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UnderSupernova News

2024/2/9 summary of updates in this week

New stable versions will not be released during holidays (2/10-2/17), but unstable versions will still be updated at any time.

[Management and Statistics]

The management page has added a display of all area plans owned by the group

The character page has added a display of all the character's assets (i.e. all ground items and all area plans). (Note that this statistic does not include backpack items for characters)


[Construction]

Items can define their folded versions

Added folding building interaction actions for buildings with folding versions.

Generally speaking, a recipe can be defined for constructing non folding version items using folding version items.

These unfolding recipes for default furniture are located at the bottom of the construction recipe list.

Added map instructions for dismantling buildings

Ice can now be used to create ice terrain blocks


[Storage]

Blueprint item definitions can now define storage preferences, and only items with container labels will have corresponding settings added.

The opening house has added multiple storage tags with preset storage preferences and comes with categorized storage.

Added a storage classification, ore



[Opening]

Added a new beginning "A wealthy builder", with nuclear power generators, air food generators, water collectors, and thousands of human summoners, as well as water, electricity, food, and people.



[Simulation]

The flame will transmit records of the root cause, and each human unit death caused by it will result in a deduction of 1000 group points. Points below -10000 will end the game.

Ammunition collisions and drops will also be directly placed in the bottom square.




[Move]

Added quite complex climbing verification.

You can refer to real-life experience, and now you can defend against enemies through city walls and trenches.

Please refer to the built-in documentation for specific rules.

In summary, the climbing movement method is to move from one grid that can be in a climbing state to another grid that can be in a climbing state. The difficulty of climbing grid points is effective, and the climbing ability of the character is not lower than the difficulty of climbing grid points. When climbing grid points, the character can be in a climbing state.

Increased the difficulty of climbing gravel walls to 4 and concrete brick walls to 5

Improved the difficulty of ice filling climbing to 4

Biological default climbing ability 3

Sheep climbing ability set to 10, carnivorous giant spider set to 100



[Blueprint]

All item pools can now attach a numerical value to the probability term

Both the blueprint itself and the item rules can specify a seed item pool. When placing items, if the item is in a field, priority should be given to selecting this seed item pool from the rule, followed by extracting (seeds, quantity) from the blueprint, and adding corresponding planting tasks.



[Environment]

There can only be 3-10 different types of grass, trees, and land animals in a large area, making the vegetation and ecology of each block look different.



[Other]

Optimized the logic of eating at designated locations



[Optimization]

Reduce the acquisition of block locks under concurrent conditions.

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.

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.

weekly summary of updates

[burden]

Equipment can also change the character's weight limit.

Leather products, handbags, briefcases, wallets, keybags, and other equipment have different weight limit bonuses



[Logistics storage]

Added some storage categories

The storage configuration page can be cleared, and single item low priority or single item high priority can be set.



[NPC]

When mastering creative skills beyond 100 points through professional experience, select or generate a work corresponding to the type of skill and master it. (The total number of these preset works does not exceed 10)

A water tower has been placed at the location where the village releases water to avoid flooding the golden mountains



[Environment]

Added a flame item, belonging to the trap category, with 20 damage and 10000 durability, causing burning damage that lasts for 10 minutes and transforms into a trace of ash.

The combustion damage that does not generate an explosion will generate one flame in place, resulting in not only instantaneous burning damage, but also sustained damage for 10 minutes due to the generated flame.



[Move]

Adjusted the priority of thin plate barriers and stairs, with higher priority for stairs. When both exist simultaneously, it is considered that the stairs have holes punched in the thin plate.



[Blueprint]

A mandatory filling flag for delayed placement has been added. When implementing filling rules for blueprints with this flag, even if the corresponding grid has already been filled by other blueprints, it will be forcibly covered.

The blueprint filling rule can be set to add tags, so that even if it is not a solid fill, tags will be added, avoiding the placement of solid fills from other blueprints where this rule takes effect. It should be noted that this setting is not only effective for the blueprints placed after it, but also for the filling rules after it within the blueprint.




[Other]

Right clicking on the grid with robot items will provide alternative charging commands, which will charge and activate all robots in that grid as much as possible at 10 battery levels per robot.

The area can also be occupied now




[Optimization]

Optimized some recent additions to make skip faster



[UI]

The character details have added a character preference page, which will display the degree of preference of the character for various items

When recording events in a manuscript or book, the corresponding coordinates will be recorded. In addition to displaying the coordinates of its location, the item also displays the coordinates of these books and manuscripts, and can jump, go, and transfer to these coordinates




[Interaction]

Right clicking will prompt for the order tasks in the grid

When a character is trapped in a trap, their name will display restricted movement. If the trap does not cause damage, the text of 0 damage will not be displayed, and the struggling failure will be displayed.

Sprint has increased speed multiple, and the sprint shortcut key has been changed from r to x

updates in this week

[Planning Area]

You can also click on the planning area in the right-click window to open it.

Display the description of the plan in the planning area window.

You can choose a friendly or non hostile person to gift this planning area (along with all items inside). (No need to wait for 10 o'clock to automatically allocate residential areas, you can manually allocate them)

You can view the total wealth value of items within the planning area, as well as all items within the planning area that belong to the same category.

You can also remove the planning area within the planning area window




[Knowledge Management]

The management page has added a knowledge management page

It will display the highest mastery progress of each knowledge in the current group. You can click on the list item to view all the mastery personnel of each knowledge, as well as the points and talents mastered. You can also set whether this character specializes in this knowledge or breaks through it. From the character list, you can click on all the knowledge that this character has mastered, as well as the points and talents they have mastered. You can also set up specialized research and breakthroughs.

The task list on the knowledge management page also includes a jump button to facilitate locating individuals who have mastered specific knowledge.

When a character is set to specialize in researching or breaking through knowledge, there is a certain probability that their free time or work time without receiving specific tasks will briefly study or break through the corresponding knowledge for 10 minutes.

The option to break through knowledge on the management page is not displayed when the character has less than 500 mastery points.

Characters can now set up specialized knowledge dissemination, and only after mastering 100 points or more will the setting button appear. There is a certain probability that the character will loudly preach this knowledge for 10 minutes during their break time and leisure time at work.




[Public occupation]

The management page has added a public occupation page

It will display the allocation status of all public professions, and some positions can be revoked. You can also choose professions and characters for personnel arrangements.




[Management]

The item statistics list supports filtering by item name



[Optimization]

Map data acquisition performance optimization, with a speed three times faster than before, and reduced lock competition with loading threads.

Map drawing performance optimization.

Remove the narrow wall, including the drawing mechanism only used by it, to simplify the drawing and facilitate optimization.

There are two scenarios for drawing the pose: aligning the center and position of the tile shape, and aligning the bottom left corner of the tile with the bottom left corner of the grid.

Remove support for tile rotation when drawing with different building orientations. Consider using different tiles in different directions.



[Interaction]

If the focus grid is climbable, an arrow will be drawn on that grid. The direction of the arrow indicates whether the grid can climb upwards, downwards, or upwards or downwards.

When right clicking to swipe multiple digging actions, text prompts will be used to move up and down layers of mining.