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UnderSupernova News

updates in this week

[Management]

The action list on the management page will display idle characters, making it easier to quickly find your own personnel. A control button has been added here for easy and quick control of designated characters.

The management page has added detailed display of command tasks. And construction, demolition, grid tasks (such as excavation, logging, harvesting, transportation, etc.) support locating locations, removing tasks, and increasing and decreasing priorities. And biological related tasks (such as recruitment) support locating target organisms and removing tasks. Manufacturing and planting tasks support locating building locations and removing tasks.




[Story Atmosphere]

Added a surname lexicon to select surnames from when generating passive characters, and temporarily follow the father's surname for children.

The item has an optional tag added, which adds the item name to the character's naming vocabulary. Each large block will also automatically extract names from this vocabulary.

When parents choose names, there is a certain probability that they will choose names from their favorite things (preference value greater than 0.9), and automatically filter out names that other children have already chosen.





[Interaction]

The list of action units allows you to view the descriptions of characters. Here you can learn most of the information about the character, and if necessary, click the details button to view all the information. A jump button has also been added accordingly.

The input box for setting the number of actions parameter can be determined by pressing enter

After the button in the right-click menu triggers a new window, if the new window is not closed, the right-click window will not be closed



[Group]

When occupying the owned items of our group members, we will pay 1.1 times the currency.

Each character has a degree of belonging to the group

Each time a character gets good score points, at least 2 points will increase their belonging by 0.3

An emergency recruitment mechanism has been added, allowing individuals who are on break to work overtime for 2 hours on a temporary basis. 0.5 attribution points will be deducted for each emergency recruitment of individuals.

Zero character affiliation will result in leaving the group and becoming a neutral NPC

The management page has added a button for urgently recruiting idle characters, and displays the degree of belonging of each idle character and whether they are being recruited.



[Other]

Added a charcoal stove building that allows for the production of charcoal from wood materials

updates in this week

[Sound Effects]

When the player's character moves, there will be footsteps, and when entering a grid with a door, there will be a sound of opening the door

Added sound effects for putting items into backpacks, equipping items, chopping trees, and player melee attacks



[Scriptization]

The opening definition can set up some preset blueprint groups, where blueprints in the same group are positioned relative to the same automatically confirmed height benchmark. The blueprint added here will not be loaded immediately (so villages that generate characters should be added within the preset blueprint placement, not here), and a slightly larger blueprint can be placed.



[Ancient History]

The blueprint item definition can be marked with a random string. If it has this mark, it will be placed with its own manuscript, and the content of the manuscript will be randomly selected from the history of the planet.

Added a stone monument relic definition, where a stone monument with a random string marker is placed on top of a pile of stones, which will be widely scattered throughout the planet.

When selecting random text for a stone tablet, there is a 50% chance of selecting the text for this block instead of the planet.

There is a certain probability that there will be text on the stone tablet indicating that a certain ore has been excavated locally. The ore here will be the actual mineral deposit in the area, and the coordinates of the mineral deposit points will be provided. There is a certain probability that a text containing the discovery of certain knowledge will be recorded on the stone tablet, and 100 points of this knowledge will be recorded on it.

The historical text of this block includes the time when the underground city was built, the time when the storage tower was built, and their specific locations.

A blueprint item pool has been added, specifically designed for extracting and placing blocks during creation, specifying the year of creation, and placing text with its location information in the block history. To facilitate finding them from the stone tablet.

A blueprint can be defined as a list of strings used as a blueprint for historical events.

When setting up the blueprint in the opening definition, you can indicate whether to add its corresponding historical text to the large block of placement, or you can choose to overwrite the corresponding placement time.

Added a meteorite item pool to the meteorite relic blueprint.

Five new blueprints for reclusive relics have been added, and all six blueprints have been placed in the historical blueprint pool. They all have some text describing meteor or celestial events. As a result, these blueprints will be randomly selected and placed, and their event texts will be placed in the regional history. When extracting text from a stone tablet, the text of these already placed blueprints will be extracted, and the location of the blueprints will be recorded on the stone tablet.

In the end, players can search for clues and necessary items by interpreting the information on ancient stone tablets that "a certain year, a certain event that implied the location of ancient relics occurred in a certain place".




[Group History]

Studying basic physics, basic biology, writers, and screenwriting experiences will all lead to the acquisition of reading comprehension skills.

Add a new type of public office: a recorder. The recommended reference characters have reading comprehension skills.

