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近期更新汇总

更新日志
v0.6.1.0
移除了一些很早期的逻辑, 可能造成部分存档不兼容, 增加一个大一点的版本号
新增了 1-4型体力药剂, 用于体力补充
减少移动体力消耗为原来的约三分之一。(普通人满值体力可以移动的格数从约600提升到约2000)
许多油虫现在每6天产出0.5kg食物和0.5kg生物石油。
v0.6.0.29
大部分手工制造的配方都加到了通用手工机器内(地形建设除外)。
默认禁止了医疗机器人和维修机器人的大部分普通工作, 专注于医治和维修。
新增了一个微型太阳能机器人, 重量微小, 无法攻击, 但不耗电可以永久行动。
战斗无人机自带手枪射击的攻击方式, 只要背包里有弹药即可发动攻击。
v0.6.0.28
v0.6.0.27
新增了不可进食, 不可阅读标志, 具有该标志的单位无法执行相应动作,给机器人和载具添加了对应标志
优化了交易界面显示, 方便看到具体是谁和谁交易(便于区分 个人与个人, 个人与团体, 团体与个人, 团体与团体, 个人向团体购买, 团体向团体购买, 个人向商船购买, 团体向商船购买 这8种情形)。
可以收藏小地图当前位置了, 并且点击该收藏项即刷新小地图调转到对应的位置。
修复若干bug
v0.6.0.26
对于人物目标型任务在管理页支持移除冷却时间了, 从而可以移除冷却然后立即指派。
招募现在同一目标间隔60分钟才可以进行一次, 驯养间隔30分钟。
增加了人物接取了人物目标型任务的信息显示。
驯养任务执行一次后会放回了, 且驯养会以建立所属认知结束, 即动物最终会加入玩家团体。
调整了马,骆驼等动物的标准体重和负重能力。
增加了一种巨型滤食鱼, 血量10000,体重10吨。

右键格点时, 第一个被遍历到的可食用物品会直接出现食用它的备选项, 不必到物品详情页交互。
全图人物列表可以输入文本按名字筛选了。
管理页可以直接指派人物阅读某个文档指定时长了。
(不推荐)可以在安装目录运行脚本覆盖默认配置, 从非全屏窗口启动。


v0.6.0.25
v0.6.0.24
物品/攻击方式/知识/技能/书籍 没有主动点开的必要, 关联页面会有跳转链接按钮。所以移到设置窗口里。
让财富统计, 教程和文档, 在线wiki等的按钮更明显。让玩家可以更专注于重要的交互项。
教程和文档同时在界面顶端和界面右下角显示, 让它更显眼方便玩家找到。
合并了调整后的几个状态栏, 精简界面。
拖动窗口的时候, 不再连带拖动地图。
v0.6.0.23
UI微调。
绘制速度略微优化。
增加一个高配置机器下, 可选配置双加载线程的选项, 进一步加快区块加载。
v0.6.0.22
并行解析配置文件
v0.6.0.21
v0.6.0.20
并行载入配置, 便于后期Mod大量小文件载入
压缩的蓝图规则不直接存数值, 而是对数值转字符串后存储
延迟并并行解析压缩蓝图规则的延迟字符串。以加快对批量生成的大量巨型蓝图的载入。
重新生成100个3*27*27的迷宫房间, 调整了地下城蓝图, 以应用此延迟并行解析特性。
v0.6.0.19
绘制略微优化
寻路优化
内置文档载入异步化
v0.6.0.18
在许多物品池里添加了破损的机器人生产线物品, 它可以豁免知识, 使用原料制造少量机器人, 但是使用次数有限。
调试菜单增加了一个手动导出日志的按钮
给大型聚落的房间随机添加了许多家具
无敌模式传送不消耗一次性传送器

