1. UnderSupernova
  2. News

UnderSupernova News

2024/3/7 summary of updates in this week

[Character]

Humans consume 0.06 satiety and 0.06 drinking water per physical exertion

When the character is in a sleep state, the energy recovery value per minute is calculated as follows: Benchmark 1. If there is a bed+1, the number of comfortable items in the grid point will contribute the recovery value: comfort * 0.3. The upper limit of the total energy recovery value does not exceed 5

Added a sit and rest action. Sitting down to rest will only resolve stamina recovery when this action is successfully completed.

The calculation of physical recovery value per minute for sitting and resting is as follows: benchmark 0.5. If there are chairs+1,the number of comfortable items in the grid point will contribute the recovery value: comfort * 0.2. The upper limit of total physical recovery value per minute does not exceed 2.

A new requirement bar has been added: social bar

A decrease of 0.02 social bars per minute (approximately completed in 3 days), with no decrease during sleep

Every automatic conversation in the same grid increases the social bar by 10

The character has added the attribute of character characteristics

Added character feature: Laziness, which reduces the probability of receiving command tasks by 20%.

Added character feature: Diligence, which increases the probability of receiving command tasks by 20%.

Added character feature: E person, with automatic dialogue in the same frame, an additional 0.01 mood value increased each time

Added character feature: I person, social bar always full

When E person wakes up, if the social bar is below 20, it will increase their unhappiness by 3.

Smart creatures have a 50% probability of being E people, a 50% probability of being I people, 5% of people exhibiting laziness, and 7.6% of people exhibiting diligence



[Preferences]

Characters will also have preferred skills

When a character's preference for reading skills is 0.5 or above, their happy mood increases by 0.01 per minute of reading.




[biology]

When predators who survive in the water and do not know how to walk or move, they only target animals in water or other creatures that can survive in the water

Added a symbol: filter food. Organisms with this symbol can directly feed and obtain 20% satiety and water when in water.

Large carnivorous fish were used to create giant shrimp, crabs, giant snails, and giant clams, all of which have filter feeding marks and are not predators. Giant shrimp, giant crab, giant snail, giant clam do not shed bones and skin but shed shells



[Other]

Created a shell item using bones

When loading a new plot, there is also a small probability of encountering monsters




[Optimization]

Simplify some archive fields, improve file reading speed and generated blueprint readability.

When creating a new game, add 2 additional block loading threads.

Added an asynchronous logging thread to record logs asynchronously in high performance scenarios.

Reduced the time required for creating and loading games.

2024/3/1 summary of updates in this week

[Construction]

When building and building by grid, the position of the built icon will be displayed with the mouse movement. The location where the item is built must be the location where the mouse clicks. (Note that when not building according to grid points, the mouse position is aligned with the top left corner of the 16 * 16 grid in the bottom left corner of the texture.).



[Plants]

The first stage of bamboo plant growth will produce bamboo shoots, and the second stage will digest the bamboo shoots in this stage.

Supplemented the satiety and water intake of some vegetables



[Food]

Similar to a meat rack, a drying table can dry some vegetables and extend their shelf life.

If the cucumber is sun dried for 5 days, it becomes dried and has a shelf life of six months. Similar to sun drying bamboo shoots into dried bamboo shoots.

The sun drying table can also turn saltwater into salt, or refine it into table salt by adding water and rock salt.

The formula also includes dried apples, oranges, pears, strawberries, and other dried fruits.



[Management]

Construction, demolition, folding, and transportation tasks can have an expiration date set. When selecting tasks, if the expiration date is exceeded, the task can be directly removed.



[Interaction]

When a character is pulling a creature, alternative actions to release the pull will be given at any interaction location.

When right clicking on a grid point, all containers inside will provide alternative storage actions

You can pick up nearby grids now

In invincible mode, without human labor, dismantle directly

When selecting multiple people for control, the selected personnel will have a circle under their feet, making it easier to determine which roles are being controlled.



[Drawing]

Adjusted the parameters for the copy operation, which can refer to the parameters of narrow wall tiles.



[Character]

During work and rest hours, if a person is unhappy, they will play with entertainment facilities and toys, and their happiness level will be influenced by their preference for items. Characters have a 90% chance of prioritizing the use of their favorite entertainment facilities or toys in their memory.



[Regional planning]

The character has added the concept of a workspace.

When entering work/study/teaching mode from a resting state, an action will be added to go to the work area.

Students and teachers automatically use the first randomly selected school area as their work area. (When the distance exceeds 100 squares and the route cannot be optimized, it will be re extracted).

