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Summary of recent updates

Explanation: Currently, this game is relatively hardcore. If players have questions about how to get started, you can join our QQ group, add add our QQ, or send us an email. (Yes, this game is equipped with the most advanced manual tutorials ->us).

The game's wiki should also be able to answer a considerable number of doubts, and our promotional video also includes content on how to perform certain operations.

It's no longer a random terrain, but a terrain determined by the planet's seeds

At the beginning of the game, you can select a planet seed and view the current planet seed on the management page



When the reference altitude is 2000 and above, for every 100 meters increase, the temperature decreases by 0.6 degrees.

If the altitude is below 0, it must be the sea.

Lowered the probability of special terrain.




Support for automatic saving, default to saving once every 10 minutes. You can set the automatic save interval, with a value of 0 indicating not to save.

Added a quick save button



Added a one click start button, changing the original start to a carefully prepared start

Two icons have been added to display the message list and mini map when they are not displayed. Click on them to open the message list and mini map respectively

Added a logistics instruction classification and moved storage settings here

Added in-game key display (directly excerpted wiki)




Traps have added classification.

The species has increased the types of exempt traps.

An ordinary artificial trap is used to determine whether it is hostile to its owner and whether it has intellectual discernment to determine whether it is harmed.

Spider webs and acid pools do not depend on their ownership, and only those with corresponding exemptions will not be trapped by traps.





A secretion has been added to the daily cycle of mobile units. Secreted items are placed in backpacks, and buildings are placed directly under their feet.

When organisms are hungry, they tend to not train their skills and not to use skill actions.

For the convenience of hunting, items that fall when a creature dies in water will be suspended and not sink to the bottom.

Hungry animals will try to take a bite when picking up something, making it easier for them to quickly satisfy their hunger after hunting



Decoupled the logic of the uncontrolled objects chasing player units. Added automatic enemy seeking behavior. Uncontrolled objects default to have this behavior and will automatically pursue enemy units closest to them.(Unless you know what you are doing, it is not recommended for players to set this behavior for their own units. Setting up automatic support is sufficient.).

Added predator characteristics. When a creature sets predator characteristics and has meat in its diet, it will try to prey every half an hour when hungry, searching for the nearest weaker creature nearby. Hunters will attack creatures they encounter when they are hungry (if they have not yet started preparing to search for nearby prey).



Added three biological features: permanent hunger, 'able to transmit biomass', and 'able to receive biomass'.

Creatures with the characteristic of perpetual hunger are even more so than locusts. They are always in a state of hunger and can continue to eat no matter how much they eat, continuously accumulating biomass.

Those with 'able to transmit biomass' markers can transmit the portion of biomass that exceeds their standard body weight to their following one who has 'able to receive biomass' markers.



Added the tillering characteristics of organisms, which directly consume biomass equivalent to standard body weight to produce adult individuals of one or more organisms. The individual tillering automatically follows the source individual.





Added adult age and birth weight for organisms.

When creating organisms, their actual biomass is linearly processed between birth weight and standard weight based on their age. Afterwards, one only gained weight due to eating.

The amount of biological death drop is determined by its actual biomass.



Three new modes of movement have been added: drilling soil, drilling sand, and drilling mud, which can correspondingly "swim" within the corresponding solid blocks

Spiders can drill through sand, mice can drill through soil, and fish can drill through mud



The attack method has added a grab flag, which if attacked, will be pulled to the attacker's grid.

Added a field for knockback distance per damage, where an attack method with a non zero value will knock back the corresponding distance of the target's damage



Creatures with medical capabilities and automatic healing behavior will periodically check if the target they are following has insufficient health. If so, they will go for treatment. Convenient for medical uncontrolled bodies to automatically heal more non combat injuries in their nests.




Added an object symbol: Danger

A series of items and related species of uncontrolled objects will be listed as dangerous

Animals such as carnivorous fish and giant spiders that actively hunt for food are also listed as dangerous

Added a planet symbol: Peace. Planets with this symbol do not spontaneously generate objects with danger symbols

Adding a symbol of peace to the initial planet at the beginning of 'Time is quiet and good'






A predatory creature has been added: the carnivorous giant spider.

Carnivorous giant spiders secrete a spider web structure every 6 hours. Spider webs are web type traps that restrict movement.

Carnivorous giant spiders are exempt from traps of the web type.

Carnivorous giant spiders can move in sand and quicksand. The method of its spinning attack has a grabbing flag that can grab the target to its current position.




