1. UnderSupernova
  2. News

UnderSupernova News

Gather in the excitement, get some exposure

as the title

recent updates summary

UI

Partial UI optimization, button to icon.

A column of lower level interaction actions has been added to the far right of the right-click menu, which is displayed when clicking on items, characters, etc. In order to facilitate these interactions even when the shortcut action bar is not displayed.

When controlling multiple people, their status will automatically refresh

Middle click to scroll and zoom the map, left click to add map instructions, right click interaction, etc. will not be blocked by the characters.

A button has been added to the blueprint class instruction list to call up the blueprint editor

Left clicking on the map will move the focus of the input box away

The time section displays the specific working hours or rest time, which is easier for players to understand why human beings not work at some time



Interaction

When controlling multiple people, the right-click command has added the best units within 10 squares for mining and picking to execute related actions

The QE button is assigned to move up and down

Added two new commands: view surface and view sea surface, used to jump the map to a specified altitude

When controlling multiple people, it is also possible to batch cancel the actions being executed



Interstellar

Added a spaceship ammunition attribute, which will automatically be used by the spaceship to attack enemy ships and planets when items with this attribute are in the cargo hold of the spaceship. Use its ranged damage attribute to reduce armor on the spaceship and deal explosive damage to the planet.

When attacking a planet with ammunition, if the planet is currently being observed, it will actually explode at a random location. Otherwise, randomly select a development group, reduce its development value by 0.001 * damage, and randomly reduce its formula productivity by 1 unit.

The damage to the group will increase a large amount of hatred, and only the Chaos Empire will engage in attacks on the planet.

There is a one in ten thousand chance of moving to a neighboring galaxy during the Pioneer Ship operation.

There is a 1% probability that the merchant ship will move to adjacent galaxies during the operation.

Merchant ships will automatically select random planets. If there is a friendly group on the planet, it will dump all the materials it needs. If there is no one's own group, it will automatically trade the materials it does not need with the materials it needs. The upper limit of transaction volume is full cargo capacity.

When the merchant ship sets sail, it will load items that are not needed by the half full cargo capacity.

When the merchant ship is fully loaded, it will attempt to dump half of the cargo to its own group on a nearby planet.

When a galaxy group acts, there is a one in a thousand chance of choosing a pirate ship that jumps into a chaotic empire.

Temporarily limit each ordinary group to only launch 5 active spacecraft of various types, and many preset groups are not within this limit (to avoid getting stuck in the future).




Draw

The image definition can now generate images from operations, supporting the following operations:

1. Rotate 90 degrees, flip horizontally, flip vertically

2. Copy the specified image

3. Specify a certain image, where the pixel position without color will clear the color of the corresponding position on the canvas

4. Specify a certain image and a certain color, and the pixel positions with colors will be painted with the specified colors on the corresponding positions on the canvas

5. Specify a rectangular area and a color, and draw a rectangle at the corresponding position on the canvas

6. Specify a certain image with color0 and color1. The pixel position with color0 will be marked with color1 on the canvas

7. Batch color replacement



When defining an image, the color components are limited to 0-255 integers and do not use decimals.



Support for defining multiple sets of biological orientation map mappings. When creating a biological entity, a random set will be selected, and this set will be used continuously thereafter.

The character has been doubled in size.

Adjusted the offset for human and robot drawing. To make it look better, you can specify the drawing offset of the biological tile, so that the center point of the infinitesimal volume is at the foot of the tile.

The judgment of the character's centroid can be determined from the circle within the attack range, which is its center.

Minimally optimized rendering performance



Instant generation of species appearance:

1. Dynamically generate biological maps based on gender, orientation, and components. (Components and species are decoupled, meaning that different species of components can be used to create a custom appearance, such as inserting eagle wings into a tiger)

When defining an icon, it is possible to define its orientation, corresponding front tile, belonging components, and supported gender, which will be added to the icon pool extracted by the species based on these conditions.

3. Species can define a list of components used for their specific genders. During biological generation, various component front icons are extracted based on this information, and a list of other side icons is generated based on the other side icons associated with the front icons. Use these icons to generate a complete map of four faces.