Adults who are not teachers are randomly selected to attend night schools. The school is not fixed because they are bound to other work areas,

A resident person page has been added to the regional planning details page for adding and removing work area settings for characters. (This mechanism can be used to more automatically transfer characters to other towns)



[Logistics]

In logistics rules, the item ID can be set to -1 to indicate the handling of all types of items. (Suitable for overall relocation situations with a large variety of items)



[Painting]

Added paint logo that can be painted

A new type of painting task has been added, which uses items with paint marks to paint designated items and give them some properties.

There is currently only one type of fire-resistant coating, which will add fire-resistant properties to the object after being painted.

All buildable items and flora have a painted flag.



[Recruitment]

Regions can be used as placement conditions for character recruitment, only when all of the following conditions are met.

1. The area belongs to the player

2. The character has reached adulthood and has not held a public occupation

3. The area also has furniture for sleeping, for excretion, and for washing, with complete facilities

4. There are enough people in the area to eat food for 7 days

5. There are enough people in the area to drink water for 7 days, or to consume food that can supplement the water intake for 7 days

6. The total wealth of items belonging to the group in the area is higher than the character's wealth level

7. The comfort value, convenience value, decoration value, and safety value of the items and buildings in the area are higher than the sum of the species points, all installed module points, total knowledge points/100, and total skill points/100 of the characters. (Only items and buildings with a total number of no less than 1 will be counted, and their total number will be ignored and only counted once, that is, an item with 3 convenience values of 1 will only contribute 1 point.)

8. The total wealth value of items and buildings belonging to the group within the area shall not be less than 100

When all conditions are met, the ownership of the area (including its items) is transferred to the character, who joins the player group. Recruit through the placement recruitment button on the allocation page of the region details.

2024/2/23 Summary of updates in the past two weeks

[Logistics and Multi town Operations]

Added an action to move items, moving a specified number of items to a designated location.

The move item action can have a return parameter, which makes role to automatically return to the container's position from the location the item was transferred to.

Added a mobile item task that can be picked up by characters and converted into a mobile item action.

You can add and delete material transfer rules on the regional planning page. The rules for material transfer can stipulate that at specified times, a specified number of designated items within a certain area are moved to another area connected by another road (both roads and two areas are connected and have overlapping grids with both of them. Virtual roads, gravel roads, stairs, etc. are considered as roads that can be used for connection). Both areas used for transmitting materials should be as small as possible, as the starting area will check all points within the area so performance overhead increases as the area increases, while the ending area is prone to scattered materials. The material delivery rules have been specially optimized, and players can set up long roads (no more than 100000 grids, and if there is a longer distance logistics demand, they can consider adding an area for relay.) to operate multiple bases that rely on each other for materials in a larger spatial range. (It is recommended to make more use of some characteristics of regional planning in order to achieve larger business scale with less performance resources.)

The container can be configured with collection rules to automatically collect specified items within 100 squares that are not inside the container. Every specified number of minutes, if the number of specified items in the container does not exceed the specified limit, fill in the specified number of moving item tasks. Recommended for use in conjunction with material delivery rules.

Choose a storage container and try the random container for the specified storage category three times. If none of them are suitable, traverse the storage container for the specified storage category until the first one is found.

Take food and water randomly three times first, and then take what is available within a distance range. Considering that there are many piles of food and water, if food and water cannot be retrieved during traversal, they will not be retrieved within an hour.

Two map commands have been added to set for sale and cancel for sale. Used to set the maximum sales volume for all self owned items within the selected range, as well as cancel all sales volumes. (You can use logistics rules to transport your own goods to a store in a distant town, and then select a box to set up a batch of these items for sale, inviting others to visit the store area and shop)

A connectivity page has been added to the region details, displaying all areas with known connectivity paths and all areas with known 100000 grid roads that cannot be found. And you can choose any area to reset the road, regardless of whether the path was previously checked as unreachable, it will be searched again.

When there is a road repair in the area, reset all unreachable judgments related to this area.




[Optimization]

By limiting the running time of pathfinding resources, a character's pathfinding strategy is restricted for more than 30ms, and the pathfinding resources of him and all subsequent units are restricted.

When a character is searching for a path, if any pathfinding strategy is used for more than 30ms, the continuation of this strategy will be immediately terminated, and the current best point will be taken as the result of this strategy.

A new routing optimization has been added. When the endpoint is in the planning area, if the detected grid points are in the planning area that is already connected to the endpoint planning area, the optimization of the previous area planning will be used to significantly reduce routing consumption. (Because characters will try to find their way in the opposite direction, this optimization can be used for either the starting or ending points in the planning area.)






[Knowledge]

Added a basic metallurgical knowledge, based on human common sense, and serves as the foundation for various metallurgical knowledge. Thus, various metallurgical knowledge can be derived from human common sense.

