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A simple understanding of UI


At the beginning of the game, this image will be displayed. Clicking anywhere will cause it to disappear, and it can also be found in the built-in document.

This is certainly a DFlike game!

"comparison with dwarf fortress?"


Yes yes yes! This is certainly a DFlike game!

We have referenced and learned from many games, especially the great masterpiece Dwarf Fortress!

Our current characteristics:

1. Infinite map with z-axis similar to Dwarf Fortress and MC. You can go to any place and build any number of homes, and characters only come close enough to one place to automatically complete the tasks here, also only use materials that are close enough.

2. Simple simulation management: excavation (wearing equipment can dig quickly!), construction, production, collection, planting, simple automation rules, and so on. It can help characters survive and become prosperous.

3. Some simple but logical villages. The player's base will also have the same logic, but if there is a lack of regional planning, buildings, and items, the player's characters may be on standby more often, just in a daze or occasionally exercising some of their skills.

4. About 50 types of plants and benthic organisms, except for beautiful flowers, most of them produce food or cash crops. About 15 species of animals.

5. There are approximately 30 types of creatures and robots that can also be operated as characters (of course, there are also monsters and aliens inside).

6. There are already nearly 1000 items (including buildings) and more than 500 formulas available, and priority will be given to adding relevant industry chains based on player suggestions.

7. Nearly 70 types of knowledge (technology tree) and skills

8. There are various terrains such as plains, oceans, mountains, deserts, swamps, karst landforms, and so on.

9. Monster dormancy points, ruins, and some buried relics located throughout the map

10. A dynamic starry sky that automatically develops civilization, trades with each other, and confronts pirates.

11. Free module. We haven't opened a creative workshop yet, but modder can refer to the configurations in the data_core directory to add custom contents. And most things can be defined.

12. Dwarf Fortress is almost an entire world, We only have one clumsy little game here!

I'm very sorry to discover a new post in the community. And we have found a new way to reply!

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.