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LAN online support and recent updates

[Compatibility]
Due to support for online and some radical optimizations, some incompatible large-scale changes have been added.
Upgrade version number to v0.6.0.1

[Online]
Supports running multiple games simultaneously on this machine.
Supported experimental LAN connectivity (further development is required to improve the support).
The server can set the listening port number in the settings and start the service after the game is opened.
The client can join the game on the start interface, enter the server's IP and port number, set a username and password to connect.
In a game, there will be a limit on the number of times an IP can register with the server and the number of incorrect password attempts. If there are more than three attempts within a day, the server may automatically block it.
Access takes a certain amount of time, and once you can see the character, you can switch levels with the Q or E keys to refresh the screen.
Added data compression, sharding, and sharding retransmission mechanisms to the online system.
Merge a large number of requests.
Adjusted some drawing logic.
Automatically count the average latency and adjust the rendering frame rate on time.
When a new user connects, create three controllable human units for them.
The statistics interface has added two options: declare war and sum. This is only applicable to groups of other players and cannot declare war on neutral NPC groups or sum up opposing NPC groups.
After declaring war, both groups will immediately become hostile. And seeking peace will only restore a friendly state after both parties seek peace.

[Performance optimization]
Significantly increased the speed of fast forward.
Several system configuration items have been added, including not recording runtime and not loading and unloading blocks during fast forwarding.
Adjusting them can make fast forward faster.
Optimize the performance of character actions and some internal mechanisms.
Outside the camera range, no longer display all characters, only important ones are displayed.
When the lens is reduced to a very small size, only important people are ignored in the floor display.

[Decoupling]
Remove game targets and merge them into the script in the form of a task chain.
Removed code coupling for preset groups such as Human Rebel Creatures, Giant Worms, and Chaotic Empires.
Abandoned the default hostile markers of organisms, it is possible to specify their specific group to become hostile, in order to reduce code coupling with the group.
The default hostile flag of the abandoned blueprint item rule should be replaced by specifying the default group of the blueprint.

[Blueprint]
The blueprint editing interface has added a small tool for generating random caves, The modder can adjust parameters to generate the desired cave.
Added some maze rooms generated using tools.
The better generation parameters for maze rooms of different sizes (3,27,27) are density 0.4, number of steps 1, and number of neighbors 4.
Most maze blocks now have maze rooms that are 27 * 27 in size A small amount will be 18 * 18 in size and 9 * 9 in size.
You can use this tool to create larger mazes, where the larger the maze, the more natural the terrain of the room.
Added 20 generated 117 * 117 dungeon blueprints, with one placed in each block
You can specify a prefix and starting ID on the debugging page to generate a batch of blueprints in bulk,
It will directly generate the corresponding JSON file in the execution directory, which can be directly dragged and dropped as a mod to the data_core directory.
We will also collect the names of these blueprints into a txt file for Modder to easily place them in the blueprint pool configuration.
Blueprint rule merge performance slightly optimized
When placing items in the blueprint, the number of items placed will be multiplied by the value assigned by the item pool.
Added some surface relics


[Biological simulation]
The expected lifespan will be displayed in the character details.
The characters are divided into three stages: infancy, underage, adulthood, and using different sleep patterns.
Species can define baseline lifespan and additional lifespan
When creating a creature, the preset lifespan is equal to the baseline lifespan plus rnd (0, extra lifespan)
After reaching the preset lifespan, there is a continuous probability of natural death.
When a character is resurrected, if their age has exceeded their expected lifespan, their expected lifespan will be automatically extended.
When the number of group units exceeds 50, organisms will not spontaneously tiller
Adjusted the germination rate and number of results of oil insect spores
A new sign for sowing after eating has been added, and organisms with this sign will sow an oil worm spore when their food intake exceeds 1g.
A new symbol has been added, indicating that herbivorous organisms with this symbol will damage plants when eating.
Collectors and nest oil worms have signs of sowing and nibbling after feeding, consuming existing vegetation and sowing oil worm spores into it, making the environment more dangerous.
Added oil insect spore inhibition coating, which can prevent spore seeding and also prevent oil insect plants from producing oil insects.
Fireproof coatings and oil insect spore suppression coatings can be exchanged for points