Adjusted the relationship between knowledge and knowledge, formulas, and skills, and all existing knowledge has its role.





[Character]

Reduced the status bar for hunger, drinking water, and more for characters

Added a happiness bar, increasing positive emotions by 0.5 times the happiness value, while increasing negative emotions will decrease the happiness value.

When the happiness bar value is below 20, the character will not take the initiative to work.

Happiness add 20 after sleep, no more than 100.

When conducting an environmental test, a positive value will add 1 happy emotion, and a negative value will add 1 sad emotion.

Adjusted the relationship of automatic conversation between characters, with equal positive and negative probabilities. The positive change in automatic conversation relationship increased happiness by 0.01, while the negative change increased anger by 0.01.

Disease can be defined as the negative emotions it brings upon acquisition (which should be negative value), as well as the positive emotions it brings upon recovery (which should be positive value).

Calculate the excretion and return locations only when the action lock is obtained

A cleaning requirement bar has been added, usually reducing by 0.1 per minute and 0.01 per minute during sleep.

In areas such as gravel washbasins, washbasins, and bathtubs, cleaning strips can be lifted through washing actions. The washing time can be specified, with an additional 5 cleaning points per minute and a maximum of 100 points. When the cleanliness level is less than 30, characters tend to automatically go to these furniture areas in the group to wash up.

When a character wakes up, if the cleanliness is less than 20, they will feel unhappy and lose their mood.

Items can define a degree of dirtiness. When a character passes through a grid containing items with dirtiness, if there are no containers in the grid, the cleanliness of the character will decrease by the dirtiness of the item * min (number of items, 10).



[Management]

Manufacturing tasks have added a bottom line allocation, which will be more stringent and in many cases, tasks will be directly removed.

In order to give opportunities to tasks that are ranked later, there is a 0.1 chance of skipping during the bottom line processing.

Each round of bottom allocation allows for a maximum of 10 tasks to be viewed.

Improved the probability of characters automatically receiving construction tasks





[Animal]

Added an action to feed with items on hand.

When fed, wild animals have a low probability of launching attacks based on their wild values, a medium probability of being cautious and ignoring them, and a low probability of becoming friendly units if eaten. When the favorability is below 20 and there are no hostile units, feeding will increase the favorability by about 1.

Non intelligent units with a relationship value of 20 or above can be requested to follow, while rideable units with a relationship value of 10 or above can ride.





[Other]

Added exchange for smart potions, requiring 300 points. It will be easier to advance the technology tree.

Items with action units cannot be occupied (such as monster hibernation bodies, activated hibernation robots)

A new flag has been added that does not observe after hibernation. When a creature with this flag is in hibernation, its dormant object is set to unowned.

Similarly, when the block is loaded, the ownership of dormant objects with the flag of not observing after hibernation will be cleaned.

Being attacked can lead to a change in the relationship between the attacked group and the attacker and their affiliated group

When distributing rewards for completing tasks, if the focus grid is in the air or filled with solid squares, the rewards will be randomly placed in a player's container, or placed in the focus grid but it doesn't belong to player.

The command to occupy the map will skip the solid grid



[Construction]

Added a command button to build along grid points, which relies solely on the grid points to determine the position, not based on the click offset as in the construction command.

The lighting building has added floor lamps

Added wall type building stone columns

Added decorative items: radio, telescope, iron

Added 2 * 2 grid carpet items, 1 * 2 grid vertical table, and 2 * 3 grid deluxe bed. A fireplace with 1 * 2 compartments that functions equally as a stove.



[Drawing]

The lower square of the empty filled grid is also empty filled, but when there is a thin plate blocking the top of the lower grid, the tiles at the grid are on the rock surface.

2024/2/9 summary of updates in this week

New stable versions will not be released during holidays (2/10-2/17), but unstable versions will still be updated at any time.

[Management and Statistics]

The management page has added a display of all area plans owned by the group

The character page has added a display of all the character's assets (i.e. all ground items and all area plans). (Note that this statistic does not include backpack items for characters)


[Construction]

Items can define their folded versions

Added folding building interaction actions for buildings with folding versions.

Generally speaking, a recipe can be defined for constructing non folding version items using folding version items.

These unfolding recipes for default furniture are located at the bottom of the construction recipe list.

Added map instructions for dismantling buildings

Ice can now be used to create ice terrain blocks


[Storage]

Blueprint item definitions can now define storage preferences, and only items with container labels will have corresponding settings added.

The opening house has added multiple storage tags with preset storage preferences and comes with categorized storage.

