updates in this week
[Sound Effects]
When the player's character moves, there will be footsteps, and when entering a grid with a door, there will be a sound of opening the door
Added sound effects for putting items into backpacks, equipping items, chopping trees, and player melee attacks
[Scriptization]
The opening definition can set up some preset blueprint groups, where blueprints in the same group are positioned relative to the same automatically confirmed height benchmark. The blueprint added here will not be loaded immediately (so villages that generate characters should be added within the preset blueprint placement, not here), and a slightly larger blueprint can be placed.
[Ancient History]
The blueprint item definition can be marked with a random string. If it has this mark, it will be placed with its own manuscript, and the content of the manuscript will be randomly selected from the history of the planet.
Added a stone monument relic definition, where a stone monument with a random string marker is placed on top of a pile of stones, which will be widely scattered throughout the planet.
When selecting random text for a stone tablet, there is a 50% chance of selecting the text for this block instead of the planet.
There is a certain probability that there will be text on the stone tablet indicating that a certain ore has been excavated locally. The ore here will be the actual mineral deposit in the area, and the coordinates of the mineral deposit points will be provided. There is a certain probability that a text containing the discovery of certain knowledge will be recorded on the stone tablet, and 100 points of this knowledge will be recorded on it.
The historical text of this block includes the time when the underground city was built, the time when the storage tower was built, and their specific locations.
A blueprint item pool has been added, specifically designed for extracting and placing blocks during creation, specifying the year of creation, and placing text with its location information in the block history. To facilitate finding them from the stone tablet.
A blueprint can be defined as a list of strings used as a blueprint for historical events.
When setting up the blueprint in the opening definition, you can indicate whether to add its corresponding historical text to the large block of placement, or you can choose to overwrite the corresponding placement time.
Added a meteorite item pool to the meteorite relic blueprint.
Five new blueprints for reclusive relics have been added, and all six blueprints have been placed in the historical blueprint pool. They all have some text describing meteor or celestial events. As a result, these blueprints will be randomly selected and placed, and their event texts will be placed in the regional history. When extracting text from a stone tablet, the text of these already placed blueprints will be extracted, and the location of the blueprints will be recorded on the stone tablet.
In the end, players can search for clues and necessary items by interpreting the information on ancient stone tablets that "a certain year, a certain event that implied the location of ancient relics occurred in a certain place".
[Group History]
Studying basic physics, basic biology, writers, and screenwriting experiences will all lead to the acquisition of reading comprehension skills.
Add a new type of public office: a recorder. The recommended reference characters have reading comprehension skills.
Add a new behavior restriction: automatic recording of history
People with automatic history recording behavior will automatically record newly occurring time texts on items marked with historical records
Added an item history stone tablet with a history marker, which can be built with 100 stones.
The history of the group has added records of birth, death, marriage, and holding public office
Both the village and the player's opening house come with a historical monument
[Change dressing up]
Items can define a list of decorative tiles (taking the front icons of each style of tile). So when it equips and unloads equipment, it will trigger character component drawing updates, and when drawing characters, it will bring all sides of the equipment items to draw. In the definition of tiles, it is possible to define whether each side should be placed upwards or downwards. By default, it should be placed on the top.
The icon can be used to define which decorative tiles it serves as, facilitating automatic association when generating color difference scripts.
Items often have decorative tiles, and the tile icon index is usually taken as the decorative tile index. Unless the number of tiles on the item does not match the number of decorative tiles, a random decorative tile index will be created and maintained.
Added decorative tiles for swords, gourds, and bows and arrows.
Added items such as pants, skirts, shoes, headphones, and scarves. Clothes, pants, skirts, and shoe tiles drawn from existing character components were used as decorative tiles for these items.
Removed the decorative layers randomly selected for character decoration, making these decorations correspond to the actual objects, and no longer distinguishing characters based on accessories.
[Terrain]
The terrain has been modified, making it relatively natural.
The given terrain benchmark height range is no longer strict and will be affected by interference from surrounding blocks beyond its range
Because the old terrain seeds are no longer effective, a larger version number will be added.
[Character Resurrection]
Added a holographic reshaper for 500 point redemption. After the death of the character, it will be stored in the tombstone. Right click on the tombstone, and if there are enough holographic reshapers available, they can be used to resurrect the person.
[Other]
Both humans and sleepers can initially be in a dormant state, and the character is awakened upon passing by.
A fast moving and heavy carrying robot has been added, as well as a fast moving and fast digging robot.
[Management]
Behavior management can set restrictions on all species other than the specified species. Convenient to set preferences based on species characteristics.
[Interaction]
When dragging with the right button, the box selection area is also displayed, and the right-click window only appears when the right button is released.
The character details and item details window has been changed to a permanent and manually closed window.
When the right-click mini map is loaded, it will be redrawn after 0.07 seconds
When the character goes up and down stairs, an arrow icon will appear on their head.
When listening to classes and gaining skills and knowledge, as well as when the mood increases while watching others perform works, characters will have smiling faces on their heads.
When a character tries to move towards an impassable area, an exclamation mark icon will appear.
