their way to a food/water source, or when they find that there is no food residue left at a food point, they will remove the corresponding memory
The behavior of drinking near water sources has been added, and when right clicking on the grid point adjacent to the water block, the corresponding candidate action will be added, so currently water towers are not necessary
Removing the private cognitive symbol, animals also have a perception of private property because they need to build nests, and this symbol is temporarily meaningless
Animals have a low probability of randomly finding a place to build their nests, but a high probability of building their nests at water and food sources


[Biological simulation]
Animals can define their maximum body weight (kg) to avoid exceeding species limits

[UI optimization]
A specific drawing displaying the building has been added. Click on the drawing to select the recipe and enter the installation status panel, which can be triggered through the character status page. (More common forms of interaction in construction games)
Fine tuning of text input box style
Message box style adjustment
Adjusted the interface layout to avoid the interface obstructing the combat field of view, as well as avoiding pop-up windows blocking character status and backpacks.



[information feedback]
Added records of the cause of death for the characters. After the death of a person, the cause of death will be recorded on the tombstone, and the recorder will also record it on the historical monument of the group.
The item details and person details will display the ways in which they can move (such as walking, climbing, swimming, flying, etc.).
Stacking items will additionally display their total mass, making it easier to determine the size of small items (especially seeds).
Added a description of the dropped item in the item details.


[Optimization of mini map interface]
Support left clicking and dragging to move the camera range of the small map, so the button to move half a camera to the east/south/west/north has been removed
For the sake of simplicity and aesthetics in the interface, and considering that the mini map supports right-click interaction, both heading and teleportation can be achieved by right clicking on points within the mini map. Therefore, the 【 Go 】 and 【 teleportation 】 buttons on the mini map have been removed
Other minor adjustments


[Interaction experience adjustment]
A shortcut item bar has been added. Holding down Ctrl and clicking on items in the backpack will add them to the empty space in the shortcut item bar. Holding down Ctrl and clicking on the empty space in the shortcut item bar will clear the slot. Clicking on the slot will hold the items inside. When holding an item, left clicking on any location on the map will use the item for interaction. (Common interaction methods in sandbox games)
The backpack page of the character details page can be configured to automatically pick up items and give up ownership to discard items (Convenient for retrieving arrows, quick cleaning of backpacks, etc.)
When right clicking on a grid, add an alternative action to pick up the first item that can be picked up (this function is more frequently used for grids that do not have many items).



[Battle experience adjustment]
There is a certain probability of encountering monsters when loading the area now, and the 1080 * 1080 block has a fixed danger level.
Each danger level corresponds to a different type and quantity pool of monsters, that is, the danger level of a large block affects the number and types of monsters to be brushed.
When the player controls the character to cross the boundary of adjacent large blocks, if the danger levels of the two large blocks are not consistent, a pop-up prompt will appear to avoid falling into a dangerous pile of monsters.

When selecting a group of people and right clicking to move, if a character is in a sleep state but their stamina bar reaches more than half of its full value, it will wake them up.
Units that are enclosed in walls or solid blocks due to various reasons, if they automatically sleep, will immediately sleep.

v0.6.1.3
It will be included in the item details as knowledge and skills exempted from formula by the building, or as knowledge and skills inherent to the species.

v0.6.1.2
Adjusted the placement of some decorative buildings to align only along grid points for the convenience of blueprint decoration.
A new initial town blueprint has been added as a flatter village, with each household having a separate room.

A new explosion-proof sign has been added, and the grid with this sign will not cause monsters to explode when encountering explosives. A new explosion-proof box building has been added with this sign.
The default opening comes with an explosion-proof box to reduce the difficulty of the opening.


v0.6.1.1
When editing blueprints, just like when adding construction tasks, follow the mouse to display the transparent tiles of items and buildings
The area rules in the blueprint can also define the number and probability of households generated, and according to the design purpose of the area, it will automatically belong to the corresponding households generated.
(Players can directly edit a small town, then place an area rule for each house and set the number of households to 1, thus obtaining a small town with residents during initial placement.)