recent updates
[Tasks and Events]
Expanded guidance tasks to define some universal tasks, which must have a unique identifier.
Sometimes limited universal tasks will automatically verify whether the task requirements are met at their deadline. Reward or punish.
The association between string events and general tasks can be defined in the background of the opening, and when a string event is triggered, several corresponding general tasks will be generated.
General tasks have added a list of successful trigger string events and a list of failed trigger string events
In the background, you can directly define the mapping between string events and summoned creatures, as well as the mapping between string events and creating a preset character label list.
At the beginning, you can define a string event that triggers a loop. As long as you set a positive interval, it will trigger a loop. Otherwise, it will trigger a single time.
A string event that can be triggered at a specific moment in the background definition.
The item rule in the blueprint can include a string event that will be added to the grid where this item rule applies. According to the type of event, it will be triggered in the following situations: any character enters a grid point; A character with a specified label (created from a character preset with a label, will carry that label) enters the grid; Any character dies at a grid point; Characters with specified labels die at grid points; Any character enters deep sleep at a grid point and has been asleep for more than 8 hours since the last time they fell asleep; The character with the specified label enters deep sleep at the grid point and has been asleep for more than 8 hours since the last time; Add a specified type of instruction task at the grid point
The event can define the number of times it takes effect, with -1 being an infinite number of times it takes effect
The management interface has added a general task page, where you can submit corresponding general tasks and abandon them.
The task has added a list of tags for successfully creating preset characters and a list of tags for failed creation of preset characters. A preset corresponding character will be created in case of success or failure.
Character presets can be accompanied by string events that will be triggered when a character created from this preset dies.
[NPC]
Added a career experience entity (emphasizing the growth of abilities due to a certain experience for a certain number of days)
You can define the benchmark number of days for career experience and the number of days for additional skill growth.
When obtaining this career experience, with a given probability, make certain knowledge and skills of the character reach at least a specified number of points
When there is an additional ability to increase the number of days, a maximum number of days can be specified, and days exceeding the limit are ignored. A bonus related to the number of days a character can acquire skills and knowledge with a given probability for these days, and a total upper limit can be specified
When obtaining this career experience, similar to the growth of knowledge and skills mentioned above, the character will be given some items. (For example, money, experience related tools, etc.), the difference is that the specified upper limit for the bonus of additional days for items is the upper limit for adding additional items (without counting the number of items assigned by the benchmark).
When obtaining this professional experience, try to obtain the specified illness/injury with a certain probability.
Species can define their occupational experience pool, and when creating a creature, they extract experiences from this experience pool based on their age until they are depleted of age.
Added display of character's career experience
Added: Advanced in basic physics, advanced in basic biology, carpenter, blacksmith, miner, builder, fisherman, chef, tailor, lumberjack, repairman, doctor, writer, painter, composer, screenwriter, choreographer, performer, singer, dancer, actor, salesperson and other professional experiences
The experiences of characters are calculated from the time when the organism reaches adulthood
[Custom Opening]
Added a character preset entity, which can preset the species, age, experiences at each relative moment, modifications made, injuries and illnesses, backpack items, and more.
The opening background can define some preset characters, which will be created at the beginning of the game.
The opening background can define a preset character pool for use in missions.
Removed opening knowledge selection
Added simple character configuration
Each opening comes with its own character points
When configuring, adding characters, adding experiences to characters, adding transformations to characters all consume points, and adding diseases to characters can earn points.
These preset characters will be generated at the beginning.
Note that selectable experiences, transformations, and diseases are associated with the species of the preset character, and items with insufficient points will not be displayed.
The beginning and end times of each character's experiences are automatically connected and placed after adulthood. The age of the character is automatically calculated as the sum of the adult age and the duration of all experiences.
Returning to the beginning of the reselection will clear all preset characters.
[Battle]
Remote attack has been changed to firing an object moving in a fixed direction
When holding a long-range attack weapon, left click on the map location and fire ammunition in the corresponding direction.
Temporarily 0.04kg for wooden arrows, 0.1kg for iron arrows, 0.02kg for rifle bullets, and 0.009kg for pistol bullets.
A simple grenade similar to a simple landmine has been added, but the difference is that it is similar to a gravel, with a default holding action of attacking and can be thrown.
Moving objects in a fixed direction and colliding with enemy units will cause damage and consumption, while colliding with terrain will result in direct consumption. When consumed, if explosive, explode at the disappearance point; otherwise, leave items in that area.