Added a predatory creature in the water: giant carnivorous fish




Uncontrolled individuals secrete solid edible inert polysaccharides every 5 days. So they can also be raised to produce food.

Type A2 uncontrolled secretion of acid pool is also a trap. And a2 type uncontrolled objects are exempt from acid type traps.

The attack mode of Type A1 uncontrolled objects has the ability to repel, which will repel the target for a small distance.

Added L1 type monsters with permanent hunger and biomass transfer characteristics. It will nibble and collect biomass from various locations (including players' farmland!) like locusts, and then pass it on to production units.

Added C1 type monster with characteristics of perpetual hunger, tillering, and receiving biomass. It can tiller out L1 type, A1-4 type, and even many future species. The movement speed is only 0.1 and will not automatically seek enemies.

Two new monsters that can self explode have been added. D1 and D2, with D2 capable of flying. Considering the high risk of explosion, we restrict that it does not damage the grid and reduce the damage caused by their explosion.

Added E1 type monsters that can drill sand and grab targets.

Added E2 type monster with mud drilling movement mode, capable of grabbing targets.

Added G1 type monsters, which can swim and drill mud, and can survive in the water for a long time.

Adjusted the monster's damage value








Added random book pool

Blueprint item rule definition can now specify random books

Added an item that can be written: book apple.

Under certain specific conditions, certain types of uncontrolled objects may generate items with recorded knowledge, and their genes determine the expression of objects with corresponding shapes of these text and graphic symbols. These knowledge are known as the ancient fire collection, which includes various relatively basic knowledge. There are currently 24 volumes of the Ancient Flame Collection, and further knowledge updates will add more fragments.

Added a blueprint building: Knowledge Save Tower

There are approximately 4 levels, each with some monsters, and the highest level will have a book apple that records a random book from the Ancient Flame Collection.

There are about 5 Knowledge Save Towers in each large block, and ideally, searching 5 large blocks can gather the vast majority of basic knowledge (advanced knowledge requires more conditions).




Added a speaking box, which allows you to use the speaking button to display or hide this window when controlling a single person.

The currently available speeches are:

Ask for needs "(the action of loudly asking for needs has been removed, and the logic is included here)

Wait a moment. It will allow the friendly or friendly person to pause for 20 seconds and wait for their subsequent actions or speeches. (Actually, it's also possible to pause before speaking to avoid affecting their work)

Deterrence. Enable enemy units with lower combat power to escape on their own, reducing unnecessary combat. (However, the distance of these 5 squares is actually very short. If there are long-range weapons, they have already been knocked away by the time they are spoken.)

Hazard warning. It will allow player's units and friendly individuals (only friendly, doesn't take effect with relationship value 0) to quickly flee to a safe place. (For example, for the evacuation of personnel targeted by bombing)




Added simple automation

By changing the state or spontaneously generating a signal through rules, the signal is a numerical value.

Devices can have several rules.

The rules are currently divided into pulse type rules and trigger type rules

The pulse type rule is checked every few minutes and takes effect once the condition is met.

The trigger rule subscribes to a signal and operates once at each moment with that signal.

Each rule corresponds to at least one rule tag, and the corresponding tag can be added to the item in the configuration file, which determines which types of rules can be added to the corresponding device on the automation page in the game. The automation page for item details allows for adding and removing rules for device configuration parameters.

Supported pulse type rules:

[Generate signal {1} every {0} minutes]

[Every {0} minutes, produce {2} quantities using all materials in the grid where the equipment is located according to formula {1}]

[Every {0} minutes, move all movable objects in the grid where the device is located one grid in the {1} direction]

Supported trigger type rules:

[Generate signal {1} once upon receiving signal {0}]

[When receiving signal {0}, produce {2} quantity using all materials in the grid where the equipment is located according to formula {1}]

[When receiving signal {0}, move all movable objects in the grid where the device is located one grid in the {1} direction]



Construction only needs to be done in adjacent grids, there is no need to be in the same grid (swamp and quicksand terrain are more friendly)

If the construction fails and it is not impossible to build, the priority of the construction task will be lowered and then added back. (Lack of materials is not a non constructable situation)




The z-axis coordinates of the opening placement in the custom background are converted to relative coordinates, which are the height relative to the surface.

For the placement of several blueprints in the custom background, the person birth point of the player's blueprint will be taken as the starting character placement location.



Removed the logic of character falling



Empirical pathfinding increases the weight of the road.

Empirical pathfinding tends to avoid grids of sand and mud below.




Fixed a serious bug where unlocking an item failed to lock and prevented item retrieval