Add a new behavior restriction: automatic recording of history

People with automatic history recording behavior will automatically record newly occurring time texts on items marked with historical records

Added an item history stone tablet with a history marker, which can be built with 100 stones.

The history of the group has added records of birth, death, marriage, and holding public office

Both the village and the player's opening house come with a historical monument




[Change dressing up]

Items can define a list of decorative tiles (taking the front icons of each style of tile). So when it equips and unloads equipment, it will trigger character component drawing updates, and when drawing characters, it will bring all sides of the equipment items to draw. In the definition of tiles, it is possible to define whether each side should be placed upwards or downwards. By default, it should be placed on the top.

The icon can be used to define which decorative tiles it serves as, facilitating automatic association when generating color difference scripts.

Items often have decorative tiles, and the tile icon index is usually taken as the decorative tile index. Unless the number of tiles on the item does not match the number of decorative tiles, a random decorative tile index will be created and maintained.

Added decorative tiles for swords, gourds, and bows and arrows.

Added items such as pants, skirts, shoes, headphones, and scarves. Clothes, pants, skirts, and shoe tiles drawn from existing character components were used as decorative tiles for these items.

Removed the decorative layers randomly selected for character decoration, making these decorations correspond to the actual objects, and no longer distinguishing characters based on accessories.





[Terrain]

The terrain has been modified, making it relatively natural.

The given terrain benchmark height range is no longer strict and will be affected by interference from surrounding blocks beyond its range

Because the old terrain seeds are no longer effective, a larger version number will be added.




[Character Resurrection]

Added a holographic reshaper for 500 point redemption. After the death of the character, it will be stored in the tombstone. Right click on the tombstone, and if there are enough holographic reshapers available, they can be used to resurrect the person.




[Other]

Both humans and sleepers can initially be in a dormant state, and the character is awakened upon passing by.

A fast moving and heavy carrying robot has been added, as well as a fast moving and fast digging robot.



[Management]

Behavior management can set restrictions on all species other than the specified species. Convenient to set preferences based on species characteristics.



[Interaction]

When dragging with the right button, the box selection area is also displayed, and the right-click window only appears when the right button is released.

The character details and item details window has been changed to a permanent and manually closed window.

When the right-click mini map is loaded, it will be redrawn after 0.07 seconds

When the character goes up and down stairs, an arrow icon will appear on their head.

When listening to classes and gaining skills and knowledge, as well as when the mood increases while watching others perform works, characters will have smiling faces on their heads.

When a character tries to move towards an impassable area, an exclamation mark icon will appear.

When a character proposes, there may be icons of love and rejection depending on the situation

recent updates

[Tasks and Events]

Expanded guidance tasks to define some universal tasks, which must have a unique identifier.

Sometimes limited universal tasks will automatically verify whether the task requirements are met at their deadline. Reward or punish.

The association between string events and general tasks can be defined in the background of the opening, and when a string event is triggered, several corresponding general tasks will be generated.



General tasks have added a list of successful trigger string events and a list of failed trigger string events

In the background, you can directly define the mapping between string events and summoned creatures, as well as the mapping between string events and creating a preset character label list.

At the beginning, you can define a string event that triggers a loop. As long as you set a positive interval, it will trigger a loop. Otherwise, it will trigger a single time.



A string event that can be triggered at a specific moment in the background definition.

The item rule in the blueprint can include a string event that will be added to the grid where this item rule applies. According to the type of event, it will be triggered in the following situations: any character enters a grid point; A character with a specified label (created from a character preset with a label, will carry that label) enters the grid; Any character dies at a grid point; Characters with specified labels die at grid points; Any character enters deep sleep at a grid point and has been asleep for more than 8 hours since the last time they fell asleep; The character with the specified label enters deep sleep at the grid point and has been asleep for more than 8 hours since the last time; Add a specified type of instruction task at the grid point

The event can define the number of times it takes effect, with -1 being an infinite number of times it takes effect



The management interface has added a general task page, where you can submit corresponding general tasks and abandon them.

The task has added a list of tags for successfully creating preset characters and a list of tags for failed creation of preset characters. A preset corresponding character will be created in case of success or failure.



Character presets can be accompanied by string events that will be triggered when a character created from this preset dies.



[NPC]
Added a career experience entity (emphasizing the growth of abilities due to a certain experience for a certain number of days)

You can define the benchmark number of days for career experience and the number of days for additional skill growth.