v0.6.0.17
右键获取地点信息时, 除了当格的人物, 还会显示附近1格的人物, 避免不熟练时不好选中对应的人物。
加回来了人物头顶的当前动作和进度文本同步, 但是仅限本地游戏, 或者开启游戏的主机才会同步这些信息。以减少联机时数据传输量。
加大了一点人物头顶的文本字体
分离了装备物品, 食用物品, 安装组件对单位移动方式影响的配置。(修复了装备碎石就可以飞行的bug)
可以配置收到攻击的时候进行主动分泌了。蜘蛛在收到攻击的时候如果在主动分泌时间间隔内, 就会立刻制造一张网保护自己。
吐酸型油虫每隔5h可以主动分泌一次, 同样也会在收到攻击时立刻主动分泌酸液池, 制造有利战斗环境。

v0.6.0.16
右键菜单未显示的时候, 不随角色移动而获取右键菜单数据。
v0.6.0.15
增加了对以左下角对齐形式绘制的瓦片的点击判断
v0.6.0.14
人物详情页增加了一个数据刷新按钮。
右键一格时, 如果附近8格内的一个建筑任务的半透明图标和鼠标点击位置重叠, 那么它也会显示在右键菜单里并可交互。
同样, 右键一格时,如果附近8格内的一格物品或建筑的图标和鼠标点击位置重叠, 那么它也会显示在鼠标右键菜单里并可交互。
v0.6.0.13
v0.6.0.12
调整手动移动的时候人物移速
v0.6.0.11
修复了卸下装备未刷新的bug
修复了缓存导致存储完毕立即读档看不到人物图标的bug

v0.6.0.10
新增了塑料袋, 消耗塑料和燃料制造, 可以提升5kg负重。
装备可以定义对应穿戴分类的限额, 任一已穿戴计数超过对应分类限额, 都无法穿戴上。
装备穿戴上的时候, 给它所有具有限额的穿戴分类都添加1的计数。
(如塑料袋限制分类为Bag的最多10项, 那么最多穿戴10个塑料袋或者其他限制Bag的装备, 就无法再穿戴塑料袋了.)

修复一个基因特性有关字段导致的存档bug
修复一个单位位置缓存未更新的bug

updates

更新日志
不定期停更一段时间

v0.6.0.9
可以在基因里定义额外的移动方式, 额外的速度, 额外的属性(如生命上限加值),额外的能力了。
物种基因池里所有基因总权重超过10000时, 会必定抽取到一个特殊基因。
新增了一个水下呼吸的基因, 提升憋气时长为100年。
新增了一个提升力量的基因, 会提升人物的负重能力。



v0.6.0.8
被陷阱限制移动的时候, 无法发起攻击, 且同时会消耗尝试攻击的行动点。(大幅强化蜘蛛的战斗力)

新增了初步的基因机制,子代会随机挑选亲代的染色体从而发生选择性遗传(仅机制支持, 尚未填充内容)。
基因有偏好的染色体号列表, 基因被抽取时也会随机抽取它出现在的染色体编号(人类染色体编号共46个, 注意成对的染色体其编号也应当成对出现否则不便于遗传)。
基因位于染色体上, 且有其取值, 其不同取值表示它的不同表达, 但是整体的表达需要遍历所有的染色体统计其上的所有基因才能确定。
类似于职业经历池,物种也会有一个加权的常见基因池。
从蓝图创建的亲代人物会从物种的基因池抽取基因(子代则直接从亲代选择性随机遗传)。
地表的动物也会从物种的基因池抽取基因。

v0.6.0.7
新增了一个清理区域的指令, 会让当前框选的一群人里, 有足够负重余量者去清理区域规划范围内负装饰度的物品(如污水).
(不用再为动物混进居住区而烦恼了)

部分解耦了无线充放电的逻辑。
具有可无线放电标志的物品(如可充电电池)可以通过激活获取其电量。
具有可无线充电标志的物品(如可充电电池)可以向其中无线充入电量, 不再仅限机器人充电激活。

物品可以定义其每次使用需要消耗的电力, 如果它内部的电力不足时, (不管是持有使用还是装备使用都)会无法使用, 可以从物品详情里的自动化页充入电量。
装备的武器需耗电使用时没有电量会自动卸下, 且充电前无法装备。
持有物品和装备武器作用时都会消耗耐久, 耐久耗尽自动成为组成原料。

