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8/10 Recent Updates

[p]\[AI adaptation][/p][p]The recipe has added a ForAI flag to provide simplified recipe information to AI.[/p][p]The item has added an AI specific aiDesc field to help AI understand the item more accurately.[/p][p]The character has added an AI specific aiDef field to temporarily store the character's settings and script fragments, assisting in restoring the state when clearing the context.[/p][p][/p][p][/p][p]\[Simplification and Visualization][/p][p]The document can be set with the first line in the form of "category | | title". Enhance the readability of documents through document classification to reduce the difficulty of starting.[/p][p]Fine tune the interface style and make configuration items more intuitive through categorization.[/p][p]Added a right-click command to clear enemies within 10 squares, avoiding the need to click on enemies to initiate battles and reducing the amount of operations. It can only be initiated when controlling multiple characters.[/p][p][/p][p][/p][p]\[Display and Operation][/p][p]The middle mouse button zooming in and out of the map does not exit the map command mode.[/p][p]The height observed on the current map will be displayed on the right side of the time bar[/p][p]Optimization of several window styles.[/p][p]Make camera movement speed and dual loading thread configurations persistent.[/p][p]You can allow display areas on the settings page, and corresponding rectangular boxes will be drawn. [/p][p][/p][p][/p][p]\[Simulated Operation][/p][p]Some animals shed their fur when they die.[/p][p]Adjust the cold resistance of thick clothing to 7.[/p][p]Added feather drops for chickens, ducks, and birds, which can be used to make down jackets.[/p][p]Added short down jackets (cold resistance 10), long down jackets (cold resistance 20), and extreme cold down jackets (cold resistance 30)[/p][p]Added various pre knowledge of clothing hygiene for down jackets, and exempted sewing machines from this knowledge by 100 points[/p][p]Added the "needle" symbol and a recipe for making bone needles using bones, with the bone needles bearing the "needle" symbol.[/p][p]Recipe ingredients can be marked with the "medium" symbol, so that they can be returned after manufacturing is completed. (such as using sewing needles as part of the raw materials for clothing sewing recipes)[/p][p]Various clothing and leather products have added "medium" ingredients with the "needle" flag to their recipes.[/p][p]A new non duplicate construction flag has been added, and buildings with this flag are not allowed to be built on the grid with existing same buildings.[/p][p]It is no longer allowed to cultivate the same grid multiple times (by non duplicate construction flag).[/p][p][/p][p][/p][p]\[Role playing][/p][p]Character demand tasks can be rewarded with cosmic coins. When generating random demands for characters, if the reward and demand items overlap, the reward will be converted into cosmic coins. [/p][p]Added a demand task for viewing items and added it to the initial random demand of characters. The character will want to see a certain item, and completing the task requires having this item in the backpack.[/p][p]A dedicated item pool has been added for the task of meeting the demand for items. The items in the item pool for transactional demand tasks are relatively common, while most of the items in the new item pool need to be obtained or manufactured through adventure.[/p][p]The knowledge demand will also be added to the player's initial random demand. Players can impart knowledge near them until they learn and claim to have completed the task, without rigorously verifying how they learned.[/p][p]After a character is attacked, there will be a demand task to eliminate the enemy. Players can claim to have completed the task after eliminating the enemy (strict verification requires a final strike).[/p][p]The administrator of the village and town will have a low probability of adding a requirement task to eliminate enemies to all hostile units within a radius of 30 squares. Players can go to the vicinity of the administrator character to inquire about their needs, obtain tasks, and then fight monsters to earn money. [/p][p]When the required task is completed, in addition to eliminating the type of enemy, a new required task will be automatically generated, so the task can be continuously completed.[/p][p]Except for the initial requirement task of creating characters, which will distribute random rewards to characters, the subsequent value will be directly converted into cosmic coins as rewards.[/p][p][/p][p][/p][p]\[Simplified Transactions][/p][p]Other trading mechanisms may be too complex, so a simpler and more direct trading method based on regional planning is provided.[/p][p]In the right-click menu, two options will be displayed below the area: "Sell Items" and "Purchase Items".[/p][p]Selling Items "means that players will sell items placed on the ground in this area to the owner of this area, and can choose which ones to sell. The transaction limit is the balance of the area owner's universe coins.