When obtaining this career experience, with a given probability, make certain knowledge and skills of the character reach at least a specified number of points

When there is an additional ability to increase the number of days, a maximum number of days can be specified, and days exceeding the limit are ignored. A bonus related to the number of days a character can acquire skills and knowledge with a given probability for these days, and a total upper limit can be specified

When obtaining this career experience, similar to the growth of knowledge and skills mentioned above, the character will be given some items. (For example, money, experience related tools, etc.), the difference is that the specified upper limit for the bonus of additional days for items is the upper limit for adding additional items (without counting the number of items assigned by the benchmark).

When obtaining this professional experience, try to obtain the specified illness/injury with a certain probability.

Species can define their occupational experience pool, and when creating a creature, they extract experiences from this experience pool based on their age until they are depleted of age.

Added display of character's career experience

Added: Advanced in basic physics, advanced in basic biology, carpenter, blacksmith, miner, builder, fisherman, chef, tailor, lumberjack, repairman, doctor, writer, painter, composer, screenwriter, choreographer, performer, singer, dancer, actor, salesperson and other professional experiences

The experiences of characters are calculated from the time when the organism reaches adulthood




[Custom Opening]

Added a character preset entity, which can preset the species, age, experiences at each relative moment, modifications made, injuries and illnesses, backpack items, and more.

The opening background can define some preset characters, which will be created at the beginning of the game.

The opening background can define a preset character pool for use in missions.

Removed opening knowledge selection

Added simple character configuration

Each opening comes with its own character points

When configuring, adding characters, adding experiences to characters, adding transformations to characters all consume points, and adding diseases to characters can earn points.

These preset characters will be generated at the beginning.

Note that selectable experiences, transformations, and diseases are associated with the species of the preset character, and items with insufficient points will not be displayed.

The beginning and end times of each character's experiences are automatically connected and placed after adulthood. The age of the character is automatically calculated as the sum of the adult age and the duration of all experiences.

Returning to the beginning of the reselection will clear all preset characters.



[Battle]

Remote attack has been changed to firing an object moving in a fixed direction

When holding a long-range attack weapon, left click on the map location and fire ammunition in the corresponding direction.

Temporarily 0.04kg for wooden arrows, 0.1kg for iron arrows, 0.02kg for rifle bullets, and 0.009kg for pistol bullets.

A simple grenade similar to a simple landmine has been added, but the difference is that it is similar to a gravel, with a default holding action of attacking and can be thrown.

Moving objects in a fixed direction and colliding with enemy units will cause damage and consumption, while colliding with terrain will result in direct consumption. When consumed, if explosive, explode at the disappearance point; otherwise, leave items in that area.




[Background Event]

Removed the default spaceship bombing event.

Change to a side quest every three days, providing 30kg of charcoal within 2 hours. If it is not enough, a nest body oil bug will appear near the player.





[Economy]

A new teleportation node marker has been added, and every once in a while, interstellar visitors will come to the planet through buildings with this marker and return through it. Each person will bring 1kg of gold and 10000 points of electronic currency. When buying things, prioritize using electronic currency and then use existing savings.

They default to bringing some food, and when they come down, they will replenish less than 2 servings of food. At the same time, they will also replenish their electronic currency, and they will return on average every day.

There are no more than 20 interstellar visitors within a planet, and they only return through the incoming teleportation nodes.

The management page has added a shopping mall that consumes electronic currency. The mall refreshes goods at 10 o'clock every day, with a maximum of 8 items available each time. Comes with 10 electronic currencies at the beginning.




[Interaction]

A new language option has been added for "come here to stroll", which is different from "approach me". Any intelligent and friendly creature will respond to this. Busy ones will respond with a refusal, while those who are more idle have a chance of reaching the location of the speaker. The better the relationship, the higher the probability.

Harvesting can also harvest benthic organisms. For plant communities with benthic organisms, priority should be given to harvesting actions, and all plants and benthic organisms should be cut off during harvesting.

Captured and repelled also receive text feedback.

The function of placing orders for production equipment from neutral groups has been added. First, collect materials from our own side (which should belong to the operating role according to the interaction method) and pile them up in semi-finished products. Then, transfer them to the equipment owner, who will assign personnel to manufacture them. After production is completed, the ownership of the items will be changed to the person who placed the order. Placing an order requires payment of 10% of the finished product price, otherwise it will fail. Individuals can obtain the local currency of the corresponding group by working.

When right-clicking on the production equipment, interaction items using it will appear for self owned or unowned parties, while interaction items placing orders will appear for non hostile parties

Allocation and possession of items from the item details page are only allowed in two situations: belonging to a group and belonging to an individual, and can be switched between each other.