[Eating and Metabolism]
Increased water intake and satiety when consuming plants
Species can define an excreta table, which is used as the default excreta conversion when food does not have a conversion table.
The conversion table of food can include universal excreta, which will automatically convert into the excreta table of species.
When the character eats, a portion of the food is converted into gastrointestinal substances, while another portion is converted into the character's biomass to increase weight.
Food is converted into 65% sewage and 25% excreta by default.
When a character excretes, they only excrete items from their digestive system. If their digestive system is empty, the character will not excrete.

[Reaction]
When the combustion product is air, it will not actually create air objects.

[Script]
A task can define an upper limit on the number of biological species it wants to generate, and it will not continue to generate when the number of existing individuals reaches this limit.
The covert task has set a maximum limit of 3 for the number of oil bugs in the nest, to avoid the presence of too many wandering oil bugs in the world.
The preset characters can now define preset equipment
The player's animal at the beginning of the game automatically equips an artificial trap pass
Added automatic resurrection flag, characters with this flag will be automatically resurrected when they die
Character presets can define certain symbols, and characters created from presets will automatically carry these symbols. (Can create key NPC characters that automatically resurrect in the script)

[Hunting and Fighting]
Units in the same group won't hunt each other anymore.
When a character follows others, they will not pursue enemy units beyond a certain distance, and their main goal is to follow.

[Interaction]
The character defaults to automatic climbing, and when the character's horizontal movement is blocked and can move up and down, it automatically moves up and down. Prioritize climbing upwards,
When unable to climb upwards, attempts will be made to climb downwards.
It is possible to prohibit automatic climbing of characters in behavior management, which is only a change in player feedback and will not affect the character's self movement.


[Other]
The default favorability of family members is 80

Summary of Recent Updates


[UI]
The camera's movement speed has been reduced to half of its original speed.
Change the command text for "attack marker" to "priority focus marker".
Refresh the action list immediately when switching display for shortcut actions.
When there is no control unit, dragging with the left mouse button can move the map.
When clicking on the map, no boxes are displayed, only in partial box selection situations.
Click on the newly pop-up window to display it in the upper layer.
Adjusted the layout of the building recipe list.
The construction task does not display the hammer icon, but instead displays the transparent icon of the specific building.
When there is no control over a single character, a right-click option has been added to view the upper and lower levels.
The alternative items for map editing can be blurred and filtered without having to provide their full names
The character background page allows you to view the next excretion time and secretion time of the character.
The species details will display their feeding habits and what feeding categories they can be classified into.



[Battle]
The attack method can define the items consumed for implementing the attack, and if not specified, the designated projectile items will be consumed.
The projectile can now be set with a tracking feature, automatically attacking the nearest monster within 10 squares.
Added automatic tracking arrows, using a guided bow for tracking arrows to shoot multiple guided bows with 5 tracking arrows at once
For the sake of appearance, the tracked projectile will be delayed by several frames before starting guidance
Adjusted attack animation, melee attacks will gradually enlarge and transparent attack icons
The tracked projectile will reselect the target after its death to avoid wastage.
The logic has been adjusted, and the combat skills corresponding to the attack method do not need to be learned. When using attack methods, their corresponding skills are automatically learned.
The skill experience increased by three times compared to the original attack method.
When training skills through attack methods, if the skill points are less than 1, the experience is only 30% of what it deserves. (Thus, obtaining points 1 directly with prior knowledge will have an advantage.).
The long-range attack methods of the 8 alien monsters also correspond to skills, so the monsters will continue to become stronger as they fight.
The attack initiated by the player's manual click will also trigger the training of the corresponding skill for the attack method.