新增了一个吃东西的默认动作类型, 物品没有默认动作, 且是可以吃的的时候, 持有的默认动作是吃掉。

满体力消耗体力到无体力会提升0.3的体力上限, 最多提升900


v0.6.0.5
物种可以定义主动分泌时间间隔,需要比被动时间间隔短才有效。
新增了一个主动分泌动作, 超过分泌间隔时, 右键人物所在格会出现。(可以控制蜘蛛吐丝织网)

v0.6.0.4
移动方向不可继续前进的时候, 如面向墙默认上爬, 面向空气默认下爬。从而自动攀爬适用范围更广了。

v0.6.0.3
陷阱可以定义其主动攻击方式, 会产生从它的位置投射向激发位置的弹丸。
新增了飞石陷阱,毒液陷阱,火球陷阱,和飞箭陷阱,会安置在迷宫,地下城和地表遗迹内,它们没有图标,不可见。
陷阱每次激活主动攻击方式, 和它的普通作用一样会消耗陷阱建筑的完整度, 直到建筑损毁。
物品可以定义其陷阱触发范围, 从而人物经过时会激活指定半径内的所有陷阱。
新增了陷阱触发半径逐渐增大的 小型,中型,大型陷阱触发器,同样会安置在迷宫,地下城和地表遗迹内。
它们每次触发消耗20%的完整度。

新增了一个不可占有标志, 具有此标志的物品无法从无主状态变成有主状态。
但是如建造和制造获得的它们从一开始就是有主状态, 可以发生有主状态的转移。
给新增的陷阱和陷阱触发器增加了此标志。


v0.6.0.2

添加了一个关闭机器人的动作, 会让机器人恢复物品状态从而不耗电。
可以通过充入0电量来唤醒有一定电量余额的机器人。


人物收到击退攻击发生位移后, 如果处于攀爬位置, 那么会没有抓牢发生坠落。
坠落到的地方如果是水填充那么不受伤害,如果坠落高度只有1米也不受伤害,否则受到 (5 * 坠落高度)的重击伤害。
(可以用这个机制, 装备高击退的工具在比较高的悬崖处把敌对单位打下去)

LAN online support and recent updates

[Compatibility]
Due to support for online and some radical optimizations, some incompatible large-scale changes have been added.
Upgrade version number to v0.6.0.1

[Online]
Supports running multiple games simultaneously on this machine.
Supported experimental LAN connectivity (further development is required to improve the support).
The server can set the listening port number in the settings and start the service after the game is opened.
The client can join the game on the start interface, enter the server's IP and port number, set a username and password to connect.
In a game, there will be a limit on the number of times an IP can register with the server and the number of incorrect password attempts. If there are more than three attempts within a day, the server may automatically block it.
Access takes a certain amount of time, and once you can see the character, you can switch levels with the Q or E keys to refresh the screen.
Added data compression, sharding, and sharding retransmission mechanisms to the online system.
Merge a large number of requests.
Adjusted some drawing logic.
Automatically count the average latency and adjust the rendering frame rate on time.
When a new user connects, create three controllable human units for them.
The statistics interface has added two options: declare war and sum. This is only applicable to groups of other players and cannot declare war on neutral NPC groups or sum up opposing NPC groups.
After declaring war, both groups will immediately become hostile. And seeking peace will only restore a friendly state after both parties seek peace.

[Performance optimization]
Significantly increased the speed of fast forward.
Several system configuration items have been added, including not recording runtime and not loading and unloading blocks during fast forwarding.
Adjusting them can make fast forward faster.
Optimize the performance of character actions and some internal mechanisms.
Outside the camera range, no longer display all characters, only important ones are displayed.
When the lens is reduced to a very small size, only important people are ignored in the floor display.

[Decoupling]
Remove game targets and merge them into the script in the form of a task chain.
Removed code coupling for preset groups such as Human Rebel Creatures, Giant Worms, and Chaotic Empires.
Abandoned the default hostile markers of organisms, it is possible to specify their specific group to become hostile, in order to reduce code coupling with the group.
The default hostile flag of the abandoned blueprint item rule should be replaced by specifying the default group of the blueprint.

