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Regular Update (experimental)

[h2]Experimental_UE5 0.1.15908[/h2][h3]Additions[/h3]
  • [p]Add Integrated Behavior Controller to list of selectable components (usable in Copy to Component and Set Link instruction)[/p]
  • [p]Add support and UI for manipulating Goto queue (similar to Store queue)[/p]
  • [p]Use multiple entries in a Goto queue as multiple sources for Transport Route[/p]
  • [p]Satellite UI now shows flight details according to the AMAC which launched it[/p]
  • [p]Add option to "Fix Item Slots" behavior instruction to only operate on slots that are not fixed yet, add detailed explanation[/p]
  • [p]Make the game remember submitted feedbacks and have a button "View Feedback" for each to see the status of the feedback[/p]
[h3]Changes[/h3]
  • [p]Instead of pushing orders to the end of the list (lowest priority) on a partial delivery, do it only when the target is increasing its ordered amount. A construction site or Uplink component never increases the ordered amount so orders from these will now more likely get fulfilled in order even when only few resources are available (instead of incoming resources getting evenly distributed). On the other hand, a production component set to infinity will re-up the ordered amount after receiving only a small amount so the de-prioritizing continues to happen for them.[/p]
  • [p]Make sure an in-range, idle Item Transporter always takes over an order from a bot[/p]
  • [p]Prevent an idle Item Transporter unnecessarily taking over an order from another Item Transporter[/p]
  • [p]Change usage of repair items in repair components (Human Explorer, Mothership) as item consumption in the item history graph[/p]
[h3]Fixes,[/h3]
  • [p]Fix relocation of buildings with dependencies (set behaviors or active bot blueprint production) not having those dependencies referenced correctly after finishing relocation[/p]
  • [p]Fix behavior math instructions (Add, Subtract, Multiply, Divide, Modulo) updating a parameter without the value being shown in the corresponding register of the behavior controller,[/p]
  • [p]Fix scrolling the instruction graph with WASD when editing a sub-behavior[/p]
  • [p]Avoid behavior controller halting execution when using PickUp/DropOff instruction from an AMAC with an Item Transporter equipped to a Satellite that is currently in space[/p]
  • [p]Satellite Fix: Prevent calling AMAC Launch Satellite multiple times in the same tick[/p]
  • [p]Satellite Fix: Detection for a satellite landing naturally and the Land instruction being called in the same tick[/p]
  • [p]Don't reset a unit when using the "Turn On" behavior instruction if it is already turned on[/p]
  • [p]Fix opening System Index while hovering over something in the library or blueprint editor[/p]
  • [p]Fix "Unit Editor" via bot production showing an empty window when the blueprint library is still empty[/p]
  • [p]Fix difference between item slot ordering shown in blueprint editor vs. actually used by unit user interface (could cause fixed slots to be wrong in blueprint and finished unit)[/p]
  • [p]When editing a blueprint in the Favorites tab, show behaviors from Favorites (not Library) when adding an integrated behavior[/p]
[p] [/p][hr][/hr][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15858[/h2][p][/p][h3]Additions[/h3]
  • [p]Add "Edit" button when selecting bot production to customize a unit without needing to create a blueprint in the library first,[/p]
[h3]Fixes[/h3]
  • [p]Fix components requested via "Item Request" not getting automatically equipped anymore since the relocation feature was added,[/p]
  • [p]Fix stuck transport route if the "Transport Route" option was enabled only after the Goto register has already been set and the bot was moving towards that building,[/p]
  • [p]Fix logging Lua error when selecting multiple units and pressing "Stop All Behaviors" while a loaded behavior was already stopped and had its code modified since in the library,[/p]
  • [p]Fix constant values and variables in running behaviors getting cleared at random when loading a save game (due to uninitialized memory bug),[/p]
[h3]Modding[/h3]
  • [p]Avoid theoretical infinite loop or crash if two components were to activate each other in their on_update callback[/p]
[p] [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15844[/h2][p][/p][h3]Building Relocation[/h3][p]Buildings can now easily be moved to a new location. To do so, select one or more buildings, right-click on one of the selected buildings, and click "Relocate". This will place the selected building(s) under the mouse cursor so you can choose a new location (pressing R will rotate the placement). Once relocation is confirmed, carrier bots will move the packaged building along with any items it contained. When the relocation process is finished, all settings, relations, and unit references will be fixed up for you so no further action is needed. If relocation is aborted (by the player or due to an enemy attack), you can use the relocation deployer dropped on the floor to rebuild the building manually.[/p][p][/p][h3]Integrated Behavior[/h3][p]All robot units (bots and buildings) can now load an integrated behavior without the need to equip an actual Behavior Controller. To use it, either right-click the unit or press the ≡ menu button next to the unit name, then press "Add Integrated Behavior".[/p][p][/p][h3]Behavior Instruction Explanations[/h3][p]When selecting a node in the behavior editor, you can now open an explanation panel by pressing the ? button at the bottom. Most instructions now contain further explanations or details, and some even have a small code example that can easily be copied into your behavior.[/p][p][/p][h3]Multiple Store Targets[/h3][p]The Store target is no longer limited to a single unit. When multiple targets are specified, items are delivered to all units as long as there is free space and in the order of the listed targets. For example, a production building can be set to store its goods into multiple storage buildings, removing the need to connect the storage buildings. This also helps with visualizing the flow of resources by more clearly showing where things go from where. To set an additional Store target, click the Store register to get a list with a + button. Right-clicking on an entry will remove it. Holding Ctrl while right-clicking on a unit sets or overwrites the Store. Additionally, holding Shift will add the selected unit to the list of stores.[/p][p][/p][h3]Additions[/h3]
