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UnderSupernova News

summary of recent updates

Due to the introduction of a considerable amount of ore and related formulas, we may wait for the metal section to be completed before adding an overall English translation of the new content.


Added a register field to items with rules

Added signal

[every ? minutes, transfer the pickable object of the device's grid to the grid in the ? direction with distance of ?]

[Every time a signal ? is received, transmit the pickable objects in the grid where the device is located to the grid in ? direction with distance of ?]

Every ? minutes switch icon]

[every time signal ? is received, switch icon]

[every ? minutes set ? as icon index]

[every time signal ? received, set ? as icon idx]

[every ? minutes add ? to the register]

[every time signal ? received, add ? to the register]

[every ? minutes set ? as the value of the register]

[every time signal ? received, set ? as the value of the register]

[Every ? minutes, if the value of "(0 register 1 temperature 2 pressure 3 water volume)" is "(0-5 is greater than, equal to, less than, greater than or equal to, less than or equal to, not equal to)" value ?, a signal ? is generated.]

[when received signal ? it the value of "(0 register 1 temperature 2 pressure 3 water volume)" is "(0-5 greater than, equal to, less than, greater than or equal to, less than or equal to, not equal to)" value?, Generate signal ?]


[every ? minutes, If there is a signal ?, a signal ? will be generated]

[when received a signal ? , If there is a signal ? , a signal ? is generated]

[every ? minutes, transport items within this grid to the ? "direction" ? grids, only items with "item ID" value ? (0-5 greater than, etc) ? ]

[every time when received a signal ?, transport items within this grid to the ? "direction" ? grids, only items with "item ID" value ? (0-5 greater than, etc) ? ]

[every ? minutes, Collect items within a radius of ? to this grid, only items with an ID value ? (0-5 greater than, etc) ?]

[every time when received a signal ?, Collect items within a radius of ? to this grid, only items with an ID value ? (0-5 greater than, etc) ?]

A new signal type has been added: other trigger types, such as passive triggering when a movable individual enters a grid where there are items with corresponding rules

Added signals for this trigger type

[Generate a signal ? when a movable unit passes by]

[Signal ? generated when player units pass by]

[Signal ? generated when friendly units pass by]

[Generate signal ? when no smart unit passes by]

[Generate signal ? when hostile units pass by]

Added some buildings that support signals: signal converters, interval timers, automatic dumping machines, and ordinary transmitters.

Experience all signals using the testing automation machine.






Added speech items:

Come here to me: Your own personnel who hear the words approach the character

Charge: Your own personnel who hear the words search for enemy personnel within 30 grids to attack

Formation: Upon hearing the words, one's own personnel stand in a rectangular array facing the direction of the character

Added two amplifier items that increase the volume to 10 bars and 30 bars respectively. Manufacturing them requires knowledge of sound reinforcement principles.




Split the dimensions of damage and defense, and calculate the damage separately.

The existing defense equipment has been changed to assign defense values to each of the six dimensions.

Removed unarmed damage and bite damage, changed acid damage to chemical corrosion.

The trap has added a damage type, which defaults to Stab

Trapped damage defaults to Crush.

For all explosions, one combustion injury and one shock wave injury are calculated.





Added disease and injury mechanisms

Injuries, poisoning, nuclear radiation exposure, etc. are all considered diseases

The disease has a chance of self healing and worsening

Self healing may disappear or become light

Deteriorate to a more severe type and have a certain probability of triggering various complications

Medication has a certain probability of curing the disease, as well as producing various adverse reactions and even complications (considered as a category)

The disease currently has only one impact: deducting the upper limit of life, it is obvious that if it is deducted to zero, one will die.

Items can define the diseases caused by eating them

A decrease in character health can also become a source of disease: species can define specific attack types and the probability of various diseases (injuries) occurring within a specified damage stage

For simplicity, each prescription needs to have a corresponding definition of an item and a formula with a workload of only 1.

Medication means that you only need to consume at least 1 amount of the corresponding item in the prescription, and the associated medication will be automatically applied to attempt to cure the disease.

Added a medication label to determine whether taking something is considered a one-time medication. This label will automatically be added to the item entity when it is associated with the medication entity

Added several diseases such as sprain level 1, bruising level 1, and infection level 1-3

The probability of sprains and bruises has been added to human.

Sprain and bruising have a certain probability of infection

When the infection worsens, it gradually increases from level 1 to level 3.