Added a storage classification, ore



[Opening]

Added a new beginning "A wealthy builder", with nuclear power generators, air food generators, water collectors, and thousands of human summoners, as well as water, electricity, food, and people.



[Simulation]

The flame will transmit records of the root cause, and each human unit death caused by it will result in a deduction of 1000 group points. Points below -10000 will end the game.

Ammunition collisions and drops will also be directly placed in the bottom square.




[Move]

Added quite complex climbing verification.

You can refer to real-life experience, and now you can defend against enemies through city walls and trenches.

Please refer to the built-in documentation for specific rules.

In summary, the climbing movement method is to move from one grid that can be in a climbing state to another grid that can be in a climbing state. The difficulty of climbing grid points is effective, and the climbing ability of the character is not lower than the difficulty of climbing grid points. When climbing grid points, the character can be in a climbing state.

Increased the difficulty of climbing gravel walls to 4 and concrete brick walls to 5

Improved the difficulty of ice filling climbing to 4

Biological default climbing ability 3

Sheep climbing ability set to 10, carnivorous giant spider set to 100



[Blueprint]

All item pools can now attach a numerical value to the probability term

Both the blueprint itself and the item rules can specify a seed item pool. When placing items, if the item is in a field, priority should be given to selecting this seed item pool from the rule, followed by extracting (seeds, quantity) from the blueprint, and adding corresponding planting tasks.



[Environment]

There can only be 3-10 different types of grass, trees, and land animals in a large area, making the vegetation and ecology of each block look different.



[Other]

Optimized the logic of eating at designated locations



[Optimization]

Reduce the acquisition of block locks under concurrent conditions.

2024/2/1 weekly summary of updates

[Environmental simulation]

Added day night alternation and "lighting"

A day is divided into three periods of full light, partial light, and darkness, and the transparency of the screen changes over time.

The center of the light source is fully illuminated, and the brightness of the edges gradually decreases.

Items can define the illumination range and become lighting devices.

A new bonfire item has been added, made of 10kg wood, which can burn and illuminate for 3 days.

Added a torch item that can burn and illuminate for 1 day.

Temporarily added lighting range to streetlights, bonfires, torches, and stoves.



[Mobile Method]

Adjusted the determination of whether the character is underwater, and if the character is submerged in water, it is considered underwater.

A species can be defined as the amount of water in kilograms required to submerge it within one grid. Organisms within a water cube or with a liquid volume of up to this value are considered submerged.

Adjustment of traffic assessment, where the character has a swimming movement mode and can swim directly below a water block, making surface traffic easier.

Characters with devices that block liquid flow at the same grids will not lose their health due to suffocation.



[Interaction]

When controlling a single character, right-click on only one unit of space. If it is not a smart creature, you can mark the control character as hostile or friendly towards it.

When ammunition hits a target or falls after hitting a wall, if there is no obstruction, it will fall to the grid below.

Expand the following radius.

When towing the target, the unit being towed uses the movement method of the tractor, and the movement is determined to belong to the tractor.

The backpack items can now be bound, and the bound items will not be stored anywhere and will remain in the backpack.

Added decorative commands: switch to the next icon, set the icon with the specified index, and refresh the drawing.Used to replace the icon of items with random multiple icons, such as flooring and storage markers.

When selecting multiple people, right-click on the box with a container and there will be a command to store the items in their backpack that meet the storage configuration of this container.



[Biological simulation]

When animals grow, priority should be given to ensuring their basic body weight. When the biomass is insufficient for their basic body weight, they will not consume biomass and produce additional products.






[NPC]

Added an accessible building sign.

Add this symbol to bookshelves, televisions, stone tablets, and historical stone tablets, so that characters may visit it when they have free time.

The campfire and tombstone have also added this marker, and a valid regional planning symbol is also added. The obtained buildings will only be visited by people when they are within the planning area.



[Furniture]

Added straw beds made from straw and no manufacturing requirements




[Interface]

The recipe page will display the characters of the players who have mastered the recipe

Split the group tasks on the management page into a separate task window, where you can view the current and completed tasks.

Split the management page redemption and interstellar mall into a separate store window




[Other]

Added a logo: Eternal

Only the death of a character from a species with this symbol will leave a tombstone that can be resurrected.

Currently, only the human species has this symbol.

The species has added a default drop object dictionary, which is different from dropping by kg. As long as the unit dies, the given amount of items in the dictionary will be dropped. Added this drop to various robots.

When excavating in mid air, there will be no large amount of scattered small items piled up, and the excavated products will be added directly to the bottom without going through the falling process.




[Optimization]

After simplifying the surface wayfinding environment, a more resource efficient wayfinding method on the plain surface has been added to improve the speed of wayfinding.

Optimization of day night alternation drawing performance.