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weekly summary of updates

[Bottom layer]

The organizational form of units with coordinates has been adjusted, and a slightly larger version number has been added due to significant changes.




[Knowledge Management]

Added a knowledge progress flag and added it to the bookshelf. When a character exceeds the highest record of a certain knowledge in the group, an action will be added to record the highest progress of that knowledge on the item with knowledge progress flag.



[Interaction]

Right click on the task with an icon, and there will be an option to use the current character to receive this task.



Added a running state that will move at a speed of 5 times.

Switch the running/walking status of the current controlled character with the r key

Sleep automatically resets back to walking mode

If in a running state, the character name will be displayed

When switching control characters, the control history will be recorded, and shift p can be traced back along the history. This can make it more convenient to regain control of the character that was previously controlled



[NPC]

The administrator will regularly check all planned areas, and if any enemies are detected, attack commands will be automatically assigned. If there are dirty items and no containers, picking commands will be automatically assigned.




[Trap]

Trapping into a trap is separated into being trapped and unable to leave the mark, only those with the latter are unable to move until they leave the trap.

Traps can be defined as whether they can be freely detached, but they are not allowed by default.




[Material transformation]

If the item produced by the decay mechanism is air, it will not be actually added

Expanding the "decay" mechanism can define the radius at which an explosion occurs at the moment of decay, with -1 not exploding.

The "decay" mechanism can define the repair ratio, with each round of integrity restoring the corresponding value, and returning 100 if it exceeds 100. It can also be defined as whether target items/creatures are generated every round or only when it is removed at the end of decay.



[Drawing]

Added a transparency image operation that only takes the transparency component of the specified color and applies it to the canvas

Water, sewage, saltwater, etc. used as objects all have a certain degree of transparency, while filling them is opaque.

The water icon will display when there is water, even if 0.00001kg is displayed



Added an image definition operation to insert animation frames, requiring a parameter to be specified as the frame duration.

A tile definition with an insert animation frame operation will create an animation texture, and the result of the image operation before this frame operation will be used as the image frame, and the canvas will be cleared. This mechanism can be used to define frame animations.




[Other]

Iron Forest Beast, Light Bone Beast, Leather Beast Switch to Animated Tiles

Reduced the corresponding relationship between output and biomass of these three animals




[Industry]

Added fluoroapatite mineral and hydrogen fluoride.

Added formulas for producing phosphoric acid from fluoroapatite and hydrochloric acid, as well as by-products calcium chloride and hydrogen fluoride.

Added a formula for producing ammonium dihydrogen phosphate from phosphoric acid, ammonia, and water.



[Optimization]

Extracting items by default enumeration is now equally efficient as retrieving items by ID.

At the beginning, prioritize loading all dependent blocks before displaying the screen.




[Bug fix]

Fixed a bug in water flow detection, now the liquid flow is very smooth and generally does not cause any lag.