4. Color batch replacement rules can be used to quickly batch generate more tiles that can be extracted.

5. Due to the need for offset information to enhance the interaction between characters, the default tile for the character should be specified, and an offset should be drawn within this tile to allow the character's feet and centroids to coincide



The current rendering mechanisms supported for actors, from low complexity to high complexity, are: single tile, random multiple tiles, single set of icons in all directions (switching frames along the way), multiple sets of icons in all directions (switching frames along the way), and combined drawing of real-time generated tiles






Biochemical and Mechanical Transformation

After the action unit installs the component, it will take the defense method to enhance the benchmark defense attribute, add the attack method to the benchmark attack method list, and take its attribute as the benchmark attribute. At the same time, its ability attribute will also be taken, but the ability attribute will still be taken as the maximum value.




Urban Construction

Add a safety attribute, similar to decoration and aesthetics, which is also an integral term.

Added 5 types of walls: soil wall, wooden wall, gravel wall, concrete brick wall, and nest wall.

Three new types of doors have been added: wooden doors, iron doors, and steel doors.

Added nest wall filling and gravel wall filling.

The total amount that can be excavated varies for different fills, with a default of 9000 and a default of 100 for nest walls and gravel walls.

The stone filling in the blueprint for non essential situations has been changed to gravel wall filling

Added substance attribute: chlorofluorocarbons (Freons)

Added furniture: refrigerator, freezer, washing machine, cabinet.

The manufacturing of refrigerators, freezers, and washing machines requires chips

The manufacturing of refrigerators and freezers requires substances with the properties of chlorofluorocarbons, as well as knowledge of refrigeration principles

Refrigerators, freezers, and washing machines have high convenience value attributes

Added a flag to prevent damage from friendly traps and added this flag to the vehicle

Added decorative items: rice cooker, microwave, laptop, radiator, water pressure device, wardrobe, bookcase, flowerpot, thermos, sink, toilet, wooden floor, tile floor, TV, electric fan

These items all have a certain decorative value, convenience value, and comfort value. Among them, toilets can replace simple dry toilets

Added items: ceramic tiles, porcelain kilns. Using soil to burn ceramic tiles in a porcelain kiln consumes energy.

The blueprint editor can now filter items by logo

A special logo has been added to the furniture used for urban decoration, making it convenient to quickly build blueprints for urban residential stores.

The item placement and editor of the blueprint support setting preference icon indexes, which are used for items such as floors with multiple sets of random icons to maintain consistency within a single rule placement.





Ecological simulation

Added a field to describe the probability of outcome in the plant outcome stage, with most plants defaulting to a value of 1.

Similar to the mechanism of a small pond, two types of small islands have been added to the sea surface, one is a soil island surrounded by sand, and the other is an irregular pure rock island.

There will also be benthic organisms at the bottom of the small pond.

Added benthic organisms: kelp, clams, starfish, sea cucumber, sea anemone, sea urchin, shrimp, crab, clam, oyster, sponge, coral.

Added pond benthic organisms: shrimp, crab, clam, and snail.

Shrimp and crab are not currently used to distinguish between marine and freshwater living species.

The squares of seawater and ordinary water have been temporarily marked with different icons.

Seawater below 0 is salty.

Added plants from desert areas: cactus, aloe vera, elaeagnus angustifolia, Populus euphratica, seabuckthorn, and cistanche deserticola



Farming

Batch planting has added a display of the maximum number of plants and germination rate limited by nutrient value per grid.

Batch planting has added a button to clear all set values.




Industry

Dig only alkaline fine sand from sand blocks and quicksand blocks.

Building sand can be made of machine-made sand using crushed stone to consume electricity.

Added the attribute of building sand, with machine made sand and river sand having a value of 1.

Concrete can be manufactured using crushed stone, water, cement, and items with building sand, either in a concrete mixer or manually.

Concrete will transform into solidified concrete after 48 hours.

Similar to the mechanism of a small pond, there will also be small sand pits, which are remnants of the river, and the sand here is all river sand.

Three new attributes have been added: combustion value, lowest flame temperature, and highest flame temperature. Used in formulas that require fuel, the combustion value can be used to quantify the amount of fuel needed, and the lowest and highest flame temperatures can be used to screen suitable fuel types.



Transportation

Added the actions of storing bags to vehicles, retrieving items from vehicles to backpacks, and picking and delivering items to vehicles and backpacks, all requiring them to be in a riding state.