[/p][p]The 'Purchase Items' option allows players to purchase ground items belonging to the area owner within this region, and they can choose which items to purchase. The transaction limit is the player's balance of cosmic coins.[/p][p]So players can obtain more universe coins through adventure or other means, increase the area owner's universe coin holdings by purchasing goods, and then make larger purchases.[/p][p]Transactions based on regional planning will comply with the sales and acquisition restrictions defined in the blueprint, so as not to sell important items or acquire materials that can be seen everywhere.[/p][p]The prices of rocks and soil have been lowered, but they have not been placed under purchase restrictions, so players can also dig and sell stones to make money, but it is relatively inefficient.[/p][p][/p][p][/p][p]\[Talent Tree][/p][p]Rockman has added 12 enhancements that consume strengthening crystals: from rockman melee enhancement II to rockman melee enhancement VI, gradually increasing melee damage; From Body of the Rock I to Body of the Rock VI, gradually enhance various defenses, with less improvement in corrosion resistance; 【 Extra cavity I 】 Increases backpack capacity;[/p][p][/p][p][/p][p]\[Other][/p][p]The recruitment mark in invincible mode also applies to non intelligent creatures.[/p][p]Reading books in invincible mode accelerates by 10000 times.[/p][p][/p]

7/10 Recent Updates

[p]\[World Protocol and Large Model Access][/p][p]Integrating AI is a significant improvement, so upgrade the version number to a larger one.[/p][p]World Protocol: Built a framework for regulating the in-game world through text, making it easy to integrate with large models. The debugging page allows for experimental viewing of control inputs and feedback outputs.[/p][p]The big model can query various information, control characters to make actions, speak according to personality and settings, change terrain, add map commands, add items and buildings at any point, create characters, trigger events, and more.[/p][p]AI can play roles such as "Heavenly Dao" and "Three Goddesses of Fate", regulating the behavior of various characters and adjusting the triggering of events.[/p][p]AI can also play the role of a character in the game and move freely in a free world.[/p][p]When enabling the World Protocol, access the local port 8223 every 0.1 seconds to interact with the local HTTP server (requiring a large model and Prompt) and obtain new instructions from the large model. However, it may take several seconds for the large model to generate tokens.[/p][p]Supports various information query commands, character action commands, speech commands, commands to change terrain, create items, and more. You can manually paste input and output into the large model (the AI part will not be integrated into the ontology, so you can ask the development team for the initial prompt).[/p][p]Optimize the display of the world protocol window, visualize AI operations, and provide corresponding jump buttons.[/p][p]Convenient to observe the AI hosting effect, a button has been added to jump to the corresponding position based on the character ID in the window.[/p][p]When a character is assigned an action by the large model, they receive an additional high resource pathfinding opportunity, which is applicable for the next pathfinding.[/p][p] [/p][p]\[Beginning Configuration][/p][p]Character presets can now be configured with gender.[/p][p]For species that have configured a pool of drawing components, you can adjust the tiles used for each drawing component on the preparation page to adjust the final composite image of the character.[/p][p]Currently, only humans have enough assets for this.[/p][p] [/p][p]\[Talent Tree][/p][p]On the basis of installable mechanical/biochemical components, the concept of reinforcement items has been added.[/p][p]The default character can only obtain candidate enhancement items from the species itself, installed components, and already performed enhancement items.[/p][p]Consume the designated items/stamina/battery from the character detail page to implement enhancements, obtain attack/defense modes, gain additional attribute gains, and so on.[/p][p]Similar to mechanical/biochemical components, but without specific physical items, it must be obtained from the front and can be directly obtained from the character page, similar to a skill tree/talent tree.[/p][p][/p][p]\[Simplify to improve acceptance][/p][p]The name 'tissue repair fluid' is not easy to understand, so multiple healing potions have been added to replace it and restore health.[/p][p]Adjusted the default base for beginning, with larger space and more scattered items[/p][p]Characters can choose a new name to change their fullname on the details page.[/p][p][/p][p]\[Adventure Experience Optimization][/p][p]More items have been added to the item pool of the All Things Blind Box.[/p][p]Added a formula for directly manufacturing foldable stairs, making it easier to climb difficult terrains[/p][p]When there are no other default actions for items with an edible symbol, the default action is automatically set to eat.