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UnderSupernova News

weekly summary of updates

[Bottom layer]

The organizational form of units with coordinates has been adjusted, and a slightly larger version number has been added due to significant changes.




[Knowledge Management]

Added a knowledge progress flag and added it to the bookshelf. When a character exceeds the highest record of a certain knowledge in the group, an action will be added to record the highest progress of that knowledge on the item with knowledge progress flag.



[Interaction]

Right click on the task with an icon, and there will be an option to use the current character to receive this task.



Added a running state that will move at a speed of 5 times.

Switch the running/walking status of the current controlled character with the r key

Sleep automatically resets back to walking mode

If in a running state, the character name will be displayed

When switching control characters, the control history will be recorded, and shift p can be traced back along the history. This can make it more convenient to regain control of the character that was previously controlled



[NPC]

The administrator will regularly check all planned areas, and if any enemies are detected, attack commands will be automatically assigned. If there are dirty items and no containers, picking commands will be automatically assigned.




[Trap]

Trapping into a trap is separated into being trapped and unable to leave the mark, only those with the latter are unable to move until they leave the trap.

Traps can be defined as whether they can be freely detached, but they are not allowed by default.




[Material transformation]

If the item produced by the decay mechanism is air, it will not be actually added

Expanding the "decay" mechanism can define the radius at which an explosion occurs at the moment of decay, with -1 not exploding.

The "decay" mechanism can define the repair ratio, with each round of integrity restoring the corresponding value, and returning 100 if it exceeds 100. It can also be defined as whether target items/creatures are generated every round or only when it is removed at the end of decay.



[Drawing]

Added a transparency image operation that only takes the transparency component of the specified color and applies it to the canvas

Water, sewage, saltwater, etc. used as objects all have a certain degree of transparency, while filling them is opaque.

The water icon will display when there is water, even if 0.00001kg is displayed



Added an image definition operation to insert animation frames, requiring a parameter to be specified as the frame duration.

A tile definition with an insert animation frame operation will create an animation texture, and the result of the image operation before this frame operation will be used as the image frame, and the canvas will be cleared. This mechanism can be used to define frame animations.




[Other]

Iron Forest Beast, Light Bone Beast, Leather Beast Switch to Animated Tiles

Reduced the corresponding relationship between output and biomass of these three animals




[Industry]

Added fluoroapatite mineral and hydrogen fluoride.

Added formulas for producing phosphoric acid from fluoroapatite and hydrochloric acid, as well as by-products calcium chloride and hydrogen fluoride.

Added a formula for producing ammonium dihydrogen phosphate from phosphoric acid, ammonia, and water.



[Optimization]

Extracting items by default enumeration is now equally efficient as retrieving items by ID.

At the beginning, prioritize loading all dependent blocks before displaying the screen.




[Bug fix]

Fixed a bug in water flow detection, now the liquid flow is very smooth and generally does not cause any lag.

weekly summary of updates

[burden]

Equipment can also change the character's weight limit.

Leather products, handbags, briefcases, wallets, keybags, and other equipment have different weight limit bonuses



[Logistics storage]

Added some storage categories

The storage configuration page can be cleared, and single item low priority or single item high priority can be set.



[NPC]

When mastering creative skills beyond 100 points through professional experience, select or generate a work corresponding to the type of skill and master it. (The total number of these preset works does not exceed 10)

A water tower has been placed at the location where the village releases water to avoid flooding the golden mountains



[Environment]

Added a flame item, belonging to the trap category, with 20 damage and 10000 durability, causing burning damage that lasts for 10 minutes and transforms into a trace of ash.

The combustion damage that does not generate an explosion will generate one flame in place, resulting in not only instantaneous burning damage, but also sustained damage for 10 minutes due to the generated flame.



[Move]

Adjusted the priority of thin plate barriers and stairs, with higher priority for stairs. When both exist simultaneously, it is considered that the stairs have holes punched in the thin plate.



[Blueprint]

A mandatory filling flag for delayed placement has been added. When implementing filling rules for blueprints with this flag, even if the corresponding grid has already been filled by other blueprints, it will be forcibly covered.

The blueprint filling rule can be set to add tags, so that even if it is not a solid fill, tags will be added, avoiding the placement of solid fills from other blueprints where this rule takes effect. It should be noted that this setting is not only effective for the blueprints placed after it, but also for the filling rules after it within the blueprint.




[Other]

Right clicking on the grid with robot items will provide alternative charging commands, which will charge and activate all robots in that grid as much as possible at 10 battery levels per robot.

The area can also be occupied now




[Optimization]

Optimized some recent additions to make skip faster



[UI]

The character details have added a character preference page, which will display the degree of preference of the character for various items

When recording events in a manuscript or book, the corresponding coordinates will be recorded. In addition to displaying the coordinates of its location, the item also displays the coordinates of these books and manuscripts, and can jump, go, and transfer to these coordinates




[Interaction]

Right clicking will prompt for the order tasks in the grid

When a character is trapped in a trap, their name will display restricted movement. If the trap does not cause damage, the text of 0 damage will not be displayed, and the struggling failure will be displayed.