Temporarily occupy the space and use a micro automatic treatment machine as a panacea to manufacture various prescriptions.

You can see the illness and deducted maximum life limit in the background text of the character.





Added several flowering plants such as "tulip", "pansy", "sunflower", "anemone", and "hyacinth".

The areas where plants grow are no longer uniformly displayed, with priority: the first tree and then the first grass without a tree

It is more convenient to determine whether a plant has harvestable value by using different icons for the number of fruits it bears, whether it is 0 or not. It is recommended that the generation of fruit like attachments only occurs during the fruiting period to utilize this drawing feature.

The priority of displaying tiles of a certain plant in a plant group is: tiles for flowers, tiles for fruits, and default tiles

Using flowered tiles during the growth stage with flowering markers

In the growth stage with result markers, if the fruit number is not zero, use the tile of the plant with fruits

Use default tiles in other situations

Added a map command: cut grass
you can harvest seeds, fruits, and accessories, cut down trees, and cut grass to clear the ground where plants grow






Added regional planning: safety zone

When characters escape to a safe area, they first go home, then go to the safe area of their group, and finally find a location nearby to run

The character will remember the shop, the stall, and the restaurant zoning when they enter it. If the distance is more than 100 spaces, they will forget it when they want to go there

Added shopping action: Characters have a certain probability of taking shopping actions during their break time. Find a store or stall within 100 squares that they remember to go shopping

When the character is hungry, there is a chance to go to the the restaurant zone they remembered.

External trade storage point, renamed as interstellar trade storage point, will randomly select a such kind of zone for storing purchased items in some cases of trading with spacecraft.

If a character pulls an animal within a pasture zone and the traction is released, it will limit the animal to that zone, and the random movement of the animal will not leave the pasture zone. If you want to lift the confinement, you need to pull the animal out and release the traction outside.

When there is a positive balance, transactions can be made using only money. Use the balance at the target to purchase various items. The economy is relatively complex, and details can be found in subsequent wikis.






Two new commands have been added: Add Virtual Road and Remove Virtual Road, which are used to directly add and remove nominal roads. There is no physical barrier between the upper and lower layers, but it is just a concept, making it easy for characters to find their way and not to recycle blocks.

Added a box selection creation zone instruction. After the box selection, players can create a zone without automatically expanding the range. After the box selection is completed, the zone will be created.

Added instructions for clicking to create a zone start and end, which are used to click to determine the start and end points of the zone. When determining the end point, the zone is also created at the same time

Added instructions for clicking to create a blueprint start and end, which are used to click to determine the start and end points for generating the blueprint. It can cross layers and create the blueprint when determining the end point (recording the filling and building within the rectangle range) (note that the blueprint only takes effect within the archive of this world)

Added a unique name input box during blueprint creation process

(Note that when a unique name is duplicated, it will automatically assign a unique name with various numbers that are not readable.)

Added placement blueprint instruction, but prohibits placement of blueprints with a range of over 10000 grids






The following metals and corresponding ores have been added, as well as the smelting formula (temporarily default to 2 ore manufacturing 1 corresponding metal):

Manganese, iron, chromium, titanium, vanadium, copper, lead, zinc, aluminum, magnesium, nickel, cobalt, tungsten, tin, molybdenum, bismuth, mercury, antimony, gold, silver, palladium, platinum, rhodium, ruthenium, osmium, iridium, lithium, rubidium.

(Note: It is important not to be intimidated by these metals and minerals. Complete industrial capabilities filled with the periodic table are not necessary in the subsequent process, and can be obtained from merchant ships or other sources. Of course, promoting knowledge trees and collecting full industrial capabilities is a challenging hardcore gameplay that interested players can try.)

(Note: The mineral deposits in each large block are different. You can travel around the world with a prospector to find the necessary ores, excavate and smelt to obtain metals for industrial advancement.)

Several new spacecraft formulations have been added, requiring only a few metals of 100kg.

The formula for spacecraft attack defense and repair components has been adjusted, and new metal has been added to it.

Decoupled the logic of the battery, items with stored energy value fields can be activated to provide power and converted into designated items after activation, such as (100 units) dry batteries being converted into (no charge) dry batteries. Removed the formula for the unit universal battery, and later switched to manufacturing specific batteries. The unit universal battery is only used as a relic item.

Decoupling the logic of the spaceship, items with the spaceship marker are considered spaceships.