[/p][p]When an unclaimed item is activated, it will be automatically occupied first and then activated to avoid activation failure due to lack of ownership.[/p][p]Added high brightness torches with a wider lighting range.[/p][p][/p][p]\[Ground Adventure][/p][p]A new type of relic that can be generated has been added: graded surface relic, which will generate relics using different item pools and monster pools based on the specified difficulty level.[/p][p]Ten graded surface relics were generated in batches for each danger level, so that each block would extract them with half the probability of danger level (the other half of the probability would extract universal surface relics).[/p][p]Added Oil Bug-1 to Oil Bug-7 nest types, which can respectively tiller oil bugs corresponding to the danger level.[/p][p]The 1-7 level nest type has a low probability of joining the underground tower monster pool, and the graded surface relics share this monster pool. Therefore, the awakened nests in the uncleaned surface relics will be subsequently transported to the player's vicinity.[/p][p]Added several corrupted versions of better weapons to the item pool corresponding to the danger level.[/p][p]The nest body and collector type oil worms can feed on bio oil to obtain biomass, greatly strengthening the nest body. [/p][p]Added empty plastic bottles and their formulas for items[/p][p]Long shelf life food bottled water, bottled juice, and bottled milk have been added to many item pools[/p][p]Added item vines that can be used as grass ropes, and changed the fallen objects of strange vines to this .The grass cutting products of morning glories also contain this.[/p][p]The trap has added a maximum capture quality field, beyond which the standard weight will not be trapped and will destroy the trap.[/p][p][/p][p]\[Diversified NPC villages and towns][/p][p]Within the blueprint that generates a new group flag, it is possible to define restrictions on the types of goods that can be bought (such as soil and stones) and sold (such as critical equipment for maintaining operation) at a non worship attitude level.[/p][p]Automatic maintenance volume logic optimization.[/p][p]Added wood electric incubators and grass electric incubators, which consume water and electricity and automatically produce wood and grass after one day.[/p][p]New poultry and fish electric incubators have been added, which consume grass and electricity to automatically produce meat after one day, and also produce bones and tendons.[/p][p]A rubber tree electric incubator has been added, which consumes water and electricity to automatically produce natural rubber after one day, and also produces wood.[/p][p]Advanced synthetic biology knowledge has been added, and the construction of various electrical incubators requires this prerequisite knowledge.[/p][p]Added a blueprint pool for small town style extraction on the planet.[/p][p]Several small towns have been added, each with specific outputs that will be automatically produced to maintain the corresponding output quantity. So that players can trade and obtain supplies in these small shops.[/p][p]The supported towns include five types: wooden bows and arrows, dried meat, iron, chips, bullets, etc. Each output will be accompanied by a large amount of precursor materials.[/p][p]For producing iron will also produce wood, meat, magnetite, and so on. [/p][p]Several mineral anchor buildings have been added, but there is no construction formula and they are only available in villages and towns. You can exchange corresponding minerals through water, meat, and electricity.[/p][p]A bioplastic manufacturing machine has been added to produce plastic from wood and water.[/p][p][/p][p]\[Simulated Operation][/p][p]It is possible to define the four directional tiles used by species during their early childhood[/p][p]Reuse early versions of human tiles for the human toddler version[/p][p]Numerical fine-tuning[/p][p]Professional experience can define the binding of items: these items belong to the individual and are always locked in the backpack. If they can be equipped, they will be automatically equipped initially.[/p][p]Added a new experience as a fitter.[/p][p]Mechanical or biochemical components that can adjust power consumption as defined. Mechanical components can increase power consumption as a cost, or come with solar panels to reduce power consumption.[/p][p]Added mechanical components: portable small solar panels, portable large solar panels After installation, it can reduce the power consumption of the robot, and large-scale installation can make the robot not rely on external power. [/p][p]The robot automatically charges the battery, and the right-click interaction automatically charges the battery according to the consumption adaptive mode.[/p][p]Harvesting potato seedlings can yield some potatoes, and a recipe for baking potatoes has been added.[/p][p]Added saline alkali soil as a soil type for saline alkali areas.[/p][p]In invincible mode, you can directly recruit characters[/p][p][/p][p]\[New script][/p][p]A new opening has been added, 'A group of people starting from scratch', with an initial default of 6 people born in the wilderness without any other props or guidance tasks.