Sprint has increased speed multiple, and the sprint shortcut key has been changed from r to x

updates in this week

[Planning Area]

You can also click on the planning area in the right-click window to open it.

Display the description of the plan in the planning area window.

You can choose a friendly or non hostile person to gift this planning area (along with all items inside). (No need to wait for 10 o'clock to automatically allocate residential areas, you can manually allocate them)

You can view the total wealth value of items within the planning area, as well as all items within the planning area that belong to the same category.

You can also remove the planning area within the planning area window




[Knowledge Management]

The management page has added a knowledge management page

It will display the highest mastery progress of each knowledge in the current group. You can click on the list item to view all the mastery personnel of each knowledge, as well as the points and talents mastered. You can also set whether this character specializes in this knowledge or breaks through it. From the character list, you can click on all the knowledge that this character has mastered, as well as the points and talents they have mastered. You can also set up specialized research and breakthroughs.

The task list on the knowledge management page also includes a jump button to facilitate locating individuals who have mastered specific knowledge.

When a character is set to specialize in researching or breaking through knowledge, there is a certain probability that their free time or work time without receiving specific tasks will briefly study or break through the corresponding knowledge for 10 minutes.

The option to break through knowledge on the management page is not displayed when the character has less than 500 mastery points.

Characters can now set up specialized knowledge dissemination, and only after mastering 100 points or more will the setting button appear. There is a certain probability that the character will loudly preach this knowledge for 10 minutes during their break time and leisure time at work.




[Public occupation]

The management page has added a public occupation page

It will display the allocation status of all public professions, and some positions can be revoked. You can also choose professions and characters for personnel arrangements.




[Management]

The item statistics list supports filtering by item name



[Optimization]

Map data acquisition performance optimization, with a speed three times faster than before, and reduced lock competition with loading threads.

Map drawing performance optimization.

Remove the narrow wall, including the drawing mechanism only used by it, to simplify the drawing and facilitate optimization.

There are two scenarios for drawing the pose: aligning the center and position of the tile shape, and aligning the bottom left corner of the tile with the bottom left corner of the grid.

Remove support for tile rotation when drawing with different building orientations. Consider using different tiles in different directions.



[Interaction]

If the focus grid is climbable, an arrow will be drawn on that grid. The direction of the arrow indicates whether the grid can climb upwards, downwards, or upwards or downwards.

When right clicking to swipe multiple digging actions, text prompts will be used to move up and down layers of mining.

updates in this week

[Management]

The action list on the management page will display idle characters, making it easier to quickly find your own personnel. A control button has been added here for easy and quick control of designated characters.

The management page has added detailed display of command tasks. And construction, demolition, grid tasks (such as excavation, logging, harvesting, transportation, etc.) support locating locations, removing tasks, and increasing and decreasing priorities. And biological related tasks (such as recruitment) support locating target organisms and removing tasks. Manufacturing and planting tasks support locating building locations and removing tasks.




[Story Atmosphere]

Added a surname lexicon to select surnames from when generating passive characters, and temporarily follow the father's surname for children.

The item has an optional tag added, which adds the item name to the character's naming vocabulary. Each large block will also automatically extract names from this vocabulary.

When parents choose names, there is a certain probability that they will choose names from their favorite things (preference value greater than 0.9), and automatically filter out names that other children have already chosen.





[Interaction]

The list of action units allows you to view the descriptions of characters. Here you can learn most of the information about the character, and if necessary, click the details button to view all the information. A jump button has also been added accordingly.

The input box for setting the number of actions parameter can be determined by pressing enter

After the button in the right-click menu triggers a new window, if the new window is not closed, the right-click window will not be closed



[Group]

When occupying the owned items of our group members, we will pay 1.1 times the currency.

Each character has a degree of belonging to the group

Each time a character gets good score points, at least 2 points will increase their belonging by 0.3

An emergency recruitment mechanism has been added, allowing individuals who are on break to work overtime for 2 hours on a temporary basis. 0.5 attribution points will be deducted for each emergency recruitment of individuals.

Zero character affiliation will result in leaving the group and becoming a neutral NPC

The management page has added a button for urgently recruiting idle characters, and displays the degree of belonging of each idle character and whether they are being recruited.



[Other]

Added a charcoal stove building that allows for the production of charcoal from wood materials

updates in this week

[Sound Effects]

When the player's character moves, there will be footsteps, and when entering a grid with a door, there will be a sound of opening the door

Added sound effects for putting items into backpacks, equipping items, chopping trees, and player melee attacks



[Scriptization]

The opening definition can set up some preset blueprint groups, where blueprints in the same group are positioned relative to the same automatically confirmed height benchmark. The blueprint added here will not be loaded immediately (so villages that generate characters should be added within the preset blueprint placement, not here), and a slightly larger blueprint can be placed.