Bug fix

Fixed a serious bug in experience pathfinding

weekly update

Added terrain filling: water retaining sandy soil, with a plant growth rate 50 times that of sand

Added items: water retaining sand and soil water retaining agent

Can consume 200kg of soil water retaining agent and 8800kg of sand to synthesize a water retaining sand soil block



The built-in document file name has been changed to English, and now the first line of the file will be extracted as the item seen in the game. The document file name can use more names that do not require readability (to avoid encoding conversion causing garbled code, the file name should try to use English letters and numbers)

The characteristics of quicksand and mud sinking are considered to be temporarily turned off, which will bring considerable inconvenience and be more dissuasive for beginners.



Do not display the characters' cries for help and related information, as this frequent occurrence during battles will block the battle scene

In the game, a note box has been added to allow you to jot down some text that will exist in the file, with the first line serving as the name of the note. It will be automatically saved and does not support recall. When changing the first line, it will not be automatically saved. Changing other lines will be automatically saved

If there are changes to the first line when changing to other lines, new notes will also be created.





Added knowledge acoustics

Added a machine ultrasonic generator that can be used to produce hydrogen peroxide

Added preparation of materials available from the environment:

Phenol, nitrobenzene, nitroso benzene, nitric acid, hydrogen peroxide, sodium peroxide, cobalt tetroxide, cobalt sulfate, KA oil, cyclohexane, adipic acid, cyclohexanol, hexanitrile, adipic nitrile, adipic diamine




Optimized right-click menu

Fixed a bug where some map commands were selected without changing the mouse style

Fixed bug in viewing instructions for better compatibility with mobile operations

The item panel has added a display of formulas that use items as specific raw materials (blurring the raw material situation can result in too many displayed formulas, so only specific raw material situations are displayed)

Modified button styles for some panels

Shows the attack defense methods associated with items (including species)

Displayed items and skills related to attack and defense methods



Added preparation of materials available from the environment:
Hexane, potassium hydroxide, potassium chloride, sodium cyanide, ammonium cyanide, cyanide gas, hydrocyanic acid, acrylonitrile, acrylic acid, acrolein, methyl acrylate, polyvinyl chloride


Added knowledge of tanning principles

Most animals will drop their skins

After unhairing treatment, the product has tannable leather properties, and the by-product is hair

Tannable leather properties and tanning agent properties to produce green leather (with crust leather properties)

Obtaining leather (with leather attributes) after processing items with crust leather attributes

The tanning machine supports these formulas





Added leather sofa, leather chair, leather bed, leather clothes, leather shoes, leather gloves, leather whip, leather bag, briefcase, wallet, keycase

Both have a certain level of comfort, aesthetics, and convenience

The whip has a corresponding attack method (can attack adjacent squares, with a baseline damage of 8+3)

Leather clothing has corresponding defense methods

(There are no icons, we will customize them later)




Added tanning agent:

stannous chloride, manganese chloride, yttrium chloride, silver nitrate, cerium trichloride, thorium chloride, lead nitrate, lanthanum nitrate, cupric ammonium hydroxide, thorium nitrate, potassium titanium oxalate, zinc sulfate, neodymium nitrate, ammonium copper sulfate, lithium chloride, tin chloride, cadmium sulfate, mercury chloride, lead sulfate, thorium sulfate, magnesium sulfate, antimony oxychloride, titanium tetrachloride, beryllium sulfate, copper sulfate, mercury acetate, chromium trichloride, zirconium sulfate, potassium aluminum sulfate (potassium alum), ammonium aluminum sulfate (ammonium alum), basic aluminum chloride



Added ore: mirabilite

Added preparation of materials available from the environment:

Stannous chloride, manganese chloride, yttrium oxide, yttrium chloride, yttrium chloride, silver nitrate, nitric oxide, nitrogen dioxide, nitric acid, sodium sulfide, sodium sulfate



The planets (including stars) within each galaxy have a certain probability of having a certain population of groups stationed, and they settle and make decisions at fixed times every day.

Settlement: Convert development values based on population. Settle one mining excavation volume and one automatic production volume. The development value is temporarily settled at 1% of the population, and each decision requires consumption of development value.