[Background Event]
Removed the default spaceship bombing event.
Change to a side quest every three days, providing 30kg of charcoal within 2 hours. If it is not enough, a nest body oil bug will appear near the player.
[Economy]
A new teleportation node marker has been added, and every once in a while, interstellar visitors will come to the planet through buildings with this marker and return through it. Each person will bring 1kg of gold and 10000 points of electronic currency. When buying things, prioritize using electronic currency and then use existing savings.
They default to bringing some food, and when they come down, they will replenish less than 2 servings of food. At the same time, they will also replenish their electronic currency, and they will return on average every day.
There are no more than 20 interstellar visitors within a planet, and they only return through the incoming teleportation nodes.
The management page has added a shopping mall that consumes electronic currency. The mall refreshes goods at 10 o'clock every day, with a maximum of 8 items available each time. Comes with 10 electronic currencies at the beginning.
[Interaction]
A new language option has been added for "come here to stroll", which is different from "approach me". Any intelligent and friendly creature will respond to this. Busy ones will respond with a refusal, while those who are more idle have a chance of reaching the location of the speaker. The better the relationship, the higher the probability.
Harvesting can also harvest benthic organisms. For plant communities with benthic organisms, priority should be given to harvesting actions, and all plants and benthic organisms should be cut off during harvesting.
Captured and repelled also receive text feedback.
The function of placing orders for production equipment from neutral groups has been added. First, collect materials from our own side (which should belong to the operating role according to the interaction method) and pile them up in semi-finished products. Then, transfer them to the equipment owner, who will assign personnel to manufacture them. After production is completed, the ownership of the items will be changed to the person who placed the order. Placing an order requires payment of 10% of the finished product price, otherwise it will fail. Individuals can obtain the local currency of the corresponding group by working.
When right-clicking on the production equipment, interaction items using it will appear for self owned or unowned parties, while interaction items placing orders will appear for non hostile parties
Allocation and possession of items from the item details page are only allowed in two situations: belonging to a group and belonging to an individual, and can be switched between each other.
When the right click right down corder of the window, the right-click menu always remains displayed in the interface
[UI]
The backpack panel displays the remaining load-bearing space
[NPC]
Increase the required favorability for recruitment to 90
The error logs of characters will also provide textual feedback similar to picking up objects
When holding an item, you can give it as a gift to other non hostile and memory capable units that interact with it. Gifts can only be given once a day. Increase favorability based on the other party's preference for the item. Items that are disliked will be rejected. Generally, a small amount of items will increase favorability, while items with a preference value of 0.9 or above will increase favorability significantly.
Added an invitation meeting action. Only individuals with a relationship of 20 or above who are not in the same grid can be initiated. A distance of more than 100 squares will result in failure.
The other party will come to the meeting point where the invitation is initiated during their free time.
When a character dies, a tombstone will be added in place, which will also record the name of the deceased, the moment of death, and the details of the character. Tombstones serve as book manuscripts to carry the generated textual content.
The decay cycle of tombstones is 100, each time for one year. That is to say, it can be stored for up to 100 years and ultimately transformed into 30kg of crushed stone.
[Physical mechanism]
Decay can now be defined as multiple rounds of decay, with each round reducing the corresponding percentage of completeness. When decay reaches zero completeness, it will be converted to a specified item.
Decay can specify a text blur flag. When this flag is present and there is text on the item (which is considered a manuscript), each round of decay will replace it with a character * every total number of rounds of decay.
[Game Mode]
Added an invincible mode:
Enable in settings, in this mode
Build directly when adding construction tasks
Directly mine when adding mining tasks
Player character battles lock in health
The construction, manufacturing, and production of items for player characters are immediately completed without consuming raw materials, and the excavation of player characters is immediately completed.
[Drawing]
The unloaded area has been replaced with a new icon
Optimized texture redrawing after region explosion
[Optimization]
Limit checking grid points 100000 times per second. After resource depletion, all remaining units will not perform complete pathfinding, and experience pathfinding limits resources (up to 200 grid points can be checked). The player's right click to find the way is not within this restriction.
[Plants]
Added ginger, pepper, garlic, garlic, scallions, chives, coriander, and fennel
Added Sichuan pepper and orange trees
After eating an orange, there will be residual orange peel, which will turn into orange peel after 3 days
[Compatibility]
No longer compatible with all old archives before version 0.5.18.34.
Due to significant incompatibility, we have upgraded the version number to a larger one.
In the archive list, there will be text next to each archive with significant version differences to indicate this.