[Ancient History]

The blueprint item definition can be marked with a random string. If it has this mark, it will be placed with its own manuscript, and the content of the manuscript will be randomly selected from the history of the planet.

Added a stone monument relic definition, where a stone monument with a random string marker is placed on top of a pile of stones, which will be widely scattered throughout the planet.

When selecting random text for a stone tablet, there is a 50% chance of selecting the text for this block instead of the planet.

There is a certain probability that there will be text on the stone tablet indicating that a certain ore has been excavated locally. The ore here will be the actual mineral deposit in the area, and the coordinates of the mineral deposit points will be provided. There is a certain probability that a text containing the discovery of certain knowledge will be recorded on the stone tablet, and 100 points of this knowledge will be recorded on it.

The historical text of this block includes the time when the underground city was built, the time when the storage tower was built, and their specific locations.

A blueprint item pool has been added, specifically designed for extracting and placing blocks during creation, specifying the year of creation, and placing text with its location information in the block history. To facilitate finding them from the stone tablet.

A blueprint can be defined as a list of strings used as a blueprint for historical events.

When setting up the blueprint in the opening definition, you can indicate whether to add its corresponding historical text to the large block of placement, or you can choose to overwrite the corresponding placement time.

Added a meteorite item pool to the meteorite relic blueprint.

Five new blueprints for reclusive relics have been added, and all six blueprints have been placed in the historical blueprint pool. They all have some text describing meteor or celestial events. As a result, these blueprints will be randomly selected and placed, and their event texts will be placed in the regional history. When extracting text from a stone tablet, the text of these already placed blueprints will be extracted, and the location of the blueprints will be recorded on the stone tablet.

In the end, players can search for clues and necessary items by interpreting the information on ancient stone tablets that "a certain year, a certain event that implied the location of ancient relics occurred in a certain place".




[Group History]

Studying basic physics, basic biology, writers, and screenwriting experiences will all lead to the acquisition of reading comprehension skills.

Add a new type of public office: a recorder. The recommended reference characters have reading comprehension skills.

Add a new behavior restriction: automatic recording of history

People with automatic history recording behavior will automatically record newly occurring time texts on items marked with historical records

Added an item history stone tablet with a history marker, which can be built with 100 stones.

The history of the group has added records of birth, death, marriage, and holding public office

Both the village and the player's opening house come with a historical monument




[Change dressing up]

Items can define a list of decorative tiles (taking the front icons of each style of tile). So when it equips and unloads equipment, it will trigger character component drawing updates, and when drawing characters, it will bring all sides of the equipment items to draw. In the definition of tiles, it is possible to define whether each side should be placed upwards or downwards. By default, it should be placed on the top.

The icon can be used to define which decorative tiles it serves as, facilitating automatic association when generating color difference scripts.

Items often have decorative tiles, and the tile icon index is usually taken as the decorative tile index. Unless the number of tiles on the item does not match the number of decorative tiles, a random decorative tile index will be created and maintained.

Added decorative tiles for swords, gourds, and bows and arrows.

Added items such as pants, skirts, shoes, headphones, and scarves. Clothes, pants, skirts, and shoe tiles drawn from existing character components were used as decorative tiles for these items.

Removed the decorative layers randomly selected for character decoration, making these decorations correspond to the actual objects, and no longer distinguishing characters based on accessories.





[Terrain]

The terrain has been modified, making it relatively natural.

The given terrain benchmark height range is no longer strict and will be affected by interference from surrounding blocks beyond its range

Because the old terrain seeds are no longer effective, a larger version number will be added.




[Character Resurrection]

Added a holographic reshaper for 500 point redemption. After the death of the character, it will be stored in the tombstone. Right click on the tombstone, and if there are enough holographic reshapers available, they can be used to resurrect the person.




[Other]

Both humans and sleepers can initially be in a dormant state, and the character is awakened upon passing by.

A fast moving and heavy carrying robot has been added, as well as a fast moving and fast digging robot.



[Management]

Behavior management can set restrictions on all species other than the specified species. Convenient to set preferences based on species characteristics.



[Interaction]

When dragging with the right button, the box selection area is also displayed, and the right-click window only appears when the right button is released.

The character details and item details window has been changed to a permanent and manually closed window.

When the right-click mini map is loaded, it will be redrawn after 0.07 seconds

When the character goes up and down stairs, an arrow icon will appear on their head.

When listening to classes and gaining skills and knowledge, as well as when the mood increases while watching others perform works, characters will have smiling faces on their heads.

When a character tries to move towards an impassable area, an exclamation mark icon will appear.

When a character proposes, there may be icons of love and rejection depending on the situation