Several buttons have been added to the mini map to move the radius distance from east to west, north to south

And you can input the lxy coordinates in the upper left corner to display the corresponding starting small map of the position

You can also right-click the grid point on the mini map for partial interaction



Added a fast recovery feature, which allows for the consumption of biomass exceeding the standard body weight for regeneration when life is in danger, with a regeneration rate of 10 points per kg.

Type C1 monsters have this characteristic.



When an item with a defined movement method is equipped, it will be assigned a corresponding movement method to the character




Limited the number of batches where one person can manufacture formulas on a building at a time. To accelerate production speed, more buildings need to be built.

A production button has been added to the left of each recipe on the production panel, allowing for production without relying on the list of alternative actions. Similarly, a button has been added to select the construction recipe panel.

When taking on manufacturing tasks, we will consider how much manufacturing capacity the machine can still support due to its current level of wear and tear, in order to avoid machine failure before production is completed.

The production page of the building details will also display how many automatic production tasks are currently in progress.




Add camels, pigs, ducks, and horses. The speed of a horse is twice that of a person.



The character details page shows the group to which the character belongs

The shortcut action list is not a mandatory feature, so it is hidden by default and can be called up from the current character status panel




Added r key sprint, consuming 10 points of physical energy to move towards a position that is 20 times faster. For humans, it is approximately 3 squares.

The robot sprint does not consume physical energy and consumes 1 battery.




Fixed a bug where the loading of the lower block was slower than the loading of the upper block, resulting in the failure of adding grass and trees above

Fixed the resolution issue

Fixed a bug where mipmaps caused gaps when zooming out the map

Irregularly open game testing

We hope to find a place to post relatively scattered updates, and we have always wanted to quickly incorporate our new updates so that players can play with them. So we have made adjustments to our workflow.

In the beta version, we will update and publish update announcements from time to time and possibly more frequently. The version will also be relatively unstable.

After a relatively long cycle, a relatively stable version will summarize and update the content and publish it within the main project.

Players with the main project can obtain beta permissions if needed.

The beta version is temporary and may be opened and closed irregularly. At the same time, there may be restrictions on quotas, and our future workflow may also be further adjusted. But sometimes we have operation activities and challenge activities that give away the key to the main project. Welcome to add the main project to wish list and follow!

Summary of recent updates

Explanation: Currently, this game is relatively hardcore. If players have questions about how to get started, you can join our QQ group, add add our QQ, or send us an email. (Yes, this game is equipped with the most advanced manual tutorials ->us).

The game's wiki should also be able to answer a considerable number of doubts, and our promotional video also includes content on how to perform certain operations.

It's no longer a random terrain, but a terrain determined by the planet's seeds

At the beginning of the game, you can select a planet seed and view the current planet seed on the management page



When the reference altitude is 2000 and above, for every 100 meters increase, the temperature decreases by 0.6 degrees.

If the altitude is below 0, it must be the sea.

Lowered the probability of special terrain.




Support for automatic saving, default to saving once every 10 minutes. You can set the automatic save interval, with a value of 0 indicating not to save.

Added a quick save button



Added a one click start button, changing the original start to a carefully prepared start

Two icons have been added to display the message list and mini map when they are not displayed. Click on them to open the message list and mini map respectively

Added a logistics instruction classification and moved storage settings here

Added in-game key display (directly excerpted wiki)




Traps have added classification.

The species has increased the types of exempt traps.

An ordinary artificial trap is used to determine whether it is hostile to its owner and whether it has intellectual discernment to determine whether it is harmed.

Spider webs and acid pools do not depend on their ownership, and only those with corresponding exemptions will not be trapped by traps.





A secretion has been added to the daily cycle of mobile units. Secreted items are placed in backpacks, and buildings are placed directly under their feet.

When organisms are hungry, they tend to not train their skills and not to use skill actions.

For the convenience of hunting, items that fall when a creature dies in water will be suspended and not sink to the bottom.

Hungry animals will try to take a bite when picking up something, making it easier for them to quickly satisfy their hunger after hunting



Decoupled the logic of the uncontrolled objects chasing player units. Added automatic enemy seeking behavior. Uncontrolled objects default to have this behavior and will automatically pursue enemy units closest to them.(Unless you know what you are doing, it is not recommended for players to set this behavior for their own units. Setting up automatic support is sufficient.).