[Monster]
Yiteng will drop grass and grass ropes (vines can be used directly as ropes).
Light mist will drop light mist dust.
No knowledge is required to use an iron made mist gun, which consumes 0.001kg of mist dust each time to carry out attacks.
The ground cage grass will drop its acid resistant skin. 5 pieces of acid resistant skin can be used to make a ground cage grass acid resistant suit, which requires human common knowledge and can provide 4 chemical corrosion protection.
The floating mushroom will drop micro bioenergy cores, which can activate and generate 5 electricity.
A spinning bird drops a metastable vortex
The water tank bug weighs 1 ton and drops 10kg of its shell and 1 ordinary bioenergy core. Normal bioenergy cores can be activated to obtain 500 electricity
Magma Worm Drops a Magma Worm Fusion Core
Gem Worm drops 1 Gem Worm Laser Emitter. The Gem Worm laser emitter can be used to manufacture spacecraft attack components.
1 metastable vortex, 3 magma insect fusion vortices, 200kg water tank insect shell, 10kg light mist dust, can be used to create an insect ship, without prior knowledge, but with a small load capacity, attacks, defenses, and armor are extremely weak, only barely able to navigate through space.
Added built-in defense for ground cage grass and water tank insects.
Dilongcao has a defense of 8 chemical corrosion dimensions.
Most damage dimensions of the water tank bug have a defense value of 10, with high health and defense.
The nest oil worm will increase its tillering count by one each time, and only when its weight exceeds this count will it continue to tiller. This count will be reset when consuming biomass to regenerate. The daily growth of photosynthetic biomass in the nest body of oil worms has increased to 20g, while the daily growth of photosynthetic biomass in collector type oil worms has increased to 10g.
When the player operates the nest body oil worm and has sufficient biomass, there will be alternative tillering actions, and the type of production in each generated alternative action is a randomly selected item.

[Management]
Task mechanism upgrade
When removing a regional task, it will also cancel the actions generated by the character from the task.
The priority of defense tasks is raised to the highest level to avoid guards being too busy with production work and neglecting defense
The management page can assign various command tasks to designated characters (currently not supporting character targeted tasks such as recruitment)
New skill management page added in group management
Add reclamation tasks to the water surface and remove them directly


[Script]
A new "Wilderness Survival" opening has been added, with more guidance tasks and a more difficult start.
At the beginning of the Lone Star Sentry Tower, in addition to being gradually devoured, there will also be increasingly strong attacks every day.
Added an oil insect work signal pheromone item that can be refined using bio petroleum. The consumables for various covert tasks have been changed to it.

[Script mechanism]
When generating monsters due to mission failure, they tend to throw them up the top rather than directly into the building
Monsters can be generated based on accumulated points (more conventional monster attacks that gradually increase difficulty), and the specific definition steps are as follows:
1. In the background definition, cumulative delay events can be defined with four additional parameters compared to regular delay time: character points increased each time triggered, wealth points increased each time triggered, initial character points, and initial wealth points
If the cumulative delay event is triggered regularly, it will assign character points and wealth points to the task triggered by the event each time it is triggered, and then accumulate the points that need to be increased. (As a result, the next trigger will have more points and stronger characters)
3. Tasks can define a pool of failed point species extraction.
When the task fails, it will consume the given character points and wealth points to extract species from the species pool and generate monsters.
Added string pool, which can be defined in the configuration and referenced elsewhere, to extract strings from it according to a given probability.
Added string pooling event: periodically extracts event names from the specified string pool and triggers events corresponding to the names.
A periodic event can define a time random ratio that delays the next triggering time, and the duration of the delay is determined by this ratio.

[Building]
A plastic lawn building has been added, which uses the lawn icon (can be switched).
Build skills up to 5 times faster
Added exchangeable quick building potions, increasing construction speed by 100 times within 24 hours after taking them

[Interaction]
Added an action to request a specified waiting time, where the target character will stay in place until the end of the time, or the character requests him to cancel the wait.
When building and manufacturing characters, there is no need to reach the grid where the material is located, and only adjacent items can be picked up

[Behavior]
When a creature is attacked by a projectile, it will randomly move nearby to avoid it.