Expanded guidance tasks to define some universal tasks, which must have a unique identifier.
Sometimes limited universal tasks will automatically verify whether the task requirements are met at their deadline. Reward or punish.
The association between string events and general tasks can be defined in the background of the opening, and when a string event is triggered, several corresponding general tasks will be generated.
General tasks have added a list of successful trigger string events and a list of failed trigger string events
In the background, you can directly define the mapping between string events and summoned creatures, as well as the mapping between string events and creating a preset character label list.
At the beginning, you can define a string event that triggers a loop. As long as you set a positive interval, it will trigger a loop. Otherwise, it will trigger a single time.
A string event that can be triggered at a specific moment in the background definition.
The item rule in the blueprint can include a string event that will be added to the grid where this item rule applies. According to the type of event, it will be triggered in the following situations: any character enters a grid point; A character with a specified label (created from a character preset with a label, will carry that label) enters the grid; Any character dies at a grid point; Characters with specified labels die at grid points; Any character enters deep sleep at a grid point and has been asleep for more than 8 hours since the last time they fell asleep; The character with the specified label enters deep sleep at the grid point and has been asleep for more than 8 hours since the last time; Add a specified type of instruction task at the grid point
The event can define the number of times it takes effect, with -1 being an infinite number of times it takes effect
The management interface has added a general task page, where you can submit corresponding general tasks and abandon them.
The task has added a list of tags for successfully creating preset characters and a list of tags for failed creation of preset characters. A preset corresponding character will be created in case of success or failure.
Character presets can be accompanied by string events that will be triggered when a character created from this preset dies.
[NPC]
Added a career experience entity (emphasizing the growth of abilities due to a certain experience for a certain number of days)
You can define the benchmark number of days for career experience and the number of days for additional skill growth.
When obtaining this career experience, with a given probability, make certain knowledge and skills of the character reach at least a specified number of points
When there is an additional ability to increase the number of days, a maximum number of days can be specified, and days exceeding the limit are ignored. A bonus related to the number of days a character can acquire skills and knowledge with a given probability for these days, and a total upper limit can be specified
When obtaining this career experience, similar to the growth of knowledge and skills mentioned above, the character will be given some items. (For example, money, experience related tools, etc.), the difference is that the specified upper limit for the bonus of additional days for items is the upper limit for adding additional items (without counting the number of items assigned by the benchmark).
When obtaining this professional experience, try to obtain the specified illness/injury with a certain probability.
Species can define their occupational experience pool, and when creating a creature, they extract experiences from this experience pool based on their age until they are depleted of age.
Added display of character's career experience
Added: Advanced in basic physics, advanced in basic biology, carpenter, blacksmith, miner, builder, fisherman, chef, tailor, lumberjack, repairman, doctor, writer, painter, composer, screenwriter, choreographer, performer, singer, dancer, actor, salesperson and other professional experiences
The experiences of characters are calculated from the time when the organism reaches adulthood
[Custom Opening]
Added a character preset entity, which can preset the species, age, experiences at each relative moment, modifications made, injuries and illnesses, backpack items, and more.
The opening background can define some preset characters, which will be created at the beginning of the game.
The opening background can define a preset character pool for use in missions.
Removed opening knowledge selection
Added simple character configuration
Each opening comes with its own character points
When configuring, adding characters, adding experiences to characters, adding transformations to characters all consume points, and adding diseases to characters can earn points.
These preset characters will be generated at the beginning.
Note that selectable experiences, transformations, and diseases are associated with the species of the preset character, and items with insufficient points will not be displayed.
The beginning and end times of each character's experiences are automatically connected and placed after adulthood. The age of the character is automatically calculated as the sum of the adult age and the duration of all experiences.
Returning to the beginning of the reselection will clear all preset characters.
[Battle]
Remote attack has been changed to firing an object moving in a fixed direction
When holding a long-range attack weapon, left click on the map location and fire ammunition in the corresponding direction.
Temporarily 0.04kg for wooden arrows, 0.1kg for iron arrows, 0.02kg for rifle bullets, and 0.009kg for pistol bullets.
A simple grenade similar to a simple landmine has been added, but the difference is that it is similar to a gravel, with a default holding action of attacking and can be thrown.
Moving objects in a fixed direction and colliding with enemy units will cause damage and consumption, while colliding with terrain will result in direct consumption. When consumed, if explosive, explode at the disappearance point; otherwise, leave items in that area.
[Background Event]
Removed the default spaceship bombing event.