Added predator characteristics. When a creature sets predator characteristics and has meat in its diet, it will try to prey every half an hour when hungry, searching for the nearest weaker creature nearby. Hunters will attack creatures they encounter when they are hungry (if they have not yet started preparing to search for nearby prey).



Added three biological features: permanent hunger, 'able to transmit biomass', and 'able to receive biomass'.

Creatures with the characteristic of perpetual hunger are even more so than locusts. They are always in a state of hunger and can continue to eat no matter how much they eat, continuously accumulating biomass.

Those with 'able to transmit biomass' markers can transmit the portion of biomass that exceeds their standard body weight to their following one who has 'able to receive biomass' markers.



Added the tillering characteristics of organisms, which directly consume biomass equivalent to standard body weight to produce adult individuals of one or more organisms. The individual tillering automatically follows the source individual.





Added adult age and birth weight for organisms.

When creating organisms, their actual biomass is linearly processed between birth weight and standard weight based on their age. Afterwards, one only gained weight due to eating.

The amount of biological death drop is determined by its actual biomass.



Three new modes of movement have been added: drilling soil, drilling sand, and drilling mud, which can correspondingly "swim" within the corresponding solid blocks

Spiders can drill through sand, mice can drill through soil, and fish can drill through mud



The attack method has added a grab flag, which if attacked, will be pulled to the attacker's grid.

Added a field for knockback distance per damage, where an attack method with a non zero value will knock back the corresponding distance of the target's damage



Creatures with medical capabilities and automatic healing behavior will periodically check if the target they are following has insufficient health. If so, they will go for treatment. Convenient for medical uncontrolled bodies to automatically heal more non combat injuries in their nests.




Added an object symbol: Danger

A series of items and related species of uncontrolled objects will be listed as dangerous

Animals such as carnivorous fish and giant spiders that actively hunt for food are also listed as dangerous

Added a planet symbol: Peace. Planets with this symbol do not spontaneously generate objects with danger symbols

Adding a symbol of peace to the initial planet at the beginning of 'Time is quiet and good'






A predatory creature has been added: the carnivorous giant spider.

Carnivorous giant spiders secrete a spider web structure every 6 hours. Spider webs are web type traps that restrict movement.

Carnivorous giant spiders are exempt from traps of the web type.

Carnivorous giant spiders can move in sand and quicksand. The method of its spinning attack has a grabbing flag that can grab the target to its current position.




Added a predatory creature in the water: giant carnivorous fish




Uncontrolled individuals secrete solid edible inert polysaccharides every 5 days. So they can also be raised to produce food.

Type A2 uncontrolled secretion of acid pool is also a trap. And a2 type uncontrolled objects are exempt from acid type traps.

The attack mode of Type A1 uncontrolled objects has the ability to repel, which will repel the target for a small distance.

Added L1 type monsters with permanent hunger and biomass transfer characteristics. It will nibble and collect biomass from various locations (including players' farmland!) like locusts, and then pass it on to production units.

Added C1 type monster with characteristics of perpetual hunger, tillering, and receiving biomass. It can tiller out L1 type, A1-4 type, and even many future species. The movement speed is only 0.1 and will not automatically seek enemies.

Two new monsters that can self explode have been added. D1 and D2, with D2 capable of flying. Considering the high risk of explosion, we restrict that it does not damage the grid and reduce the damage caused by their explosion.

Added E1 type monsters that can drill sand and grab targets.

Added E2 type monster with mud drilling movement mode, capable of grabbing targets.

Added G1 type monsters, which can swim and drill mud, and can survive in the water for a long time.

Adjusted the monster's damage value








Added random book pool

Blueprint item rule definition can now specify random books

Added an item that can be written: book apple.

Under certain specific conditions, certain types of uncontrolled objects may generate items with recorded knowledge, and their genes determine the expression of objects with corresponding shapes of these text and graphic symbols. These knowledge are known as the ancient fire collection, which includes various relatively basic knowledge. There are currently 24 volumes of the Ancient Flame Collection, and further knowledge updates will add more fragments.

Added a blueprint building: Knowledge Save Tower

There are approximately 4 levels, each with some monsters, and the highest level will have a book apple that records a random book from the Ancient Flame Collection.

There are about 5 Knowledge Save Towers in each large block, and ideally, searching 5 large blocks can gather the vast majority of basic knowledge (advanced knowledge requires more conditions).




Added a speaking box, which allows you to use the speaking button to display or hide this window when controlling a single person.