Annual settlement: Increase the integer population by a certain percentage

Decision 1 Exploration: If successful, increase known mineral reserves

Decision 2: Add mining productivity for specified minerals

Decision 3 Research on adding producible formulas

Decision 4: Increase Manufacturing Productivity for Formulation

Each decision has a small probability of success.

According to the production capacity and proven mineral reserves, the new mineral additions on the day of settlement are calculated. Based on the production capacity and existing material quantities, known formulas are produced for consumed materials.

If the formula is for a spaceship, each accumulated integer value will add a new spaceship or add an auxiliary ship to the spaceship (only adding attributes will not be used as a separate action unit, and auxiliary ship attributes will temporarily be directly added to the main ship)



Each planet can easily discover 300 types of minerals and corresponding specific quantities. (Considering memory savings, more will be added later in the form of slowly generated exploration)

Spacecraft items can define their benchmark armor, attacks, and defenses

The recipe has added a planet manufacturing mark, and the recipe with this mark will be automatically extracted and used by the groups on the planet

Added planet manufacturing markers to the ore smelting formula script in bulk

For the convenience of early observation, the yield has been increased by 100 times, and will be adjusted later




When it was initially generated, the groups on each planet underwent 300 cycles

3% of galaxies will have chaotic empires' spacecraft

The Star Series Table allows you to view a detailed description of the planet and its proven resource reserves.

Stars do not release initial civilizations (some later civilizations can directly develop and utilize stars)

Display the accumulated resources, mining productivity, formula manufacturing productivity, and proven mineral reserves of various groups on the planet




Added benthic organisms such as sea anemones and crabs

Added a new field to specify the items harvested through mowing methods, such as reeds and bamboo, which have been changed to define the output obtained through mowing methods

Planting is no longer limited to seeds, but also includes benthic animals

Underwater planting allows for the cultivation of benthic organisms in areas where there are already living organisms that have not been fully harvested before the land is reclaimed



Added ores: red zinc ore, alum, bauxite

Added preparation of materials available from the environment:

Calcium oxalate, sodium formate, sodium oxalate, oxalic acid, ammonium bicarbonate, lithium chloride, lithium sulfate, lithium carbonate, lithium hydroxide, lead nitrate,

Zinc sulfate, aluminum sulfate, ammonium aluminum sulfate



When the first spacecraft takes off, if the population of the planet exceeds 200, then the spacecraft will carry 100 people away

The details of the spacecraft will show its population and the number of professional crew members.

Every day, the spacecraft attempts to transfer a portion of its population to planets in the same galaxy with a population of less than 100.

If the population on the spacecraft is less than 100, some people will be pulled from galaxies with populations greater than 300 within the same galaxy.

The population on the spacecraft also increases every year.



As long as the population on spacecraft and planets is 2 or above, there is a small probability of growth, and with a base of 50, there will be a stable 2% growth.



Added an easy to develop judgment to the planet

The spacecraft of the initial civilization will not spontaneously transfer population to planets that are difficult to develop



Added the attribute of civilization policy, which determines some behaviors of the group. Supports predefined community presets for these properties.

Chaotic Empire Preset: Do not settle, loot two attributes. As pirates, they do not produce or occupy the planet, and will plunder the already produced materials on the planet, robbing 10% each time. Only when the fleet defended within the galaxy no longer exists will it be successfully looted. Increase hate by 10 points per robbery.



The spaceship has added a type distinction, with existing types: exploration, trade, and combat

Only pioneering type spacecraft will conduct population migration



Two new symbols have been added for the installation of biological components and mechanical components. The former can be installed by biological devices, while the latter can be installed by mechanical devices.

After installation, the speed and movement of the item are superimposed on the unit of action.







Recent Updates Summary

Added desert symbols, swamp symbols, and island symbols for plants to indicate that they are only generated in the corresponding environment

Plants without special signs generated in regular areas

Vegetation like bodies are generated with a 1% probability at any terrain

Added several plants from swampy areas: reed, lotus root, moss, pitcher plant, alder, and mangrove

Sand, silt, soil, and other substrates can all grow plants, but a layer of probability of plants is added according to the type of substrate.





Removed an early architectural ID and removed the conceptual entity.

A 'building' that cannot manufacture items or grow plants is not considered a 'building' that requires special records.