[Biological simulation]
Food can be defined as its digestion and transformation. When organisms eat it, they convert it into corresponding substances and store them in the gastrointestinal tract. When excreted, they are also excreted, such as
If there are seeds, they will be automatically added to the plant community of the grid point.
When animals feed on plant communities, they no longer eat the seeds inside, and fruits inside the plant communitiescan only be eaten by organisms with fruit eating habits.
Biological feeding on fruits within plant communities not only obtains the satiety value provided by fruit items, but also the biomass accumulated by the growth of fruit items within the plant community.
When collecting and harvesting seeds and fruits within a plant community, the current degree of decay is calculated based on their falling time, and those that have completely decayed cannot be collected. Items of the same kind that have not yet completely decayed are automatically stacked, and their highest degree of decay is taken as the final progress of decay.
When displaying the maximum number of plants that can be planted, round up.
Limit the low nutrient limit in the opening area to reduce trees.
When the nutritional upper limit of the grid point is not fully occupied, if the nutritional demand of the plant after germination is higher than the balance, there is still a small probability of germination, and the probability is (nutritional value balance/plant nutritional demand * 0.1).
Reduced the germination rate of many tree seeds.


[Other]
The grass rope, the grass material is all combustible
Picking up all items in a space with monsters may wake it up
Flour and bran are set as food raw materials and not as direct food.
Meat is set as a food ingredient and not as direct food.
Digging for water won't add its ownership anymore
Adjusted the flame temperature so that charcoal can also be used as fuel for some ironware formulas
Enhance the lighting range of the campfire. The light source details text displays its illumination range and duration.
Extra reduction of cleaning strips when demolishing buildings


[Summoning]
Activatable items can define the creatures summoned upon activation, as well as the default groups to which these creatures belong.


[Bug fix]
Fixed a focus bug
Fixed a copywriting error in the task time limit when receiving a new mainline task

About Future Updates

Low frequency updates and possible periodic downtime
During this process, players who feel that the waiting time is relatively long can add our account, and we will provide a refund in the form of a gift card at the purchase price as a gift.
Of course, players who are curious about how to play are always welcome to consult us for game details.

2024/3/21 summary of updates in this week

[Battle]

The logical judgment for creating mobile bullets is changed to: the attack method has the creation bullet flag, and the attack method has specified ammunition items inside.

When a projectile collides with a building grid, it can be defined as an item it will remove. Using this definition, when the maze key collides with a grid with a maze door, it will be removed.

When the bullet eliminates the building, it will also disappear.

A projectile can define the level of mining damage. When it hits a solid grid, it will partially destroy the solid grid with a mining difficulty lower than this value until it is completely destroyed.

The bullet attribute can define the proportion of damage to the filling grid, with a default of 0.1. (i.e. 10 attacks destroying one grid of terrain)

Ammunition can now define the number and angle of forks.

Bullet attributes can not only define true damage, but also define damage in various dimensions.

Added a behavioral feature: fight to the end

When attacked, they will not escape, but instead will catch up and attack

Added a multiple bow that shoots 5 arrows at once




[Maze]

Added buildings: maze doors, maze store cabinets, both of which are buildings that cannot be destroyed under normal circumstances

Added item: Maze key

Adjusted the list of signs for the maze door, which is not a door but more like a wall in terms of movement determination.

Four new monsters have been added: Strange Vines, floating mushroom, Ground basket grass, and light fog. All have the characteristic of bloody battles to the end, only appearing in mazes, and some have non consumption long-range attacks. The bullets will split, and their long-range attack methods will damage terrain with a mining difficulty of no more than 50 at a rate of 10%.

Four new bosses have been added: Gem Worm, Magma Worm, Spinning Bird, and Water Tank Worm, all of which have health above 10000 and damage values close to 60. Except for water tank worms, their long-range attack method has a wall breaking ratio of 1, which means that a single attack will destroy one grid of terrain.

Eight new maze rooms have been added, each with one type of monster.