The currently available speeches are:

Ask for needs "(the action of loudly asking for needs has been removed, and the logic is included here)

Wait a moment. It will allow the friendly or friendly person to pause for 20 seconds and wait for their subsequent actions or speeches. (Actually, it's also possible to pause before speaking to avoid affecting their work)

Deterrence. Enable enemy units with lower combat power to escape on their own, reducing unnecessary combat. (However, the distance of these 5 squares is actually very short. If there are long-range weapons, they have already been knocked away by the time they are spoken.)

Hazard warning. It will allow player's units and friendly individuals (only friendly, doesn't take effect with relationship value 0) to quickly flee to a safe place. (For example, for the evacuation of personnel targeted by bombing)




Added simple automation

By changing the state or spontaneously generating a signal through rules, the signal is a numerical value.

Devices can have several rules.

The rules are currently divided into pulse type rules and trigger type rules

The pulse type rule is checked every few minutes and takes effect once the condition is met.

The trigger rule subscribes to a signal and operates once at each moment with that signal.

Each rule corresponds to at least one rule tag, and the corresponding tag can be added to the item in the configuration file, which determines which types of rules can be added to the corresponding device on the automation page in the game. The automation page for item details allows for adding and removing rules for device configuration parameters.

Supported pulse type rules:

[Generate signal {1} every {0} minutes]

[Every {0} minutes, produce {2} quantities using all materials in the grid where the equipment is located according to formula {1}]

[Every {0} minutes, move all movable objects in the grid where the device is located one grid in the {1} direction]

Supported trigger type rules:

[Generate signal {1} once upon receiving signal {0}]

[When receiving signal {0}, produce {2} quantity using all materials in the grid where the equipment is located according to formula {1}]

[When receiving signal {0}, move all movable objects in the grid where the device is located one grid in the {1} direction]



Construction only needs to be done in adjacent grids, there is no need to be in the same grid (swamp and quicksand terrain are more friendly)

If the construction fails and it is not impossible to build, the priority of the construction task will be lowered and then added back. (Lack of materials is not a non constructable situation)




The z-axis coordinates of the opening placement in the custom background are converted to relative coordinates, which are the height relative to the surface.

For the placement of several blueprints in the custom background, the person birth point of the player's blueprint will be taken as the starting character placement location.



Removed the logic of character falling



Empirical pathfinding increases the weight of the road.

Empirical pathfinding tends to avoid grids of sand and mud below.




Fixed a serious bug where unlocking an item failed to lock and prevented item retrieval

Weekly Update

Default full screen display now.

Added a button to create a team from the currently selected individuals when controlling multiple people

The selection of items for starting game also includes name filtering now

It can be set to not display character names in the menu panel, and only when the mouse is moved over the character will the name be displayed (including text feedback on picking and fighting).




Added a mini map to make it more convenient to display the location of units and map on other heights. Especially for the convenience of flight units to check the ground situation.




When a character flies, his dropped items will fall to the ground.

When the falling distance of an object is 5 spaces or more, it will immediately explode if it is flammable or explosive.

Added an anti impact symbol for an item, with this symbol, it will not explode if it falls 5 spaces or more.

Added bio induction incendiary bombs, which have anti impact markings compared to regular incendiary bombs.

When the grid burns, the dormant creatures within it will also have a corresponding decrease in life.

When the grid burns, the flammable and explosive substances inside will also be ignited together.





The creations can be recorded in writable materials now.

When right-clicking on writable materials with controlling character who masters some creations, randomly select one creation as the parameter for optional writing actions.

The works recorded on the carrier have a certain probability of being mastered during reading.

If a work has a symbol of enjoyment that can be obtained from reading, then the entertainment and speculative value of the work can be obtained while reading. And its pleasure is influenced by the nature of the work itself and reading comprehension skills.

Literary works and paintings do not have corresponding performative skills, but they can be recorded on a carrier and read to convey their entertainment and speculative value.







A single item belongs to a certain storage category now.

Containers have their own storage preferences. When characters store their bags, they store various categories of items in different containers.

Players can right-click on the container to store only the types of items that the container prefers to store.

The significance of a wide variety of containers lies in their different default storage preferences.

The item details page has added container configuration to adjust the priority of storage preferences, with 2 being the highest and -1 indicating no storage of this type.

Similar to batch planting configuration, batch configuration can also be used to set container preferences.






Added some new terrain tile picture assets.

The mountains are likely to be in a low-temperature environment.

