Recent Updates
v0.6.2.0
There are many incompatible changes.
Some modifications and mechanism additions that slow down the running speed (to be further improved in the next round of centralized performance optimization).
[Scriptification]
The area definition of the blueprint can add preset characters, allowing for customized design of people living in a certain house (such as hermits in a forest hut, blacksmiths in a blacksmith shop, etc.).
In the event effect mapping, it is possible to define demand tasks for characters with specified preset labels.
For example, in RPGs, it is common for players to trigger an event and then take on a new task at a previous NPC.
It will search for NPCs with this tag signature from the set tag name, and then generate demand tasks for each NPC according to the demand task definition. After this effect takes effect (such as triggering an event when a hostile NPC dies), the game can communicate with the NPC again. The NPC will inform itself of the new demand, and then the new task can be seen in the task list obtained by the player's character operation.
The requirement task can also define the events triggered when it is completed.
The impact of the event is unified into the definition of the event effect (removing redundant definition entries) for a more intuitive and readable approach.
Optimized the interaction of requirement tasks, in addition to using dialogue and the 'Get Task' page, tasks can also be understood and submitted through actions.
When right clicking on a grid point, if there are other people with demand tasks within the grid point, alternative actions such as "Inquire about demand" and "Generate a demand that has been completed" will be displayed
If the distance exceeds the distance where sound can be heard, the character will walk near the target character before speaking when performing these two actions.
[Refinement of character presets]
Character presets can define the creation callback events and resurrection callback events. The former will be triggered when creating characters from presets, while the latter will be triggered when characters are resurrected.
Character presets can define their knowledge, skills, and talents. (As for specific knowledge and skill points, they can be given from defined career experiences).
Character presets can set a non-zero preset lifespan to exceed the normal lifespan limit of the species.
The character preset can define the followers of the character. When creating a character from this preset, these followers will also be created and follow him.
It is possible to create followers by defining the preset form of characters in detail, or by specifying species and quantity. (such as triggering the creation of a preset general from an event, and subsequently creating his army)
[Urban decoration]
Added flowerpot items with plants: sugarcane flowerpot, tulip flowerpot, tricolor violet flowerpot, sunflower flowerpot, silver lotus flowerpot, hyacinth flowerpot
Modder can refer to the tile configuration of these flower pots and synthesize flower pots with flowers from the flower tiles.
New flowering plants added: morning glory, violet, lily of the valley, chamomile, marigold, geranium, rose, nocturne, hydrangea, lily. And their corresponding flower pots
[breed]
The default scenario's built-in creatures have added 3 chickens.
Chickens and ducks in the appropriate growth stage will lay an egg to their current position every day (you can roughly determine when the egg will be laid by the next growth status change time in the unit detail page text).
The formula has added an automatically generated character flag, which takes effect when it exists together with the automatic formula flag, converting the automatically generated target object into action units.
(Modder can use this flag to set more conventional buildings for producing action units)
Added automatic recipe for hatching chickens and ducks, both with this flag, consuming eggs/duck eggs to hatch chicken/duck units after 21/28 days.
Added a building constant temperature incubator with hatching formulas for chicken and duck.
Newly added building rapid incubator, capable of incubating eggs and duck eggs at 10 times the speed
[Default scenario adjustment]
Removed the acquisition method for 'Step into the Planet' and changed it to 'Step into the Planet: Part One'
A light mist has been added to the ancient book ruins to increase the difficulty of obtaining this book. (Of course, you can also lead it away)
Removed the light traps near the opening house, increasing the difficulty of the opening battle.
Added pre-set NPC iron ore merchants and gold ore merchants, who will release tasks to exchange bio oil for gold ore and iron ore.