When the right click right down corder of the window, the right-click menu always remains displayed in the interface



[UI]

The backpack panel displays the remaining load-bearing space





[NPC]

Increase the required favorability for recruitment to 90

The error logs of characters will also provide textual feedback similar to picking up objects

When holding an item, you can give it as a gift to other non hostile and memory capable units that interact with it. Gifts can only be given once a day. Increase favorability based on the other party's preference for the item. Items that are disliked will be rejected. Generally, a small amount of items will increase favorability, while items with a preference value of 0.9 or above will increase favorability significantly.

Added an invitation meeting action. Only individuals with a relationship of 20 or above who are not in the same grid can be initiated. A distance of more than 100 squares will result in failure.

The other party will come to the meeting point where the invitation is initiated during their free time.

When a character dies, a tombstone will be added in place, which will also record the name of the deceased, the moment of death, and the details of the character. Tombstones serve as book manuscripts to carry the generated textual content.

The decay cycle of tombstones is 100, each time for one year. That is to say, it can be stored for up to 100 years and ultimately transformed into 30kg of crushed stone.




[Physical mechanism]

Decay can now be defined as multiple rounds of decay, with each round reducing the corresponding percentage of completeness. When decay reaches zero completeness, it will be converted to a specified item.

Decay can specify a text blur flag. When this flag is present and there is text on the item (which is considered a manuscript), each round of decay will replace it with a character * every total number of rounds of decay.




[Game Mode]

Added an invincible mode:

Enable in settings, in this mode

Build directly when adding construction tasks

Directly mine when adding mining tasks

Player character battles lock in health

The construction, manufacturing, and production of items for player characters are immediately completed without consuming raw materials, and the excavation of player characters is immediately completed.



[Drawing]

The unloaded area has been replaced with a new icon

Optimized texture redrawing after region explosion



[Optimization]

Limit checking grid points 100000 times per second. After resource depletion, all remaining units will not perform complete pathfinding, and experience pathfinding limits resources (up to 200 grid points can be checked). The player's right click to find the way is not within this restriction.



[Plants]

Added ginger, pepper, garlic, garlic, scallions, chives, coriander, and fennel

Added Sichuan pepper and orange trees

After eating an orange, there will be residual orange peel, which will turn into orange peel after 3 days



[Compatibility]

No longer compatible with all old archives before version 0.5.18.34.

Due to significant incompatibility, we have upgraded the version number to a larger one.

In the archive list, there will be text next to each archive with significant version differences to indicate this.

We currently do not have a Discord channel

is there a discord?

We currently do not have the ability to maintain, so it may not be possible for a long time.

But in the future, it is also possible to find overseas partners to maintain one. Especially when we reach a certain level of development, we will make such attempts.

Players are welcome to create their own or suggest posting in the Steam community to receive our various responses.

recent updates summary

Translation
Added a small tool to detect non hard coded text translation omissions.
Translated almost all text except for a small amount of hard coded text.

Guidance

The blank lines within the built-in document are also displayed, making it look better.

This line will be commented out at the beginning of the built-in document and will not be displayed in the game, making it easier to compare during localization.

Added some built-in documents.

At the beginning, a default interface introduction image is displayed, and clicking it will disappear. Then the built-in document window will be displayed by default.



Added a simplified version of the boot task mechanism.

In the opening definition, a series of guiding tasks can be defined, which can provide the cumulative number of items that need to be achieved, or the total knowledge progress that needs to be achieved, task time limit, item rewards for completing tasks, and knowledge book rewards.

The book reward will be given in the form of a metal plate that records the book.

The rewards for items and books will be placed in the focus grid of the map when completing tasks.

There is a "guide task" text in the interface, and moving the mouse over will display various information such as the description of the task, current progress, completion rewards, and so on.

A new type of consumption task has been added, which automatically removes a specified number of items when the quantity is met.

A failed summoning character dictionary has been added to the mission, which will summon a specified number of enemies of the specified species when the mission fails.



19 new guidance tasks have been added.



Interaction

When saving automatically, a window will pop up displaying

The statistics will show the number of days that food, water, and electricity can sustain.

Lack of water, electricity, food, and warning icons will be displayed on the interface during combat.

Clicking on the warning icon during combat will redirect you to the location associated with the most recent battle.


Base Management

The planting and manufacturing tasks of buildings are no longer summarized and counted, but are listed separately, and each item can be removed.

When building, manufacturing, and terminating tasks are converted into actions, they will be immediately executed to lock the required items. Lock earlier to avoid overly optimistic estimation of additional action conversions.