[Blueprint]
The blueprint editing interface has added a small tool for generating random caves, The modder can adjust parameters to generate the desired cave.
Added some maze rooms generated using tools.
The better generation parameters for maze rooms of different sizes (3,27,27) are density 0.4, number of steps 1, and number of neighbors 4.
Most maze blocks now have maze rooms that are 27 * 27 in size A small amount will be 18 * 18 in size and 9 * 9 in size.
You can use this tool to create larger mazes, where the larger the maze, the more natural the terrain of the room.
Added 20 generated 117 * 117 dungeon blueprints, with one placed in each block
You can specify a prefix and starting ID on the debugging page to generate a batch of blueprints in bulk,
It will directly generate the corresponding JSON file in the execution directory, which can be directly dragged and dropped as a mod to the data_core directory.
We will also collect the names of these blueprints into a txt file for Modder to easily place them in the blueprint pool configuration.
Blueprint rule merge performance slightly optimized
When placing items in the blueprint, the number of items placed will be multiplied by the value assigned by the item pool.
Added some surface relics


[Biological simulation]
The expected lifespan will be displayed in the character details.
The characters are divided into three stages: infancy, underage, adulthood, and using different sleep patterns.
Species can define baseline lifespan and additional lifespan
When creating a creature, the preset lifespan is equal to the baseline lifespan plus rnd (0, extra lifespan)
After reaching the preset lifespan, there is a continuous probability of natural death.
When a character is resurrected, if their age has exceeded their expected lifespan, their expected lifespan will be automatically extended.
When the number of group units exceeds 50, organisms will not spontaneously tiller
Adjusted the germination rate and number of results of oil insect spores
A new sign for sowing after eating has been added, and organisms with this sign will sow an oil worm spore when their food intake exceeds 1g.
A new symbol has been added, indicating that herbivorous organisms with this symbol will damage plants when eating.
Collectors and nest oil worms have signs of sowing and nibbling after feeding, consuming existing vegetation and sowing oil worm spores into it, making the environment more dangerous.
Added oil insect spore inhibition coating, which can prevent spore seeding and also prevent oil insect plants from producing oil insects.
Fireproof coatings and oil insect spore suppression coatings can be exchanged for points


[Eating and Metabolism]
Increased water intake and satiety when consuming plants
Species can define an excreta table, which is used as the default excreta conversion when food does not have a conversion table.
The conversion table of food can include universal excreta, which will automatically convert into the excreta table of species.
When the character eats, a portion of the food is converted into gastrointestinal substances, while another portion is converted into the character's biomass to increase weight.
Food is converted into 65% sewage and 25% excreta by default.
When a character excretes, they only excrete items from their digestive system. If their digestive system is empty, the character will not excrete.

[Reaction]
When the combustion product is air, it will not actually create air objects.

[Script]
A task can define an upper limit on the number of biological species it wants to generate, and it will not continue to generate when the number of existing individuals reaches this limit.
The covert task has set a maximum limit of 3 for the number of oil bugs in the nest, to avoid the presence of too many wandering oil bugs in the world.
The preset characters can now define preset equipment
The player's animal at the beginning of the game automatically equips an artificial trap pass
Added automatic resurrection flag, characters with this flag will be automatically resurrected when they die
Character presets can define certain symbols, and characters created from presets will automatically carry these symbols. (Can create key NPC characters that automatically resurrect in the script)

[Hunting and Fighting]
Units in the same group won't hunt each other anymore.
When a character follows others, they will not pursue enemy units beyond a certain distance, and their main goal is to follow.

[Interaction]
The character defaults to automatic climbing, and when the character's horizontal movement is blocked and can move up and down, it automatically moves up and down. Prioritize climbing upwards,
When unable to climb upwards, attempts will be made to climb downwards.
It is possible to prohibit automatic climbing of characters in behavior management, which is only a change in player feedback and will not affect the character's self movement.