[Battle Adjustment]
The long-range attack method of oil worms has been changed to creating projectiles, all of which are smaller volume projectiles
[Animal behavior]
When animals move into water, they record the point of entry as the water source. When animals are thirsty, they try to go to the nearby water source they remember to drink water from
1kg of water can be automatically consumed near the water source, but it is ignored because the general water quality is above 1 ton
After hunting, animals will remember the location of their prey's death as a food point. When animals are hungry, they will try to go to the remembered food point to see if there is any food residue
When animals are unable to find their way to a food/water source, or when they find that there is no food residue left at a food point, they will remove the corresponding memory
The behavior of drinking near water sources has been added, and when right clicking on the grid point adjacent to the water block, the corresponding candidate action will be added, so currently water towers are not necessary
Removing the private cognitive symbol, animals also have a perception of private property because they need to build nests, and this symbol is temporarily meaningless
Animals have a low probability of randomly finding a place to build their nests, but a high probability of building their nests at water and food sources
[Biological simulation]
Animals can define their maximum body weight (kg) to avoid exceeding species limits
[UI optimization]
A specific drawing displaying the building has been added. Click on the drawing to select the recipe and enter the installation status panel, which can be triggered through the character status page. (More common forms of interaction in construction games)
Fine tuning of text input box style
Message box style adjustment
Adjusted the interface layout to avoid the interface obstructing the combat field of view, as well as avoiding pop-up windows blocking character status and backpacks.
[information feedback]
Added records of the cause of death for the characters. After the death of a person, the cause of death will be recorded on the tombstone, and the recorder will also record it on the historical monument of the group.
The item details and person details will display the ways in which they can move (such as walking, climbing, swimming, flying, etc.).
Stacking items will additionally display their total mass, making it easier to determine the size of small items (especially seeds).
Added a description of the dropped item in the item details.
[Optimization of mini map interface]
Support left clicking and dragging to move the camera range of the small map, so the button to move half a camera to the east/south/west/north has been removed
For the sake of simplicity and aesthetics in the interface, and considering that the mini map supports right-click interaction, both heading and teleportation can be achieved by right clicking on points within the mini map. Therefore, the 【 Go 】 and 【 teleportation 】 buttons on the mini map have been removed
Other minor adjustments
[Interaction experience adjustment]
A shortcut item bar has been added. Holding down Ctrl and clicking on items in the backpack will add them to the empty space in the shortcut item bar. Holding down Ctrl and clicking on the empty space in the shortcut item bar will clear the slot. Clicking on the slot will hold the items inside. When holding an item, left clicking on any location on the map will use the item for interaction. (Common interaction methods in sandbox games)
The backpack page of the character details page can be configured to automatically pick up items and give up ownership to discard items (Convenient for retrieving arrows, quick cleaning of backpacks, etc.)
When right clicking on a grid, add an alternative action to pick up the first item that can be picked up (this function is more frequently used for grids that do not have many items).
[Battle experience adjustment]
There is a certain probability of encountering monsters when loading the area now, and the 1080 * 1080 block has a fixed danger level.
Each danger level corresponds to a different type and quantity pool of monsters, that is, the danger level of a large block affects the number and types of monsters to be brushed.
When the player controls the character to cross the boundary of adjacent large blocks, if the danger levels of the two large blocks are not consistent, a pop-up prompt will appear to avoid falling into a dangerous pile of monsters.
When selecting a group of people and right clicking to move, if a character is in a sleep state but their stamina bar reaches more than half of its full value, it will wake them up.
Units that are enclosed in walls or solid blocks due to various reasons, if they automatically sleep, will immediately sleep.
v0.6.1.3
It will be included in the item details as knowledge and skills exempted from formula by the building, or as knowledge and skills inherent to the species.
v0.6.1.2
Adjusted the placement of some decorative buildings to align only along grid points for the convenience of blueprint decoration.
A new initial town blueprint has been added as a flatter village, with each household having a separate room.
A new explosion-proof sign has been added, and the grid with this sign will not cause monsters to explode when encountering explosives. A new explosion-proof box building has been added with this sign.
The default opening comes with an explosion-proof box to reduce the difficulty of the opening.
v0.6.1.1
When editing blueprints, just like when adding construction tasks, follow the mouse to display the transparent tiles of items and buildings
The area rules in the blueprint can also define the number and probability of households generated, and according to the design purpose of the area, it will automatically belong to the corresponding households generated.
(Players can directly edit a small town, then place an area rule for each house and set the number of households to 1, thus obtaining a small town with residents during initial placement.)