When a character proposes, there may be icons of love and rejection depending on the situation
When the player's character moves, there will be footsteps, and when entering a grid with a door, there will be a sound of opening the door
Added sound effects for putting items into backpacks, equipping items, chopping trees, and player melee attacks
[Scriptization]
The opening definition can set up some preset blueprint groups, where blueprints in the same group are positioned relative to the same automatically confirmed height benchmark. The blueprint added here will not be loaded immediately (so villages that generate characters should be added within the preset blueprint placement, not here), and a slightly larger blueprint can be placed.
[Ancient History]
The blueprint item definition can be marked with a random string. If it has this mark, it will be placed with its own manuscript, and the content of the manuscript will be randomly selected from the history of the planet.
Added a stone monument relic definition, where a stone monument with a random string marker is placed on top of a pile of stones, which will be widely scattered throughout the planet.
When selecting random text for a stone tablet, there is a 50% chance of selecting the text for this block instead of the planet.
There is a certain probability that there will be text on the stone tablet indicating that a certain ore has been excavated locally. The ore here will be the actual mineral deposit in the area, and the coordinates of the mineral deposit points will be provided. There is a certain probability that a text containing the discovery of certain knowledge will be recorded on the stone tablet, and 100 points of this knowledge will be recorded on it.
The historical text of this block includes the time when the underground city was built, the time when the storage tower was built, and their specific locations.
A blueprint item pool has been added, specifically designed for extracting and placing blocks during creation, specifying the year of creation, and placing text with its location information in the block history. To facilitate finding them from the stone tablet.
A blueprint can be defined as a list of strings used as a blueprint for historical events.
When setting up the blueprint in the opening definition, you can indicate whether to add its corresponding historical text to the large block of placement, or you can choose to overwrite the corresponding placement time.
Added a meteorite item pool to the meteorite relic blueprint.
Five new blueprints for reclusive relics have been added, and all six blueprints have been placed in the historical blueprint pool. They all have some text describing meteor or celestial events. As a result, these blueprints will be randomly selected and placed, and their event texts will be placed in the regional history. When extracting text from a stone tablet, the text of these already placed blueprints will be extracted, and the location of the blueprints will be recorded on the stone tablet.
In the end, players can search for clues and necessary items by interpreting the information on ancient stone tablets that "a certain year, a certain event that implied the location of ancient relics occurred in a certain place".
[Group History]
Studying basic physics, basic biology, writers, and screenwriting experiences will all lead to the acquisition of reading comprehension skills.
Add a new type of public office: a recorder. The recommended reference characters have reading comprehension skills.
Add a new behavior restriction: automatic recording of history
People with automatic history recording behavior will automatically record newly occurring time texts on items marked with historical records
Added an item history stone tablet with a history marker, which can be built with 100 stones.
The history of the group has added records of birth, death, marriage, and holding public office
Both the village and the player's opening house come with a historical monument
[Change dressing up]
Items can define a list of decorative tiles (taking the front icons of each style of tile). So when it equips and unloads equipment, it will trigger character component drawing updates, and when drawing characters, it will bring all sides of the equipment items to draw. In the definition of tiles, it is possible to define whether each side should be placed upwards or downwards. By default, it should be placed on the top.
The icon can be used to define which decorative tiles it serves as, facilitating automatic association when generating color difference scripts.
Items often have decorative tiles, and the tile icon index is usually taken as the decorative tile index. Unless the number of tiles on the item does not match the number of decorative tiles, a random decorative tile index will be created and maintained.
Added decorative tiles for swords, gourds, and bows and arrows.
Added items such as pants, skirts, shoes, headphones, and scarves. Clothes, pants, skirts, and shoe tiles drawn from existing character components were used as decorative tiles for these items.
Removed the decorative layers randomly selected for character decoration, making these decorations correspond to the actual objects, and no longer distinguishing characters based on accessories.
[Terrain]
The terrain has been modified, making it relatively natural.
The given terrain benchmark height range is no longer strict and will be affected by interference from surrounding blocks beyond its range
Because the old terrain seeds are no longer effective, a larger version number will be added.
[Character Resurrection]
Added a holographic reshaper for 500 point redemption. After the death of the character, it will be stored in the tombstone. Right click on the tombstone, and if there are enough holographic reshapers available, they can be used to resurrect the person.
[Other]
Both humans and sleepers can initially be in a dormant state, and the character is awakened upon passing by.
A fast moving and heavy carrying robot has been added, as well as a fast moving and fast digging robot.
[Management]
Behavior management can set restrictions on all species other than the specified species. Convenient to set preferences based on species characteristics.
[Interaction]
When dragging with the right button, the box selection area is also displayed, and the right-click window only appears when the right button is released.
The character details and item details window has been changed to a permanent and manually closed window.
When the right-click mini map is loaded, it will be redrawn after 0.07 seconds
When the character goes up and down stairs, an arrow icon will appear on their head.
When listening to classes and gaining skills and knowledge, as well as when the mood increases while watching others perform works, characters will have smiling faces on their heads.
When a character tries to move towards an impassable area, an exclamation mark icon will appear.
When a character proposes, there may be icons of love and rejection depending on the situation