\[World Protocol and Large Model Access]
Integrating AI is a significant improvement, so upgrade the version number to a larger one.
World Protocol: Built a framework for regulating the in-game world through text, making it easy to integrate with large models. The debugging page allows for experimental viewing of control inputs and feedback outputs.
The big model can query various information, control characters to make actions, speak according to personality and settings, change terrain, add map commands, add items and buildings at any point, create characters, trigger events, and more.
AI can play roles such as "Heavenly Dao" and "Three Goddesses of Fate", regulating the behavior of various characters and adjusting the triggering of events.
AI can also play the role of a character in the game and move freely in a free world.
When enabling the World Protocol, access the local port 8223 every 0.1 seconds to interact with the local HTTP server (requiring a large model and Prompt) and obtain new instructions from the large model. However, it may take several seconds for the large model to generate tokens.
Supports various information query commands, character action commands, speech commands, commands to change terrain, create items, and more. You can manually paste input and output into the large model (the AI part will not be integrated into the ontology, so you can ask the development team for the initial prompt).
Optimize the display of the world protocol window, visualize AI operations, and provide corresponding jump buttons.
Convenient to observe the AI hosting effect, a button has been added to jump to the corresponding position based on the character ID in the window.
When a character is assigned an action by the large model, they receive an additional high resource pathfinding opportunity, which is applicable for the next pathfinding.
\[Beginning Configuration]
Character presets can now be configured with gender.
For species that have configured a pool of drawing components, you can adjust the tiles used for each drawing component on the preparation page to adjust the final composite image of the character.
Currently, only humans have enough assets for this.
\[Talent Tree]
On the basis of installable mechanical/biochemical components, the concept of reinforcement items has been added.
The default character can only obtain candidate enhancement items from the species itself, installed components, and already performed enhancement items.
Consume the designated items/stamina/battery from the character detail page to implement enhancements, obtain attack/defense modes, gain additional attribute gains, and so on.
Similar to mechanical/biochemical components, but without specific physical items, it must be obtained from the front and can be directly obtained from the character page, similar to a skill tree/talent tree.
\[Simplify to improve acceptance]
The name 'tissue repair fluid' is not easy to understand, so multiple healing potions have been added to replace it and restore health.
Adjusted the default base for beginning, with larger space and more scattered items
Characters can choose a new name to change their fullname on the details page.
\[Adventure Experience Optimization]
More items have been added to the item pool of the All Things Blind Box.
Added a formula for directly manufacturing foldable stairs, making it easier to climb difficult terrains
When there are no other default actions for items with an edible symbol, the default action is automatically set to eat.
When an unclaimed item is activated, it will be automatically occupied first and then activated to avoid activation failure due to lack of ownership.
Added high brightness torches with a wider lighting range.
\[Ground Adventure]
A new type of relic that can be generated has been added: graded surface relic, which will generate relics using different item pools and monster pools based on the specified difficulty level.
Ten graded surface relics were generated in batches for each danger level, so that each block would extract them with half the probability of danger level (the other half of the probability would extract universal surface relics).
Added Oil Bug-1 to Oil Bug-7 nest types, which can respectively tiller oil bugs corresponding to the danger level.
The 1-7 level nest type has a low probability of joining the underground tower monster pool, and the graded surface relics share this monster pool. Therefore, the awakened nests in the uncleaned surface relics will be subsequently transported to the player's vicinity.
Added several corrupted versions of better weapons to the item pool corresponding to the danger level.
The nest body and collector type oil worms can feed on bio oil to obtain biomass, greatly strengthening the nest body.
Added empty plastic bottles and their formulas for items
Long shelf life food bottled water, bottled juice, and bottled milk have been added to many item pools
Added item vines that can be used as grass ropes, and changed the fallen objects of strange vines to this .The grass cutting products of morning glories also contain this.
The trap has added a maximum capture quality field, beyond which the standard weight will not be trapped and will destroy the trap.
\[Diversified NPC villages and towns]
Within the blueprint that generates a new group flag, it is possible to define restrictions on the types of goods that can be bought (such as soil and stones) and sold (such as critical equipment for maintaining operation) at a non worship attitude level.
Automatic maintenance volume logic optimization.
Added wood electric incubators and grass electric incubators, which consume water and electricity and automatically produce wood and grass after one day.
New poultry and fish electric incubators have been added, which consume grass and electricity to automatically produce meat after one day, and also produce bones and tendons.