There are many incompatible changes.
Some modifications and mechanism additions that slow down the running speed (to be further improved in the next round of centralized performance optimization).
[Scriptification]
The area definition of the blueprint can add preset characters, allowing for customized design of people living in a certain house (such as hermits in a forest hut, blacksmiths in a blacksmith shop, etc.).
In the event effect mapping, it is possible to define demand tasks for characters with specified preset labels.
For example, in RPGs, it is common for players to trigger an event and then take on a new task at a previous NPC.
It will search for NPCs with this tag signature from the set tag name, and then generate demand tasks for each NPC according to the demand task definition. After this effect takes effect (such as triggering an event when a hostile NPC dies), the game can communicate with the NPC again. The NPC will inform itself of the new demand, and then the new task can be seen in the task list obtained by the player's character operation.
The requirement task can also define the events triggered when it is completed.
The impact of the event is unified into the definition of the event effect (removing redundant definition entries) for a more intuitive and readable approach.
Optimized the interaction of requirement tasks, in addition to using dialogue and the 'Get Task' page, tasks can also be understood and submitted through actions.
When right clicking on a grid point, if there are other people with demand tasks within the grid point, alternative actions such as "Inquire about demand" and "Generate a demand that has been completed" will be displayed
If the distance exceeds the distance where sound can be heard, the character will walk near the target character before speaking when performing these two actions.
[Refinement of character presets]
Character presets can define the creation callback events and resurrection callback events. The former will be triggered when creating characters from presets, while the latter will be triggered when characters are resurrected.
Character presets can define their knowledge, skills, and talents. (As for specific knowledge and skill points, they can be given from defined career experiences).
Character presets can set a non-zero preset lifespan to exceed the normal lifespan limit of the species.
The character preset can define the followers of the character. When creating a character from this preset, these followers will also be created and follow him.
It is possible to create followers by defining the preset form of characters in detail, or by specifying species and quantity. (such as triggering the creation of a preset general from an event, and subsequently creating his army)
[Urban decoration]
Added flowerpot items with plants: sugarcane flowerpot, tulip flowerpot, tricolor violet flowerpot, sunflower flowerpot, silver lotus flowerpot, hyacinth flowerpot
Modder can refer to the tile configuration of these flower pots and synthesize flower pots with flowers from the flower tiles.
New flowering plants added: morning glory, violet, lily of the valley, chamomile, marigold, geranium, rose, nocturne, hydrangea, lily. And their corresponding flower pots
[breed]
The default scenario's built-in creatures have added 3 chickens.
Chickens and ducks in the appropriate growth stage will lay an egg to their current position every day (you can roughly determine when the egg will be laid by the next growth status change time in the unit detail page text).
The formula has added an automatically generated character flag, which takes effect when it exists together with the automatic formula flag, converting the automatically generated target object into action units.
(Modder can use this flag to set more conventional buildings for producing action units)
Added automatic recipe for hatching chickens and ducks, both with this flag, consuming eggs/duck eggs to hatch chicken/duck units after 21/28 days.
Added a building constant temperature incubator with hatching formulas for chicken and duck.
Newly added building rapid incubator, capable of incubating eggs and duck eggs at 10 times the speed
[Default scenario adjustment]
Removed the acquisition method for 'Step into the Planet' and changed it to 'Step into the Planet: Part One'
A light mist has been added to the ancient book ruins to increase the difficulty of obtaining this book. (Of course, you can also lead it away)
Removed the light traps near the opening house, increasing the difficulty of the opening battle.
Added pre-set NPC iron ore merchants and gold ore merchants, who will release tasks to exchange bio oil for gold ore and iron ore.