The field and incubator are labeled with plant growth containers.

The formula itself has a maximum quantity limit for each batch

The time required for production will be calculated by batch

A semi-finished product link has been added for production and construction to facilitate subsequent logic.

The character will not collect all the materials before going to production and construction, but will go back and forth to fill in the semi-finished products, and finally proceed with production and construction.

As for the manually manufactured positioning, it can be completed in the backpack, so a semi-finished product will not be placed on the ground for the time being.

Tasks that already have semi-finished products will reuse them after being placed back, and will not be stacked when placed back or split when received.

Added weight bearing restrictions for species. If the raw materials used for production and construction exceed the load, they will no longer continue to collect materials, but will be preferentially filled in semi-finished products.

When the character is overloaded and cannot pick up materials, they will give up production and construction

When the character is overloaded, they do not perform tasks such as manufacturing, building, picking, planting, etc

Added a map instruction for disassembling semi-finished products.

The raw materials filled in semi-finished products need to be disassembled before they can be retrieved. When disassembling the semi-finished products in use, it will be found that the semi-finished products are lost, which will trigger the logic of task failure normally.

The formula supports raw materials measured by attributes

The management of formula related quantities is the measurement of the "portion" of this formula, rather than the measurement of the output

The default output of the target product is 1, and formulas with different output can be defined to adapt to different production scales.

The attribute raw materials of the formula can now have a minimum attribute limit, and items that do not have the corresponding attribute value will be skipped when adding an item lock with the formula.







Added some textile formulas

Various fibers (raw materials for converting corresponding attribute values) are used to manufacture yarn, yarn is used to make strands, yarn is used to make belt fabrics, yarn is used to make fabrics, and strand is used to make ropes

The materials used to manufacture yarn are limited to textile fibers, which are specialized as fibers

Both fiber and textile fiber properties are given simultaneously

Added a knowledge of textile principles, which is required for most textile related formulas.

The weaving machine is exempt from the textile principle requirement of 100.

The attribute value of raw material textile fibers in formula 1 for fiber yarn should be at least 0.5





Added formulas for 7 types of artificial fibers and 7 types of synthetic fibers




Added a new type of biological herbivorous giant silkworm that eats grass and produces silk

Soybean meal and rapeseed cake are both added with animal feeding habits and can be used as feed

Specialization of cow's milk into milk

The reed has attachments reed straw

Added bamboo with a biomass accumulation rate of 400 (currently the highest)

Added papaya plants and a formula that can be manually manufactured to extract papain from papaya

Added knowledge of hydraulic principles

Added a machine hydraulic oil press for pressing oil from soybeans and rapeseed





Added mineral calcium carbide, yellow phosphorus,

Added formulas for calcium carbide to produce acetylene, acetylene to produce acetaldehyde, acetaldehyde to produce acetic acid, acetic acid and acetylene to produce vinyl acetate, vinyl acetate to produce polyvinyl alcohol, polyvinyl alcohol and soybean meal to produce soybean protein fiber

Formula for manufacturing milk protein fiber with the addition of milk and polyvinyl alcohol

Some formulas that require air, so the "air bag" is used as a "catalyst" for a formula that produces air

Added preparation of materials available from the environment: carbon disulfide, methane, acetic anhydride, acetyl chloride, hydrochloric acid, phosphorus trichloride, soda ash, sodium bicarbonate, sodium acetate, calcium acetate, dichloromethane, acetone, benzene, hydrogen, ethylene, propane, propylene, copper oxide, copper hydroxide, ethylene oxide, ethylene glycol, ethylene oxide, propylene glycol, butanediol, methanol, formaldehyde, carbon monoxide, polyvinyl alcohol, N-methylmorpholine nitrogen oxide, N-methylmorpholine, morpholine, Diethanolamine, dimethyl carbonate, carbon dioxide, zinc oxide, terephthalic acid, p-xylene, caprolactam, cyclohexanone

Added formulas for steel bars and cement




Added formula for producing peptone using soybean meal and papain, or protease

Added formula for manufacturing universal culture medium using peptone

A protein percentage attribute has been added, as well as a formula for using this attribute to decompose high protein items into peptone.