[/p][p][/p][p]\[Mechanism][/p][p]Experience priority, flames that have not been observed for 5 hours in the game will automatically extinguish.[/p][p]Finding way mechanism adjusts.[/p][p][/p][p]\[Performance Optimization][/p][p]Optimized the logic related to character gathering.[/p][p]Reduced the upper limit of random planting of plants during block placement[/p][p][/p][p]\[Battle][/p][p]Added a default action to search for attack methods in reverse from consumables and use them.[/p][p]Thus, one can equip a wooden bow and then hold a wooden arrow to attack in a specified direction, achieving the same effect as holding a wooden bow.[/p][p]Reduced the size and collision range of arrows, bullets, and other projectiles.[/p][p]When displaying the maximum attack range of the character, the collision range of the projectile will also be displayed.[/p][p]The tile definition has added a collision offset parameter that allows the projectile collision zone to be located at the tip.[/p][p]Bullets can now define a penetration attribute, which means that projectiles with this attribute will penetrate enemy units until they encounter static obstacles or exhaust their kinetic energy.[/p][p]Most unguided arrows and bullets have added penetration properties.[/p][p] [/p][p]When a projectile pushes back a target, the direction in which the target passively moves is the direction of the projectile, rather than the direction of the collision[/p][p]Removed the repelling attribute of handguns and rifles[/p][p] [/p][p]Added a group attack flag to several melee attacks that have a repelling effect.[/p][p]The tracked projectile will cross layers (but due to performance considerations, non same altitude targets will not be queried when switching tracking targets).[/p][p]Monsters that can launch tracking projectiles need to maintain a distance on the horizontal plane after meeting in a certain layer, as projectiles at other heights cannot be seen.[/p][p]After firing handgun bullets and rifle bullets, there is a 50% chance that a shell will fall off.[/p][p]Added a formula for manually reloading bullets using gunpowder, iron, and shell casings.[/p][p]Experience first, a new biometric marker has been added, and only explosives with this marker will detonate when hostile creatures pass by.[/p][p]The default action for a simple landmine is to unfold it as a "(deployed) simple landmine" building, which has a biometric marker.[/p][p]Non building items only have bio sensing small incendiary bombs that also have bio sensing marks, so they only need to be stored with extra caution and not placed in places where they may be passed by monsters.[/p][p]Of course, other flammable and explosive materials still require fire prevention.[/p][p]Similar to simple landmines, a new formula for using small incendiary bombs to construct trigger type small incendiary traps has been added, and the corresponding buildings will be immediately destroyed and generate flames. A version using incendiary bombs has also been added. [/p][p]Added a small incendiary gun that uses small incendiary bombs as ammunition. A version using incendiary bombs has also been added.[/p][p][/p][p]\[Character Behavior Optimization][/p][p]When moving randomly in water, it tends to move upstream, but below an altitude of -100, it tends to move downwards.[/p][p][/p][p]\[bugfix][/p][p]Fixed a bug where the blind box was activated from the backpack the item was created at the location where it was picked up, the right position should be the person's feet[/p]

Response to "ideas and questions":

[p]\ideas and questions!\ [/p][p]Solicit players' specific needs for more buildings, furniture, decorations, and more that you want to see. What do architecture enthusiasts lack, we strive to customize what! [/p][p]after that [/p][p]1. In the game, the appearance can be adjusted by wearing clothes, skirts, pants, shoes, and some accessories. Although it looks the same on the stack of items, wearing it will change the appearance of the character But only for humans, corresponding materials have not been customized for other races. You can also refer to the existing JSON content, add images and define to create mods! [/p][p]2. There is a special script "time for quiet and good" without enemies. [/p][p]3. Careful preparation can be made for character customization at the beginning, such as professions, installable components, and so on. [/p][p]4. \[Recent updated] In the beginning configuration, the initial appearance of characters (such as hairstyle, color, clothing, etc.) can also be configured, but only for humans (we only have assets for humans now, modders can freely expand these) [/p][p]5. \[Recent updated] Different materials can be configured to distinguish between adults and minors, and currently only humans can customize these materials (we only have assets for humans now, but we will add more images in the future). [/p][p]6. \[Recent updated] Text input for naming will not be open, but now you can freely select from the name library to change the name.[/p]

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.