[Battle Adjustment]
The long-range attack method of oil worms has been changed to creating projectiles, all of which are smaller volume projectiles
[Animal behavior]
When animals move into water, they record the point of entry as the water source. When animals are thirsty, they try to go to the nearby water source they remember to drink water from
1kg of water can be automatically consumed near the water source, but it is ignored because the general water quality is above 1 ton
After hunting, animals will remember the location of their prey's death as a food point. When animals are hungry, they will try to go to the remembered food point to see if there is any food residue
When animals are unable to find their way to a food/water source, or when they find that there is no food residue left at a food point, they will remove the corresponding memory
The behavior of drinking near water sources has been added, and when right clicking on the grid point adjacent to the water block, the corresponding candidate action will be added, so currently water towers are not necessary
Removing the private cognitive symbol, animals also have a perception of private property because they need to build nests, and this symbol is temporarily meaningless
Animals have a low probability of randomly finding a place to build their nests, but a high probability of building their nests at water and food sources
[Biological simulation]
Animals can define their maximum body weight (kg) to avoid exceeding species limits
[UI optimization]
A specific drawing displaying the building has been added. Click on the drawing to select the recipe and enter the installation status panel, which can be triggered through the character status page. (More common forms of interaction in construction games)
Fine tuning of text input box style
Message box style adjustment
Adjusted the interface layout to avoid the interface obstructing the combat field of view, as well as avoiding pop-up windows blocking character status and backpacks.
[information feedback]
Added records of the cause of death for the characters. After the death of a person, the cause of death will be recorded on the tombstone, and the recorder will also record it on the historical monument of the group.
The item details and person details will display the ways in which they can move (such as walking, climbing, swimming, flying, etc.).
Stacking items will additionally display their total mass, making it easier to determine the size of small items (especially seeds).
Added a description of the dropped item in the item details.
[Optimization of mini map interface]
Support left clicking and dragging to move the camera range of the small map, so the button to move half a camera to the east/south/west/north has been removed
For the sake of simplicity and aesthetics in the interface, and considering that the mini map supports right-click interaction, both heading and teleportation can be achieved by right clicking on points within the mini map. Therefore, the 【 Go 】 and 【 teleportation 】 buttons on the mini map have been removed
Other minor adjustments
[Interaction experience adjustment]
A shortcut item bar has been added. Holding down Ctrl and clicking on items in the backpack will add them to the empty space in the shortcut item bar. Holding down Ctrl and clicking on the empty space in the shortcut item bar will clear the slot. Clicking on the slot will hold the items inside. When holding an item, left clicking on any location on the map will use the item for interaction. (Common interaction methods in sandbox games)
The backpack page of the character details page can be configured to automatically pick up items and give up ownership to discard items (Convenient for retrieving arrows, quick cleaning of backpacks, etc.)
When right clicking on a grid, add an alternative action to pick up the first item that can be picked up (this function is more frequently used for grids that do not have many items).
[Battle experience adjustment]
There is a certain probability of encountering monsters when loading the area now, and the 1080 * 1080 block has a fixed danger level.
Each danger level corresponds to a different type and quantity pool of monsters, that is, the danger level of a large block affects the number and types of monsters to be brushed.
When the player controls the character to cross the boundary of adjacent large blocks, if the danger levels of the two large blocks are not consistent, a pop-up prompt will appear to avoid falling into a dangerous pile of monsters.
When selecting a group of people and right clicking to move, if a character is in a sleep state but their stamina bar reaches more than half of its full value, it will wake them up.
Units that are enclosed in walls or solid blocks due to various reasons, if they automatically sleep, will immediately sleep.
v0.6.1.3
It will be included in the item details as knowledge and skills exempted from formula by the building, or as knowledge and skills inherent to the species.
v0.6.1.2
Adjusted the placement of some decorative buildings to align only along grid points for the convenience of blueprint decoration.
A new initial town blueprint has been added as a flatter village, with each household having a separate room.
A new explosion-proof sign has been added, and the grid with this sign will not cause monsters to explode when encountering explosives. A new explosion-proof box building has been added with this sign.
The default opening comes with an explosion-proof box to reduce the difficulty of the opening.
v0.6.1.1
When editing blueprints, just like when adding construction tasks, follow the mouse to display the transparent tiles of items and buildings
The area rules in the blueprint can also define the number and probability of households generated, and according to the design purpose of the area, it will automatically belong to the corresponding households generated.
(Players can directly edit a small town, then place an area rule for each house and set the number of households to 1, thus obtaining a small town with residents during initial placement.)