[Other]
The default favorability of family members is 80

Summary of Recent Updates


[UI]
The camera's movement speed has been reduced to half of its original speed.
Change the command text for "attack marker" to "priority focus marker".
Refresh the action list immediately when switching display for shortcut actions.
When there is no control unit, dragging with the left mouse button can move the map.
When clicking on the map, no boxes are displayed, only in partial box selection situations.
Click on the newly pop-up window to display it in the upper layer.
Adjusted the layout of the building recipe list.
The construction task does not display the hammer icon, but instead displays the transparent icon of the specific building.
When there is no control over a single character, a right-click option has been added to view the upper and lower levels.
The alternative items for map editing can be blurred and filtered without having to provide their full names
The character background page allows you to view the next excretion time and secretion time of the character.
The species details will display their feeding habits and what feeding categories they can be classified into.



[Battle]
The attack method can define the items consumed for implementing the attack, and if not specified, the designated projectile items will be consumed.
The projectile can now be set with a tracking feature, automatically attacking the nearest monster within 10 squares.
Added automatic tracking arrows, using a guided bow for tracking arrows to shoot multiple guided bows with 5 tracking arrows at once
For the sake of appearance, the tracked projectile will be delayed by several frames before starting guidance
Adjusted attack animation, melee attacks will gradually enlarge and transparent attack icons
The tracked projectile will reselect the target after its death to avoid wastage.
The logic has been adjusted, and the combat skills corresponding to the attack method do not need to be learned. When using attack methods, their corresponding skills are automatically learned.
The skill experience increased by three times compared to the original attack method.
When training skills through attack methods, if the skill points are less than 1, the experience is only 30% of what it deserves. (Thus, obtaining points 1 directly with prior knowledge will have an advantage.).
The long-range attack methods of the 8 alien monsters also correspond to skills, so the monsters will continue to become stronger as they fight.
The attack initiated by the player's manual click will also trigger the training of the corresponding skill for the attack method.

[Monster]
Yiteng will drop grass and grass ropes (vines can be used directly as ropes).
Light mist will drop light mist dust.
No knowledge is required to use an iron made mist gun, which consumes 0.001kg of mist dust each time to carry out attacks.
The ground cage grass will drop its acid resistant skin. 5 pieces of acid resistant skin can be used to make a ground cage grass acid resistant suit, which requires human common knowledge and can provide 4 chemical corrosion protection.
The floating mushroom will drop micro bioenergy cores, which can activate and generate 5 electricity.
A spinning bird drops a metastable vortex
The water tank bug weighs 1 ton and drops 10kg of its shell and 1 ordinary bioenergy core. Normal bioenergy cores can be activated to obtain 500 electricity
Magma Worm Drops a Magma Worm Fusion Core
Gem Worm drops 1 Gem Worm Laser Emitter. The Gem Worm laser emitter can be used to manufacture spacecraft attack components.
1 metastable vortex, 3 magma insect fusion vortices, 200kg water tank insect shell, 10kg light mist dust, can be used to create an insect ship, without prior knowledge, but with a small load capacity, attacks, defenses, and armor are extremely weak, only barely able to navigate through space.
Added built-in defense for ground cage grass and water tank insects.
Dilongcao has a defense of 8 chemical corrosion dimensions.
Most damage dimensions of the water tank bug have a defense value of 10, with high health and defense.
The nest oil worm will increase its tillering count by one each time, and only when its weight exceeds this count will it continue to tiller. This count will be reset when consuming biomass to regenerate. The daily growth of photosynthetic biomass in the nest body of oil worms has increased to 20g, while the daily growth of photosynthetic biomass in collector type oil worms has increased to 10g.
When the player operates the nest body oil worm and has sufficient biomass, there will be alternative tillering actions, and the type of production in each generated alternative action is a randomly selected item.

[Management]
Task mechanism upgrade
When removing a regional task, it will also cancel the actions generated by the character from the task.
The priority of defense tasks is raised to the highest level to avoid guards being too busy with production work and neglecting defense
The management page can assign various command tasks to designated characters (currently not supporting character targeted tasks such as recruitment)
New skill management page added in group management
Add reclamation tasks to the water surface and remove them directly


[Script]
A new "Wilderness Survival" opening has been added, with more guidance tasks and a more difficult start.
At the beginning of the Lone Star Sentry Tower, in addition to being gradually devoured, there will also be increasingly strong attacks every day.
Added an oil insect work signal pheromone item that can be refined using bio petroleum. The consumables for various covert tasks have been changed to it.