Approximately 30 new microorganisms have been added, as well as several formulas that consume universal culture media to proliferate them and utilize them to produce products

The protein percentage attribute of the raw material in Peptone Formula 1 for high protein products should be at least 0.2

Added bacterial blind box items and bacterial blind box item pool. The use of humus and a large amount of culture medium to create blind box items implies the process of separation, purification, and cultivation.

Each strain should be added to this item pool and set weights by default.

Consume the bacterial strain blind box to obtain a sample of microorganisms extracted from the item pool. This is the only source of original strains for fermentation engineering that do not rely on purchasing and collecting garbage.

Added biogas digesters that can consume humus to produce methane

Added a formula for producing ethanol using wood and microbial fermentation

Added starch percentage attribute and added corresponding attribute values for wheat, corn, and rice

Added a formula for producing ethanol from raw materials with starch percentage properties fermented by alcohol yeast




Classify all the instructions related to the blueprint into the blueprint class




Some messages will support clicking to jump, such as messages about character injuries

Damage information: Enemy's damage received in red, friendly and neutral damage received in green




Added an exit button

Text on the specific semi-finished product and quantity added to the semi-finished product

Added text display of some item attributes

The recipe has added links to buttons such as raw materials, skills, knowledge, and target objects, optimizing the display. Display a list of equipment items that support the production of this formula and link jumps

Displayed the pre knowledge set of knowledge, knowledge set treating it as the pre knowledge, formulas requiring it and link jumping

Display the pre knowledge of the skill, formula requiring it and link jump

Display the formula that can generate the item, production formulas the item supports and link jump. Added a name filter box to facilitate the retrieval of various items' functions

Added a button to jump to the item panel on the item stack details page




Supports built-in graphic and textual documents, allowing for text retrieval of titles and document text

Within the document text, lines that match the retrieved text will be displayed in dark color

The path is as follows

Texts/Local Language ID/Entry Name.txt

Texts/Local Language Identification/Image Name.png

A separate line of [[image name. png]] in the document text is used to reference the corresponding image

recent updates

Added 600 translations of text



Spaceship interaction reconstruction

The original "spaceship" list has been changed to a "celestial body" list, which allows you to view all known star regions, as well as a list of known spaceships and planets within these regions.

Removed some unnecessary spaceship features


Adjusted the logic of planet creation, with a pre-set start of 1000 star regions, each with several planets, and the first planet in each region being a star.

When patrolling the sky, only approximate information about the planet is found, and it is no longer truly created and stored.

The celestial body list shows all galaxies and planets, but if they are not on the spacecraft's star map, they are inaccessible, requiring patrolling the sky to discover them.



The following elements have been added, as well as related ore and smelting formulas:

Beryllium, strontium, zirconium, hafnium, niobium, tantalum, scandium, gallium, indium, germanium, thallium, cadmium, selenium, tellurium,

rare earth element




Added a damage type, Chop

Diseases can also reduce character speed

The association between the damage value range and the disease will automatically be added to the superior. Each association definition will automatically add the disease and probability to a higher damage value range, and when repetition occurs, a higher probability will be taken (i.e. coverage can be performed).

Added Disease: Burns Level 1-3

Humans who suffer more than 3 damage value of combustion and chemical corrosion damage have a certain probability of obtaining burns ranging from 1 to 3 degrees

Added disease: Leg fracture level 1, reduced speed by 0.3




Added a virus marker for the item. If a character encounters an item with a virus marker and develops a disease (such as a possible permanent incubation period for a certain disease, without even indicating that it is not a carrier), the item will be added to the character's virus carrying list

Added a bite flag for the attack method. If an attack with this flag causes damage, it will cause a single contact between the target and all viruses carried by the attacker.

Current exposure routes: eat, bite attack transmission

Added a random disease field for species, used to provide random diseases and probabilities of wild animals

Added the field of species random contact with viruses, which is used to generate wild animals and make them contact with the specified virus once with a given probability

When wild animals are generated, they will randomly add the diseases they suffer from and the viruses they carry

If the first self-healing verification time is set to a non positive value now, it will not verify self-healing. The first deterioration check time is also similar.

The character has added a permanent disease list: diseases that neither self heal nor worsen

Added virus items: Hantavirus and corresponding epidemic hemorrhagic fever

There is a 1% chance that mice will come into contact with the Hantavirus when they are born, and if they fight against mice carrying the virus and are bitten, they may also become infected, ultimately suffering from epidemic hemorrhagic fever

A new disease has been added: ligament strain, which will slightly reduce the character's speed.

