2024/2/1 weekly summary of updates
[Environmental simulation]
Added day night alternation and "lighting"
A day is divided into three periods of full light, partial light, and darkness, and the transparency of the screen changes over time.
The center of the light source is fully illuminated, and the brightness of the edges gradually decreases.
Items can define the illumination range and become lighting devices.
A new bonfire item has been added, made of 10kg wood, which can burn and illuminate for 3 days.
Added a torch item that can burn and illuminate for 1 day.
Temporarily added lighting range to streetlights, bonfires, torches, and stoves.
[Mobile Method]
Adjusted the determination of whether the character is underwater, and if the character is submerged in water, it is considered underwater.
A species can be defined as the amount of water in kilograms required to submerge it within one grid. Organisms within a water cube or with a liquid volume of up to this value are considered submerged.
Adjustment of traffic assessment, where the character has a swimming movement mode and can swim directly below a water block, making surface traffic easier.
Characters with devices that block liquid flow at the same grids will not lose their health due to suffocation.
[Interaction]
When controlling a single character, right-click on only one unit of space. If it is not a smart creature, you can mark the control character as hostile or friendly towards it.
When ammunition hits a target or falls after hitting a wall, if there is no obstruction, it will fall to the grid below.
Expand the following radius.
When towing the target, the unit being towed uses the movement method of the tractor, and the movement is determined to belong to the tractor.
The backpack items can now be bound, and the bound items will not be stored anywhere and will remain in the backpack.
Added decorative commands: switch to the next icon, set the icon with the specified index, and refresh the drawing.Used to replace the icon of items with random multiple icons, such as flooring and storage markers.
When selecting multiple people, right-click on the box with a container and there will be a command to store the items in their backpack that meet the storage configuration of this container.
[Biological simulation]
When animals grow, priority should be given to ensuring their basic body weight. When the biomass is insufficient for their basic body weight, they will not consume biomass and produce additional products.
[NPC]
Added an accessible building sign.
Add this symbol to bookshelves, televisions, stone tablets, and historical stone tablets, so that characters may visit it when they have free time.
The campfire and tombstone have also added this marker, and a valid regional planning symbol is also added. The obtained buildings will only be visited by people when they are within the planning area.
[Furniture]
Added straw beds made from straw and no manufacturing requirements
[Interface]
The recipe page will display the characters of the players who have mastered the recipe
Split the group tasks on the management page into a separate task window, where you can view the current and completed tasks.
Split the management page redemption and interstellar mall into a separate store window
[Other]
Added a logo: Eternal
Only the death of a character from a species with this symbol will leave a tombstone that can be resurrected.
Currently, only the human species has this symbol.
The species has added a default drop object dictionary, which is different from dropping by kg. As long as the unit dies, the given amount of items in the dictionary will be dropped. Added this drop to various robots.
When excavating in mid air, there will be no large amount of scattered small items piled up, and the excavated products will be added directly to the bottom without going through the falling process.
[Optimization]
After simplifying the surface wayfinding environment, a more resource efficient wayfinding method on the plain surface has been added to improve the speed of wayfinding.
Optimization of day night alternation drawing performance.
Added day night alternation and "lighting"
A day is divided into three periods of full light, partial light, and darkness, and the transparency of the screen changes over time.
The center of the light source is fully illuminated, and the brightness of the edges gradually decreases.
Items can define the illumination range and become lighting devices.
A new bonfire item has been added, made of 10kg wood, which can burn and illuminate for 3 days.
Added a torch item that can burn and illuminate for 1 day.
Temporarily added lighting range to streetlights, bonfires, torches, and stoves.
[Mobile Method]
Adjusted the determination of whether the character is underwater, and if the character is submerged in water, it is considered underwater.
A species can be defined as the amount of water in kilograms required to submerge it within one grid. Organisms within a water cube or with a liquid volume of up to this value are considered submerged.
Adjustment of traffic assessment, where the character has a swimming movement mode and can swim directly below a water block, making surface traffic easier.
Characters with devices that block liquid flow at the same grids will not lose their health due to suffocation.
[Interaction]
When controlling a single character, right-click on only one unit of space. If it is not a smart creature, you can mark the control character as hostile or friendly towards it.
When ammunition hits a target or falls after hitting a wall, if there is no obstruction, it will fall to the grid below.
Expand the following radius.
When towing the target, the unit being towed uses the movement method of the tractor, and the movement is determined to belong to the tractor.
The backpack items can now be bound, and the bound items will not be stored anywhere and will remain in the backpack.
Added decorative commands: switch to the next icon, set the icon with the specified index, and refresh the drawing.Used to replace the icon of items with random multiple icons, such as flooring and storage markers.
When selecting multiple people, right-click on the box with a container and there will be a command to store the items in their backpack that meet the storage configuration of this container.
[Biological simulation]
When animals grow, priority should be given to ensuring their basic body weight. When the biomass is insufficient for their basic body weight, they will not consume biomass and produce additional products.
[NPC]
Added an accessible building sign.
Add this symbol to bookshelves, televisions, stone tablets, and historical stone tablets, so that characters may visit it when they have free time.
The campfire and tombstone have also added this marker, and a valid regional planning symbol is also added. The obtained buildings will only be visited by people when they are within the planning area.
[Furniture]
Added straw beds made from straw and no manufacturing requirements
[Interface]
The recipe page will display the characters of the players who have mastered the recipe
Split the group tasks on the management page into a separate task window, where you can view the current and completed tasks.
Split the management page redemption and interstellar mall into a separate store window
[Other]
Added a logo: Eternal
Only the death of a character from a species with this symbol will leave a tombstone that can be resurrected.
Currently, only the human species has this symbol.
The species has added a default drop object dictionary, which is different from dropping by kg. As long as the unit dies, the given amount of items in the dictionary will be dropped. Added this drop to various robots.
When excavating in mid air, there will be no large amount of scattered small items piled up, and the excavated products will be added directly to the bottom without going through the falling process.
[Optimization]
After simplifying the surface wayfinding environment, a more resource efficient wayfinding method on the plain surface has been added to improve the speed of wayfinding.
Optimization of day night alternation drawing performance.