Change to a side quest every three days, providing 30kg of charcoal within 2 hours. If it is not enough, a nest body oil bug will appear near the player.
[Economy]
A new teleportation node marker has been added, and every once in a while, interstellar visitors will come to the planet through buildings with this marker and return through it. Each person will bring 1kg of gold and 10000 points of electronic currency. When buying things, prioritize using electronic currency and then use existing savings.
They default to bringing some food, and when they come down, they will replenish less than 2 servings of food. At the same time, they will also replenish their electronic currency, and they will return on average every day.
There are no more than 20 interstellar visitors within a planet, and they only return through the incoming teleportation nodes.
The management page has added a shopping mall that consumes electronic currency. The mall refreshes goods at 10 o'clock every day, with a maximum of 8 items available each time. Comes with 10 electronic currencies at the beginning.
[Interaction]
A new language option has been added for "come here to stroll", which is different from "approach me". Any intelligent and friendly creature will respond to this. Busy ones will respond with a refusal, while those who are more idle have a chance of reaching the location of the speaker. The better the relationship, the higher the probability.
Harvesting can also harvest benthic organisms. For plant communities with benthic organisms, priority should be given to harvesting actions, and all plants and benthic organisms should be cut off during harvesting.
Captured and repelled also receive text feedback.
The function of placing orders for production equipment from neutral groups has been added. First, collect materials from our own side (which should belong to the operating role according to the interaction method) and pile them up in semi-finished products. Then, transfer them to the equipment owner, who will assign personnel to manufacture them. After production is completed, the ownership of the items will be changed to the person who placed the order. Placing an order requires payment of 10% of the finished product price, otherwise it will fail. Individuals can obtain the local currency of the corresponding group by working.
When right-clicking on the production equipment, interaction items using it will appear for self owned or unowned parties, while interaction items placing orders will appear for non hostile parties
Allocation and possession of items from the item details page are only allowed in two situations: belonging to a group and belonging to an individual, and can be switched between each other.
When the right click right down corder of the window, the right-click menu always remains displayed in the interface
[UI]
The backpack panel displays the remaining load-bearing space
[NPC]
Increase the required favorability for recruitment to 90
The error logs of characters will also provide textual feedback similar to picking up objects
When holding an item, you can give it as a gift to other non hostile and memory capable units that interact with it. Gifts can only be given once a day. Increase favorability based on the other party's preference for the item. Items that are disliked will be rejected. Generally, a small amount of items will increase favorability, while items with a preference value of 0.9 or above will increase favorability significantly.
Added an invitation meeting action. Only individuals with a relationship of 20 or above who are not in the same grid can be initiated. A distance of more than 100 squares will result in failure.
The other party will come to the meeting point where the invitation is initiated during their free time.
When a character dies, a tombstone will be added in place, which will also record the name of the deceased, the moment of death, and the details of the character. Tombstones serve as book manuscripts to carry the generated textual content.
The decay cycle of tombstones is 100, each time for one year. That is to say, it can be stored for up to 100 years and ultimately transformed into 30kg of crushed stone.
[Physical mechanism]
Decay can now be defined as multiple rounds of decay, with each round reducing the corresponding percentage of completeness. When decay reaches zero completeness, it will be converted to a specified item.
Decay can specify a text blur flag. When this flag is present and there is text on the item (which is considered a manuscript), each round of decay will replace it with a character * every total number of rounds of decay.
[Game Mode]
Added an invincible mode:
Enable in settings, in this mode
Build directly when adding construction tasks
Directly mine when adding mining tasks
Player character battles lock in health
The construction, manufacturing, and production of items for player characters are immediately completed without consuming raw materials, and the excavation of player characters is immediately completed.
[Drawing]
The unloaded area has been replaced with a new icon
Optimized texture redrawing after region explosion
[Optimization]
Limit checking grid points 100000 times per second. After resource depletion, all remaining units will not perform complete pathfinding, and experience pathfinding limits resources (up to 200 grid points can be checked). The player's right click to find the way is not within this restriction.
[Plants]
Added ginger, pepper, garlic, garlic, scallions, chives, coriander, and fennel
Added Sichuan pepper and orange trees
After eating an orange, there will be residual orange peel, which will turn into orange peel after 3 days
[Compatibility]
No longer compatible with all old archives before version 0.5.18.34.
Due to significant incompatibility, we have upgraded the version number to a larger one.
In the archive list, there will be text next to each archive with significant version differences to indicate this.