A rubber tree electric incubator has been added, which consumes water and electricity to automatically produce natural rubber after one day, and also produces wood.
Advanced synthetic biology knowledge has been added, and the construction of various electrical incubators requires this prerequisite knowledge.
Added a blueprint pool for small town style extraction on the planet.
Several small towns have been added, each with specific outputs that will be automatically produced to maintain the corresponding output quantity. So that players can trade and obtain supplies in these small shops.
The supported towns include five types: wooden bows and arrows, dried meat, iron, chips, bullets, etc. Each output will be accompanied by a large amount of precursor materials.
For producing iron will also produce wood, meat, magnetite, and so on.
Several mineral anchor buildings have been added, but there is no construction formula and they are only available in villages and towns. You can exchange corresponding minerals through water, meat, and electricity.
A bioplastic manufacturing machine has been added to produce plastic from wood and water.
\[Simulated Operation]
It is possible to define the four directional tiles used by species during their early childhood
Reuse early versions of human tiles for the human toddler version
Numerical fine-tuning
Professional experience can define the binding of items: these items belong to the individual and are always locked in the backpack. If they can be equipped, they will be automatically equipped initially.
Added a new experience as a fitter.
Mechanical or biochemical components that can adjust power consumption as defined. Mechanical components can increase power consumption as a cost, or come with solar panels to reduce power consumption.
Added mechanical components: portable small solar panels, portable large solar panels After installation, it can reduce the power consumption of the robot, and large-scale installation can make the robot not rely on external power.
The robot automatically charges the battery, and the right-click interaction automatically charges the battery according to the consumption adaptive mode.
Harvesting potato seedlings can yield some potatoes, and a recipe for baking potatoes has been added.
Added saline alkali soil as a soil type for saline alkali areas.
In invincible mode, you can directly recruit characters
\[New script]
A new opening has been added, 'A group of people starting from scratch', with an initial default of 6 people born in the wilderness without any other props or guidance tasks.
\[Mechanism]
Experience priority, flames that have not been observed for 5 hours in the game will automatically extinguish.
Finding way mechanism adjusts.
\[Performance Optimization]
Optimized the logic related to character gathering.
Reduced the upper limit of random planting of plants during block placement
\[Battle]
Added a default action to search for attack methods in reverse from consumables and use them.
Thus, one can equip a wooden bow and then hold a wooden arrow to attack in a specified direction, achieving the same effect as holding a wooden bow.
Reduced the size and collision range of arrows, bullets, and other projectiles.
When displaying the maximum attack range of the character, the collision range of the projectile will also be displayed.
The tile definition has added a collision offset parameter that allows the projectile collision zone to be located at the tip.
Bullets can now define a penetration attribute, which means that projectiles with this attribute will penetrate enemy units until they encounter static obstacles or exhaust their kinetic energy.
Most unguided arrows and bullets have added penetration properties.
When a projectile pushes back a target, the direction in which the target passively moves is the direction of the projectile, rather than the direction of the collision
Removed the repelling attribute of handguns and rifles
Added a group attack flag to several melee attacks that have a repelling effect.
The tracked projectile will cross layers (but due to performance considerations, non same altitude targets will not be queried when switching tracking targets).
Monsters that can launch tracking projectiles need to maintain a distance on the horizontal plane after meeting in a certain layer, as projectiles at other heights cannot be seen.
After firing handgun bullets and rifle bullets, there is a 50% chance that a shell will fall off.
Added a formula for manually reloading bullets using gunpowder, iron, and shell casings.
Experience first, a new biometric marker has been added, and only explosives with this marker will detonate when hostile creatures pass by.
The default action for a simple landmine is to unfold it as a "(deployed) simple landmine" building, which has a biometric marker.
Non building items only have bio sensing small incendiary bombs that also have bio sensing marks, so they only need to be stored with extra caution and not placed in places where they may be passed by monsters.
Of course, other flammable and explosive materials still require fire prevention.
Similar to simple landmines, a new formula for using small incendiary bombs to construct trigger type small incendiary traps has been added, and the corresponding buildings will be immediately destroyed and generate flames. A version using incendiary bombs has also been added.
Added a small incendiary gun that uses small incendiary bombs as ammunition. A version using incendiary bombs has also been added.
\[Character Behavior Optimization]
When moving randomly in water, it tends to move upstream, but below an altitude of -100, it tends to move downwards.
\[bugfix]
Fixed a bug where the blind box was activated from the backpack the item was created at the location where it was picked up, the right position should be the person's feet
Changed files in this update