  • [p]Building relocation feature[/p]
  • [p]Integrated behavior on robot units[/p]
  • [p]Multiple store targets[/p]
  • [p]Behavior instruction explanations[/p]
  • [p]Add journey time when launching a satellite (now takes time to launch and come back)[/p]
  • [p]Added "Memory Length" instruction to get the length of a memory array[/p]
  • [p]Enable "Create New Behavior" button in the behavior editor when selecting a subroutine on the "Call" instruction node[/p]
[p][/p][h3]Changes[/h3]
  • [p]Always show all registers of the Re-Simulator Core component in the Link Editor (were already shown in the Blueprint/Unit Editor)[/p]
  • [p]Show up to 5 registers per row in Link Editor and Blueprint/Unit Editor[/p]
  • [p]Change rules for eligible units that can be acquired with the Deployer component to match unit deconstruction (disallow damaged or infected units)[/p]
  • [p]Pass the number part in the target parameter of the "Attack Move" instruction to the weapon componentЃfs target register[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fix behavior breakpoints on the next instruction after a wait or sleep, on label instructions and on the first instruction of a for-loop[/p]
  • [p]Undock any docked unit with movement on component destruction instead of destroying them[/p]
  • [p]When upgrading an AMAC building containing docked satellites, store the satellite in its package form instead of placing an invisible satellite units onto the map[/p]
  • [p]When upgrading a building with storage components, keep all items instead of dropping anything outside the base unit inventory[/p]
  • [p]When upgrading/editing a building with docked units, make them dock back into it once finished[/p]
  • [p]Fixed control group icon to update correctly for construction sites and across unit editing/upgrading [/p]
  • [p]In behavior editor, show variable and parameter icons when dragging or pasting nodes[/p]
[p][/p][h3]Modding[/h3]
  • [p]Add new optional argument to entity:Undock to undock without placing on map[/p]
  • [p]Add support for register queues and Lua API for manipulation of them (currently only used by the game only for multiple Stores)[/p]
  • [p]Add input validation code for CreateProductionRecipe/CreateMiningRecipe/CreateUplinkRecipe/CreateConstructionRecipe utility functions to avoid mods being released with mistakes[/p]
[p][/p][p][/p][hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Regular Update

[h3]Changes[/h3]
  • [p]Make removing a Health Module component reduce health to a minimum of 1 health (so adding & removing can't be used to heal a unit),[/p]
  • [p]When adding a Health Module component while at 1 health, don't heal (to avoid free healing after removing a health module while having less health than provided by it),[/p]
  • [p]Make bugs abort pursue of its current target if it finds itself with a blocking path,[/p]
  • [p]Fix rounding of speed boost stat in unit definition tooltips to match the number as returned by the "Get Unit Info" instruction,[/p]
  • [p]Cancel an active drag & drop operation when ALT tabbing out of the game,[/p]
[h3]Fixes[/h3]
  • [p]Fix for a pair of constructions sites larger than 1x1 not completing if fully surrounded by buildings,[/p]
  • [p]Make value selection filtering on the radar instruction match the radar component registers,[/p]
  • [p]Make GetInventoryItem consistent with LoopInventorySlots with regards to returning unit references,[/p]
  • [p]Fix game crash related to there being multiple manual orders for equipped components and a bot taking over such orders from another bot,[/p]
  • [p]Fix potential item reservation corruption and game crash if a mod calls the component:OrderItem function with a specific item slot and an amount larger than available free space,[/p]
  • [p]Fix saves which had item reservations corrupted due to the bug fixed above,[/p]
  • [p]Fixed description of health modules to match increased health bonus,[/p]
  • [p]Fix short clicks (down and up happening on the same frame) on GOTO and STORE register immediately aborting and not starting unit selection[/p]
  • [p]Fix being unable to hover over units or click on units in the upper part of the screen,[/p]
  • [p]Fix Virus Simulation Core and Blight Simulation Core not affecting world stability,[/p]
  • [p]Fix irrelevant Lua error being printed on anomaly event jump if unit gets undocked ahead of jump[/p][p][/p]
[h3]Modding[/h3]
  • [p]Fix Lua error when a mod calls StabilityAdd/StabilitySub with an invalid stability event name,[/p]
  • [p]Fix game crash if a mod calls View.StartCursorConstruction with a table containing no usable elements,[/p]
  • [p]Fix game crash if Lua calls UI.StartDrag on a widget that was removed from the screen [/p]
[hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15775[/h2][h3]Fixes[/h3]
  • [p]Fix being unable to hover over units or click on units in the upper part of the screen[/p]
  • [p]Fix Virus Simulation Core and Blight Simulation Core not affecting world stability[/p]
  • [p]Fix irrelevant Lua error being printed on anomaly event jump if unit gets undocked ahead of jump[/p]
[p][/p][hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][/p]