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Weekly Update

Partially decoupled the definition of groups.

You can customize the group and set the default membership group for the species now.

Split the hostile groups

removed the intelligent restrictions on operations, allowing control over unintelligent characters in one's own group

The ban on species of carrying characters at the beginning has been lifted, allowing players to choose characters such as XUncontrolled object or StarDevouringGiantInsect remains. Note that ordinary animals and monster cannot distinguish traps even if they are characters. Note that the when StarDevouringGiantInsect remains are charaters, the monsters dug out from the grid they assimilated are still hostile.

Blueprints can also be set default group

The blueprint item definition has added a toRole field. If the item is a species, it will automatically be converted into a character during placement.

Added Defender Robot, with fast speed, ability to fly, high health, and high defense, and long-range attacks. And put this robot in the blueprint definition of the extremely small village.

It is possible to define the knowledge and skills inherent in a species now.

Added maintenance robots with built-in maintenance skills.









The StarDevouringGiantInsect remains will devour and assimilate the grid points under their feet, so as long as there is a StarDevouringGiantInsect remain, there will be almost unlimited StarDevouringGiantInsect remains in time

The species definition has added fields such as no hunger, no thirst, etc. to adapt to some stubborn alien species

The addition of the planet's engulfed marker indicates assimilation by StarDevouringGiantInsect. With this flag, the devouring progress increases by 1% every 100 days. Progress of 3% or above will result in a monster that matches the progress value. And replace the loading block with a progress ratio filled with the remnants of the GiantWorm.

Added a Lonely Star Sentinel background/mode, located on a planet that is being swallowed up.







Added the following grid filling: ice, snow, saline water, rock salt, sand, quicksand, ordinary silt, swamp silt

Added large block markers: Gobi, swamps, karst landforms, deserts, etc., which will affect the generation and filling of terrain within 1-1000 grids near the surface

Added regional fast sign: salinization, which will turn all the water inside into saltwater, forming salt lakes, salt squares, and so on

There will be a higher probability of crushed stones on the surface of the Gobi Desert

When there is swamp silt and quicksand at the foot, there is a certain probability of getting stuck, unable to move, and continuously losing health, there is a certain probability of breaking free. When players get stuck in the terrain, there is a certain probability of breaking free each time they move

Added ore veins, with several ore veins in large blocks, and replaced with mineral fills within their range, and the outputs of these mineral fills are consistent rather than random. There are some small mineral veins on the surface and some large mineral veins underground.

Added a prospector, which is not consumed when activated and provides all the vein locations in the local large block in the message and character logs





Added skills related to firearm shooting, bow and arrow shooting, stone throwing, etc

Added items and recipes for pistols, rifles, and their bullets





You can define the production speed bonus and maximum bonus limit of the skill for the recipe. You can refer to the definition of construction skill bonuses in some existing building recipes.

Added some bonus configurations for recipes related to construction, sewing, and cooking skills

Each construction will add a construction skill training session

The excavation and fishing actions have added corresponding skill bonuses to speed.








Added work entity

Added abstract items: literary works, paintings, songs, scripts, dances

Added creative skills such as literature, painting, composition, screenwriting, and choreography. People Possessing these skills can create corresponding works. Characters randomly create when their skill points are above 100. Assign entertainment and critical value to the work based on the character's skill points and talent.

Adding the creation object association to the skill definition becomes a creative skill

New performance skills have been added: singing, playing, acting, dancing. With these skills, one can perform these works and convey the entertainment and speculation of the works to the audience. Only with sufficient talent and skill level can one fully convey all the attributes of the works. The entertainment value will increase the happiness of the audience, and the entertainment value and speculative value heard by the audience will be counted as group points. The character has a chance to master the work upon hearing it, provided they have at least 100 corresponding skills. Characters randomly perform their own mastered works based on their own mastered skills.

Adding performance object associations to the skill definition becomes a performance type skill.

Players clicking on a skill will display the corresponding actions for creating works and performing all the works they have mastered when the skill point count exceeds 100









Added medical and maintenance skills.

Added medical and repair actions, which will follow the injured and continuously restore their life. The amount of recovery is influenced by medical and repair skills.

Added character behavior: automatic repair and automatic healing. When a skill point is 100 or above, they will automatically go for healing or repairing the injured person

Added professions for doctors and repairmen. The group selects the person with the highest level of medical and maintenance skills and points above 100 to be elected, with a maximum of 2. Similar to guards, player groups do not choose doctors or repairmen. Corresponding professions will set up automatic repair and automatic healing behaviors.

Added universal medical robots.

Universal maintenance robots and universal medical robots have corresponding automatic behaviors by default.








Supported input text filtering for building recipe list

Unified recipe list components for construction and manufacturing, so manufacturing can also be filtered by name




If the upper grid can be mined, the corresponding mining action will also be brushed, thus supporting upward mining.

When setting down characters and landing on the planet at the beginning, we will find a more suitable height to place humans within a 200 grid range to avoid getting stuck in some cavities.




The ,. keys is considered equivalent to the<>keys

WASD also serves as a move method

S original search function changed to h key




Increased stability in some areas at the cost of performance

Optimized drawing refresh mechanism




Fixed bug with drawing priority read in error

Fixed an save record read bug

Fixed a bug where the icon and target archive entity ID were restored incorrectly

Fixed a bug with entity ID recovery, replacing the location during recovery instead of overwriting it

Fixed bug in zone recovery

Fixed a bug where newly game did not clean up temporary directory files

The group's changes are not friendly to existing save records but are compatible