In addition to the bottom layer, there will be more salt blocks in the saline water area.

There is also a small probability of salt blocks appearing on the surface of salinized areas.

If quicksand and mud covered by the floor, it will no longer trap people.





Low temperature refrigeration: 2 times the shelf life below 0 ° C, 4 times the shelf life below -10 ° C, and permanent shelf life below -18 ° C.

You can wear insulated clothing to store food in low-temperature mountainous areas.

In low temperature areas beyond the limit of tolerance, organisms will run around in hopes of getting out of range







Added a sign prohibiting liquid flow, and in the corresponding building grid, the liquid will not flow

A water tower building has been added, with a built-in preference for fluid storage and a sign prohibiting liquid flow.

So if a water tower is built, the characters will not pour the water into the box after they finish taking it, causing it to flood the country

Toilets also have signs prohibiting the flow of liquids, so that if there is a toilet, there will be no cross flow of sewage








Added a bank.

Each group has two banks for individuals and groups, recording the amount of money stored by them here.

The amount of money a character can spend in a local group is the amount of money in their local bank account.

The amount of money a character can spend in other groups is the amount of money in their local bank account plus the amount of money in the other bank.

For the vast majority of map instructions and various maintenance group operations, when a character completes, the group will give the character a reward in the local bank (the longer the time, the more the reward, and production will be based on a certain percentage of additional compensation based on the value of the output).

On the bank page of the management panel, you can see the amount of money for each person and group.








buy

On the management page, you can add and cancel the available purchase quantity for all items

When a character enters a grid with a purchasable quantity of items, there is a certain probability that they will purchase these items, and the ownership belongs to them personally






Can work part-time in other groups now

Right-click on people from other groups to obtain alternative actions for requesting part-time work in their group. Implement a part-time work group that will set roles. People with a public occupation are not allowed to work part-time.

After setting up, he will also take on work tasks from the other group to earn money.

Added an action to find something to do, which will randomly select a work task to do within oneself, one's own group, or a group that he has requested to part-time work.

A new action has been added to hire one from other group to work as a part-time worker for one's own group. Success will allow NPCs to part-time work for players while they are not members of player's group. Hiring NPCs to work as a part-time worker requires at least 30% favorability, and the probability is relatively low. Players now have hiring or recruiting NPCs these two ways to make them work for player's group now.





Animal Nests

If animals have enough materials, they will randomly build an animal nest.

Animals with nests and their descendants will exist permanently unless they die, and they will return to their nests when the animals are recycled. When the nest is recycled, the animals are also recycled together.

The offspring of animals with nests also exist within their nests.

If the nest is not empty, there will be random animals coming out every day.






Uncontrolled creatures now chase enemy units encountered, not limited to chasing humans



Added map commands for possession and abandonment



Terrain filling can also use multiple random tiles and keep consistent when refreshing



The items and quantities carried at the beginning can be stored and used for new games.



Added a stare blankly action to the character to prevent it from idling



The probability of crops appearing in the wild has been reduced to 1/20 of the original, increasing the difficulty of survival









Fixed a bug where wasd caused text boxes to lose focus

Fixed a bug where attacking command were invalidated when controlling multiple ones

Fixed a bug in the ability to occupy dormant uncontrollable bodies

Fixed a bug where items fell without refreshing the map

Fixed other bugs.

Weekly Update

Partially decoupled the definition of groups.

You can customize the group and set the default membership group for the species now.

Split the hostile groups

removed the intelligent restrictions on operations, allowing control over unintelligent characters in one's own group

The ban on species of carrying characters at the beginning has been lifted, allowing players to choose characters such as XUncontrolled object or StarDevouringGiantInsect remains. Note that ordinary animals and monster cannot distinguish traps even if they are characters. Note that the when StarDevouringGiantInsect remains are charaters, the monsters dug out from the grid they assimilated are still hostile.

Blueprints can also be set default group

The blueprint item definition has added a toRole field. If the item is a species, it will automatically be converted into a character during placement.

Added Defender Robot, with fast speed, ability to fly, high health, and high defense, and long-range attacks. And put this robot in the blueprint definition of the extremely small village.

It is possible to define the knowledge and skills inherent in a species now.

Added maintenance robots with built-in maintenance skills.









