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UnderSupernova News

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.

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