Simulation

The picking task has added a weight limit, and if it is not picked up completely at once, it will be put back into the task pool

The amount of excavation per grid has been reduced from 9000 to 1000.



Ecological simulation

Added a raw meat value attribute, which will be present in harvested items such as shrimp and crabs.

Plant appendages are defined as those that fall automatically. If it can grow, it will automatically join the plant community when dropped.

Added plants such as potatoes, millet, millet, wild rice, tomatoes, sorghum, and coix.

The amount of fullness and water consumed per minute by organisms can also be defined.



Farming

Added humus properties, which are present in both humus and excreta.

Added field plant logo, those with this logo will not appear in the wild.

Three new plants that can grow within a day have been added: fast-growing starch fruit, fast-growing oil fruit, and fast-growing fiber fruit. And it produces 200 fruits a day.

However, fruits cannot germinate and must be made into balls by adding water and a large amount of substances with humus properties.

These plants all have field plant properties, which means they cannot be collected in the wild. But they have been added to many item pools.


NPC

Added the behavior management item of automatic charging, which has been added to all defined robots.

Characters will have a preference value between -1 and 1 for taste, which will affect the weight of food taste scores

Characters have a preference value between -1 and 1 for items, which can affect the weight of items such as total food score.

That is to say, the lowest score for food is 0, and the highest is 4 times the total score for its taste.

When creating a character, they will extract items they really like, such as minerals and buildings, as their favorite items (with a fixed preference value of 0.9).

The degree of preference for food will be extracted after eating.



Biochemical and Mechanical Transformation

The player character has an additional alternative edible action for installable components (distinguishing between biochemical and mechanical components). Mountable components do not require an edible label.

The maximum installation quantity limit has been added to the installable components. To avoid unlimited expansion of related attributes.

Added attribute to change food and water consumption values after installation.

Added attribute to change maximum stamina after installation.

Added built-in water circulator and built-in food reuse device, reducing water consumption by 0.05 and food consumption by 0.01 per minute, respectively.

Added a built-in equalizing pressure regulator that can adapt downwards to 30000 and upwards to a pressure of 200 million.

Added a built-in inertial protector that supports adapting to 2000 g of gravity.

Two built-in temperature regulators have been added to enhance temperature adaptability, up to 1000.

Added a Star Adventure set that can withstand temperatures up to 10 billion degrees Celsius.

Added a force transmission optimizer component to increase the maximum stamina by 100.

These biochemical components are only available for sale on commercial ships, and once assembled, they can survive on many planets with harsh environments.



Industry

Multiple combustibles have added combustion value attributes.

Various cooked food formulas have added ingredients with combustion value.

The maximum flame temperature of bio oil is set at 3000, and the maximum flame temperature of coke is tentatively set at 2500.

The maximum temperature of methane flame is tentatively set at 2800.

Several iron product formulas have been fueled, and the highest temperature required for fuel is at least 1600.

The details of the formula have been added with a display of manufacturing time.

All actions of the character will be canceled before their death.

Thermal power generation can be transformed into materials with combustion value, and the output can be transformed into worthless ashes.

Split into arrow manufacturing machines, toy manufacturing machines, sewing machines, firearms production machines, ammunition production machines, shell production machines, landmine production machines, robot production machines, and vehicle production machines

Remove universal processing equipment



Cooking

Added item:

Stone mill, flour, bran, biscuits

Using wheat grains to make flour at a stone mill, by-product wheat bran

Making cookies from flour on the stove

Cookies have a shelf life of 300 days



Knowledge

A new electromagnetic induction knowledge has been added, and the knowledge requirements for generators have been changed to it

The creation of traps is a specialized knowledge.

Added several new knowledge on mechanical principles, textile machinery principles, mathematics, bionics, artificial intelligence, and vehicle engineering



Other

Prepare dozens of tons of charcoal for the village settlement to facilitate their cooking.

Changing the monster's name to Oil Bug is easy to understand.



City

Added blueprint water plants and smelters in the ruins of three cities, providing many resources.


Drawing

Added a new set of hair, shoes, skirt, and two types of decorative textures.

Shoes and accessories have also been incorporated into human texture composition.



UI

Gender added to the character description



Bug fix

Fixed a bug in quality calculation

Fixed a manufacturing failure bug where the product weight did not exceed the load capacity, but the material weight exceeded the load capacity.

Fixed a bug that caused the robot to not automatically charge.

Fixed a bug where packages can still be stored at distances over 100