Regular Update
Today marks the 1 year anniversary since Desynced has launched into Early Access!
To celebrate, we're releasing a preview of what we've been working on is now live on the beta branch in Steam called "experimental_ue5".
There's a lot to it, see the detailed patch notes in the attachment for all the details!

Experimental_UE5 0.1.13484
[h3]Additions:[/h3]
Behavior browser added with folders, sorted items and a search filter instead of just a simple list in various places:
[h3]Fixes:[/h3]
Experimental_UE5 0.1.13474
[h3]New Feature 'Faction Library':[/h3]
When running this version for the first time a backup of your profile (containing the existing library) will be made to "Profile--.bak" in the game's save directory. If going back to an older version (for example the non-experimental main branch) the library will appear empty unless restored from this backup. Similarly, as usual with updates, game saves written by this version will not be compatible with an old version.
Reminder: Because this is an experimental update and problems can be expected, make sure to backup any save data you aren't afraid to potentially lose.
[h3]Behavior Editor:[/h3]
[h3]Additions:[/h3]
[h3]Fixes:[/h3]
[h3]Mods:[/h3]
https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/
To celebrate, we're releasing a preview of what we've been working on is now live on the beta branch in Steam called "experimental_ue5".
There's a lot to it, see the detailed patch notes in the attachment for all the details!

Experimental_UE5 0.1.13484
[h3]Additions:[/h3]
Behavior browser added with folders, sorted items and a search filter instead of just a simple list in various places:
- When selecting a behavior on a behavior controller in the frame view
- When selecting a behavior for the call instruction node UI in the behavior editor
- When selecting a behavior on a behavior controller in the blueprint editor
[h3]Fixes:[/h3]
- Build behavior instruction with only a specific frame (not a blueprint) aborting the behavior controller
- Stepping inside subroutines within the behavior editor
- Icons for walls, gates and foundations not showing in the build menu
- Don't show "Item already exists" when trying to create a new empty blueprint when an empty behavior already exists (or vice-versa)
- Prevent opening the the building upgrade window of a construction site for a unit that isn't upgradable (i.e. foundation, wall or gate)
- Library window not showing correctly while a wall or gate is selected
- Pulse Lasers component not showing its 3D model
Experimental_UE5 0.1.13474
[h3]New Feature 'Faction Library':[/h3]
- Blueprints and behaviors are now managed in what is called the Faction Library
- The Faction Library is saved in the save game data, so items won't automatically transfer over to different saves or into multiplayer sessions
- To do so there is a separate "My Library" which is stored along the player profile
- Items can be imported back and forth between the Faction Library and My Library
- Behaviors and blueprints can reference other behaviors and blueprints in the same library
- Behavior Controllers will also reference the library, so changing a behavior in the library will affect all Controllers that use it
- Subroutines that can be called in a behavior are now just regular behaviors in the library
- Library items can still be copied and shared online and will contain all the dependent behaviors/blueprints
- Shared items from an old version can still be imported
- Shared items from this version can be loaded into an old version but only if there are no dependent items (i.e. a blueprint with no behaviors or a behavior with no subroutines or blueprints)
When running this version for the first time a backup of your profile (containing the existing library) will be made to "Profile--.bak" in the game's save directory. If going back to an older version (for example the non-experimental main branch) the library will appear empty unless restored from this backup. Similarly, as usual with updates, game saves written by this version will not be compatible with an old version.
Reminder: Because this is an experimental update and problems can be expected, make sure to backup any save data you aren't afraid to potentially lose.
[h3]Behavior Editor:[/h3]
- While editing a behavior in the Faction Library, an "Inspect Running Behavior" button allows selection of any unit that has the behavior loaded into it
- When inspecting a running behavior, a small 3D view of the inspected unit is shown
- Pressing "View Current Values" will switch the editor view to show the values currently stored in parameters and variables
- A parameter in the middle of the list can now be removed by right clicking the name
[h3]Additions:[/h3]
- Faction Library
- Can now select a bot blueprint in a bot production component in the blueprint editor
- Notification settings added for Auto-save notifications
- New 3D model for the medium Turret and the Laser Turret components
- New components Hybrid Beam Cannon, Pulse Lasers and Twin Autocannons
- Remember the last used tab in the Build Menu
- Add button to toggle docked unit user interface
- Show logistics button on docked item window
- Gameplay time added to minimap
- Allow drones to be built in Robotics Factory as well as Drone Hubs
- Warning added for logistic setting "Item Transporter Only" when an Item Transporter hasn't been equipped on a building
- Scatter drones when undocking
[h3]Fixes:[/h3]
- Rotate turret components towards non-manual targets, and also rotate it towards a manual target ahead of arriving in attack range
- Avoid a behavior consisting only of a single Scan instruction resulting in the game freezing for a few seconds
- Behavior program editor issues with multiple nodes selected
- Make clicking the "Show Orders" context menu option not close an already opened and pinned Control Center window
- Uplink fix, don't reserve a chunk of research if no inventory space is available for ingredients
- Prevent the game freezing when trying to dock a unit into itself (directly or recursively)
- Fix foundations under walls and beacons having an extended (flattened) base
- Balance fixes, reduce Phase Flower random drops
- Fix miner equipped on a building to sometimes not mining a resource (if the resource is outside the logistics network and the building is inside)
- When loading a save made in the middle of the tutorial, fix for the tutorial being paused on startup
- Human Evolution Mission Fix: When accessing the Human Research Lab using the Explorer, show that DataKeys have been extracted, instead of showing nothing at all.
[h3]Mods:[/h3]
- Due to the large change of the Library functionality, many mods related to that are expected to break with this update
- Added IsFlyingUnit utility function
- Preliminary support for skeletal animation for mods
- Fix a crash when disconnecting the Lua debugger while paused
- Automatically bring the game window back to the front when continuing or initiating hot-reload from inside an attached Lua debugger (Visual Studio Code)
https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/