[Script mechanism]
When generating monsters due to mission failure, they tend to throw them up the top rather than directly into the building
Monsters can be generated based on accumulated points (more conventional monster attacks that gradually increase difficulty), and the specific definition steps are as follows:
1. In the background definition, cumulative delay events can be defined with four additional parameters compared to regular delay time: character points increased each time triggered, wealth points increased each time triggered, initial character points, and initial wealth points
If the cumulative delay event is triggered regularly, it will assign character points and wealth points to the task triggered by the event each time it is triggered, and then accumulate the points that need to be increased. (As a result, the next trigger will have more points and stronger characters)
3. Tasks can define a pool of failed point species extraction.
When the task fails, it will consume the given character points and wealth points to extract species from the species pool and generate monsters.
Added string pool, which can be defined in the configuration and referenced elsewhere, to extract strings from it according to a given probability.
Added string pooling event: periodically extracts event names from the specified string pool and triggers events corresponding to the names.
A periodic event can define a time random ratio that delays the next triggering time, and the duration of the delay is determined by this ratio.

[Building]
A plastic lawn building has been added, which uses the lawn icon (can be switched).
Build skills up to 5 times faster
Added exchangeable quick building potions, increasing construction speed by 100 times within 24 hours after taking them

[Interaction]
Added an action to request a specified waiting time, where the target character will stay in place until the end of the time, or the character requests him to cancel the wait.
When building and manufacturing characters, there is no need to reach the grid where the material is located, and only adjacent items can be picked up

[Behavior]
When a creature is attacked by a projectile, it will randomly move nearby to avoid it.

[Biological simulation]
Food can be defined as its digestion and transformation. When organisms eat it, they convert it into corresponding substances and store them in the gastrointestinal tract. When excreted, they are also excreted, such as
If there are seeds, they will be automatically added to the plant community of the grid point.
When animals feed on plant communities, they no longer eat the seeds inside, and fruits inside the plant communitiescan only be eaten by organisms with fruit eating habits.
Biological feeding on fruits within plant communities not only obtains the satiety value provided by fruit items, but also the biomass accumulated by the growth of fruit items within the plant community.
When collecting and harvesting seeds and fruits within a plant community, the current degree of decay is calculated based on their falling time, and those that have completely decayed cannot be collected. Items of the same kind that have not yet completely decayed are automatically stacked, and their highest degree of decay is taken as the final progress of decay.
When displaying the maximum number of plants that can be planted, round up.
Limit the low nutrient limit in the opening area to reduce trees.
When the nutritional upper limit of the grid point is not fully occupied, if the nutritional demand of the plant after germination is higher than the balance, there is still a small probability of germination, and the probability is (nutritional value balance/plant nutritional demand * 0.1).
Reduced the germination rate of many tree seeds.


[Other]
The grass rope, the grass material is all combustible
Picking up all items in a space with monsters may wake it up
Flour and bran are set as food raw materials and not as direct food.
Meat is set as a food ingredient and not as direct food.
Digging for water won't add its ownership anymore
Adjusted the flame temperature so that charcoal can also be used as fuel for some ironware formulas
Enhance the lighting range of the campfire. The light source details text displays its illumination range and duration.
Extra reduction of cleaning strips when demolishing buildings


[Summoning]
Activatable items can define the creatures summoned upon activation, as well as the default groups to which these creatures belong.


[Bug fix]
Fixed a focus bug
Fixed a copywriting error in the task time limit when receiving a new mainline task

About Future Updates

Low frequency updates and possible periodic downtime
During this process, players who feel that the waiting time is relatively long can add our account, and we will provide a refund in the form of a gift card at the purchase price as a gift.
Of course, players who are curious about how to play are always welcome to consult us for game details.