The StarDevouringGiantInsect remains will devour and assimilate the grid points under their feet, so as long as there is a StarDevouringGiantInsect remain, there will be almost unlimited StarDevouringGiantInsect remains in time

The species definition has added fields such as no hunger, no thirst, etc. to adapt to some stubborn alien species

The addition of the planet's engulfed marker indicates assimilation by StarDevouringGiantInsect. With this flag, the devouring progress increases by 1% every 100 days. Progress of 3% or above will result in a monster that matches the progress value. And replace the loading block with a progress ratio filled with the remnants of the GiantWorm.

Added a Lonely Star Sentinel background/mode, located on a planet that is being swallowed up.







Added the following grid filling: ice, snow, saline water, rock salt, sand, quicksand, ordinary silt, swamp silt

Added large block markers: Gobi, swamps, karst landforms, deserts, etc., which will affect the generation and filling of terrain within 1-1000 grids near the surface

Added regional fast sign: salinization, which will turn all the water inside into saltwater, forming salt lakes, salt squares, and so on

There will be a higher probability of crushed stones on the surface of the Gobi Desert

When there is swamp silt and quicksand at the foot, there is a certain probability of getting stuck, unable to move, and continuously losing health, there is a certain probability of breaking free. When players get stuck in the terrain, there is a certain probability of breaking free each time they move

Added ore veins, with several ore veins in large blocks, and replaced with mineral fills within their range, and the outputs of these mineral fills are consistent rather than random. There are some small mineral veins on the surface and some large mineral veins underground.

Added a prospector, which is not consumed when activated and provides all the vein locations in the local large block in the message and character logs





Added skills related to firearm shooting, bow and arrow shooting, stone throwing, etc

Added items and recipes for pistols, rifles, and their bullets





You can define the production speed bonus and maximum bonus limit of the skill for the recipe. You can refer to the definition of construction skill bonuses in some existing building recipes.

Added some bonus configurations for recipes related to construction, sewing, and cooking skills

Each construction will add a construction skill training session

The excavation and fishing actions have added corresponding skill bonuses to speed.








Added work entity

Added abstract items: literary works, paintings, songs, scripts, dances

Added creative skills such as literature, painting, composition, screenwriting, and choreography. People Possessing these skills can create corresponding works. Characters randomly create when their skill points are above 100. Assign entertainment and critical value to the work based on the character's skill points and talent.

Adding the creation object association to the skill definition becomes a creative skill

New performance skills have been added: singing, playing, acting, dancing. With these skills, one can perform these works and convey the entertainment and speculation of the works to the audience. Only with sufficient talent and skill level can one fully convey all the attributes of the works. The entertainment value will increase the happiness of the audience, and the entertainment value and speculative value heard by the audience will be counted as group points. The character has a chance to master the work upon hearing it, provided they have at least 100 corresponding skills. Characters randomly perform their own mastered works based on their own mastered skills.

Adding performance object associations to the skill definition becomes a performance type skill.

Players clicking on a skill will display the corresponding actions for creating works and performing all the works they have mastered when the skill point count exceeds 100









Added medical and maintenance skills.

Added medical and repair actions, which will follow the injured and continuously restore their life. The amount of recovery is influenced by medical and repair skills.

Added character behavior: automatic repair and automatic healing. When a skill point is 100 or above, they will automatically go for healing or repairing the injured person

Added professions for doctors and repairmen. The group selects the person with the highest level of medical and maintenance skills and points above 100 to be elected, with a maximum of 2. Similar to guards, player groups do not choose doctors or repairmen. Corresponding professions will set up automatic repair and automatic healing behaviors.

Added universal medical robots.

Universal maintenance robots and universal medical robots have corresponding automatic behaviors by default.








Supported input text filtering for building recipe list

Unified recipe list components for construction and manufacturing, so manufacturing can also be filtered by name




If the upper grid can be mined, the corresponding mining action will also be brushed, thus supporting upward mining.

When setting down characters and landing on the planet at the beginning, we will find a more suitable height to place humans within a 200 grid range to avoid getting stuck in some cavities.




The ,. keys is considered equivalent to the<>keys

WASD also serves as a move method

S original search function changed to h key




Increased stability in some areas at the cost of performance

Optimized drawing refresh mechanism




Fixed bug with drawing priority read in error

Fixed an save record read bug

Fixed a bug where the icon and target archive entity ID were restored incorrectly

Fixed a bug with entity ID recovery, replacing the location during recovery instead of overwriting it

Fixed bug in zone recovery

Fixed a bug where newly game did not clean up temporary directory files

The group's changes are not friendly to existing save records but are compatible