It is recommended to only hunt in the early stages and obtain meat through breeding in the later stages to reduce the risk of disease in the characters.



Added a "drivable" symbol to the item, and action units with this symbol can be bound to be driven.

When driving a unit, it will use the speed and movement mode of the driven unit, and both will always maintain the same position.

Added a non intelligent drivable mechanical sign to the item, and such items set in the opening will be converted into action units. Note that it can take action but only in special circumstances. And it should also have a drivable sign. For example, vehicles that cannot drive themselves, such as cars, bicycles, ships, etc., should bear this symbol.

Added simple car items with drivable signs and non intelligent drivable mechanical signs.

Added high-speed car items, which are much faster than simple cars.

All robots have added drivable signs.

Most large animals have added drivable signs, including carnivorous giant spiders (if they are not afraid of being eaten or caught in the net)

Adjusted the input logic, and now the movement will be at the speed the character should have instead of a fixed speed. If it is a high-speed unit, it may move many spaces with just one click. When encountering obstacles while operating objects with high movement speed, you can consider right-clicking to move.





The species has added definitions for physical energy consumption per pixel of movement and physical energy recovery without moving frames

Reduced the physical energy consumed by various physical activities

But it also reduces the recovery of physical strength from rest and sleep movements

Characters cannot move when they lack physical strength

Robots with less than 10 physical strength will automatically retract 100

When the character's physical strength is less than 10, right-clicking on the character's grid will display optional sleep actions





The blueprint rule can be with variable parameters by adding a variable parameters flag. Currently, variable parameters only support variable length, width, and height sizes.

You can set parameters for the variable parameter blueprint in the background settings at the beginning.

Narrowing the distance between random villages.

A path was opened between the player's location and the ancient book ruins. (Moders can refer to the settings here to learn how to use variable parameter rules).

In a newly added test opening, a variable parameter blueprint was used to automatically connect a path to each random village, using a variable parameter road horizontally and a variable parameter staircase vertically. Due to the large loading capacity, if you get stuck at the beginning of this mode, you can wait a little longer. When it is fully loaded asynchronously, the program runs smoothly.





Optimized the layout of the mini map and moved the hidden button to the x symbol in the upper right corner.

Reduced the distance of the small map for moving to any direction.

The pause button has been placed in the upper left corner

Replaced 'hidden message list' with 'X'

Reduce the font size of the name a bit

Reduced the size of the text inside the speaking box

When zooming to show all units ignoring the layers, the circle displaying its attack range remains the actual size and does not enlarge with the character

Now the detailed description of the product will be included in the recipe details

More reasonable delay in raising text when picking up objects, and reduced animation duration





Excrement, sewage, and humus have negative decorative values, so try to avoid people going to these places as much as possible



Added two symbols: combat robot and work robot

Added a small combat drone

Currently, except for the Guardian 1 and small combat drones, which are combat robots, all others are work robots

Canceled the default automatic support behavior of the work robot





The first priority for tillering individuals is to protect the main body, so automatic enemy seeking behavior will be canceled by default, but there will be automatic support behavior.



All iron traps have been removed and necessary areas have been changed to prohibited light barrier exactly for its icon looks better)

Expanded the opening space and lined up characters to shout loudly at the beginning, making the opening relatively less crowded

Only one entrance is left at the player's opening venue and traps are placed at the entrance




There is a 0.5 probability that the edge of a 9 * 9 pond will be replaced with soil to make it less regular



Fixed bug in releasing traction action

If there is no bed, the sleep location will no longer be taken from the location when generating sleep actions



Fixed some movement bugs caused by large unreachable gaps, changed from 1 to 0.0001.

Optimized pathfinding, when chasing characters, when encountering obstacles, they will try to move up and down before continuing to approach on the xy plane.


Batch loading of blocks is now possible. You can set the radius of the right click loading block in the menu (number of blocks, if set to 2, 5 * 5 blocks will be loaded by right clicking each time).

When the character is wandering, they randomly check the surrounding environment and settle points, which is different from when settling points during sleep, where negative values are recorded.



Several bug fixes that affect non default start.