[biology]

Cows and herbivorous silkworms no longer share icons with sheep

Chicken has been added, and both duck and chicken can lay eggs, which will be treated as meat

Added dogs, giant carp, and jellyfish

Added organisms in the aquatic plant community: aquatic plants




[Architecture]

Added baby crib and adjusted the tiles of the bed

Added decorative buildings: flower beds, food troughs, fountains

New decorative buildings have been added: stone piers, garbage bins (also solid waste containers), street vendors, mobile dining carts, and doll clippers (also entertainment buildings)





[Character]

When the character's physical strength returns to zero during the execution of actions, they no longer remove the action lock and perform rest actions, but directly enter a dozing state until their physical strength recovers to 90 or above and automatically awakens.

When giving possession of items, if the item has a satiety or drinking value, is not a food raw material, is not contaminated, and the remaining capacity of the backpack is greater than 40, the recipient will lock the item in the backpack and not store it in a container.

When a character wakes up, if they are hungry or thirsty, and there is food or water in their backpack, they will automatically eat.

When attempting to excrete, if the action list is not empty or the path is not empty, it will hold for 20-30 minutes before attempting to excrete again

A new long-distance travel command has been added, which differs from the go command in that the character will only consider going to other places when they reach that point, and the target location cannot be changed midway (but the action can be canceled). When traveling to distant places, using this command is less susceptible to interference.



[Management]

When the character is full, drinking water, and has low stamina, they will no longer take on tasks.




[Other]

Added decoration: Umbrella

2024/3/14 summary of updates in this week

[Simulation]

Added a rock marker. We have changed the formula for consuming specific items such as crushed stones to a formula for consuming items with rock markers.

Added items with rock symbols such as diabase, quartzite, basalt, granite, marble, limestone, and conglomerate. Each large zone will be bound to one of them, and the output of excavated rock blocks within this zone is fixed to that type of rock.

The type and proportion of rocks are determined by a configurable item pool

Can define the difficulty of mining items

When obtaining the difficulty of excavation for rock filling, the difficulty of excavation for rock items bound to zone is obtained.

The lower limit of uniaxial compressive strength for various rocks is set at 50 megapascals as the excavation difficulty of 5, such as limestone 5 and marble 10



[Adventure]

New maze block type has been added, where almost unlimited 7 * 7 small rooms are connected, and the rooms are filled with monsters and rewards. The default starting point for the northwest block is fixed to this type.



[Interaction]

Added warning icons for unhappy characters and fire incidents, displaying the location of the latest unhappy person and the location of the latest flame generation, respectively.

Added a warning icon for character death, lasts for 10 seconds

The container will display in its name what it can store (when it can store multiple types, only one type will be displayed)

The item detail page and character detail page will display the alternative interaction actions of the current control character towards it. (Convenient for interacting with units and items outside of the field of view)

Canceled the third column of the right-click menu: subordinate interaction items, and related subordinate interactions can be directly executed in the details page

Alternative selection of more than one roles command only displays the first person's name

Similar to feeding holding items, the target can wear holding items



[Management]

When a character completes a grid type task (such as digging or logging), if there is a similar task in a nearby grid and the character is in a suitable state (with high physical strength, satiety, drinking water, happiness, and no public occupation), they will choose one to directly take it. (Principle of proximity to improve work efficiency)



[Character]

When washing, add the cleaning value every minute instead of adding it after washing

When excavating, fishing, repairing, healing, and building actions, if you love the corresponding skills, your happiness value will also increase by 0.01 per minute

When reading, digging, fishing, repairing, medical, or building actions, if you don't like the corresponding skills, your negative boredom will also increase by 0.01 per minute

Adjusted the logic for obtaining random locations for characters to escape from.



[Battle]

Adjusted the repelling distance per damage of the oil bug to make the repelling effect more noticeable

When the position of the character and the oil bug are exactly the same, randomly choose a repelling direction



[Trap]

Traps can be defined as identifying trap access markers, and several artificial traps can recognize them.

Items can be defined with trap access markers, which automatically come with trap access markers when worn.

Added artificial trap pass, with trap pass signs.



[Other]

New diving suits have been added, which can significantly increase underwater activity time and significantly increase the maximum pressure that characters can withstand.



[Drawing]

Added a table of equivalent items for tile poses. You can specify other objects as objects of the same kind to determine the tile posture.