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Ultimate Transporter

Imagine this scenario: your base has grown significantly large, resources are being mined from many different locations, and you wish there was a way for someone to automatically transport them all to one or several specific places. Sounds familiar?

One of our players has created an excellent algorithm that can be assigned to any number of your bots simultaneously, and they will operate collectively without interfering with each other. Each of these bots will focus on a specific resource but will be capable of collecting it from several different locations and delivering it to one of several storages, choosing the best one for that moment.

If you have any questions, feel free to post them in the comments! We're here to help!



Author: ouch67

[h3]Has the following features:[/h3]

  • Easy to use, Only 3 registers need to be set in most cases.
  • Unlimited Pickup Points, also finds the point with the most items to take.
  • Unlimited Drop Off Points, also finds the point with the least items.
  • Enemy avoidance, will also ping enemy for quick identification.
  • Will collaborate with other bots running this script at each pickup or drop off point
  • No other hardware needed on the unit other than the behavior controller to function.
  • Will find and pickup matching items off the ground one per trip. This eventually clears the area while having a minimal impact on transport performance/efficiency.
  • Will not leave when storage is empty until it's batteries and health are full.
  • Active inventory monitoring allows for chaining multiple bots running this script together. (If a bot's inventory gets taken halfway on the journey back then it will turn around and go to a pick up point to get more items instead of heading back to the drop off point partially filled.)
  • Will not take any items other than what you specify. This means bots running on crystal fuel won't have their fuel reserves stolen.


[h3]How to use[/h3]

  • P1 - Set the item you want this bot to transport.
  • If setting up a single pickup point, then Set the pickup register to a unit or building and give it a desired distance (value) to sit and wait if no resources found. If you give this a value of 0 or nothing a default value of 4 will be used.
  • If setting up multiple pickup points then set the pickup signal register to a ID of your choice and a value to be used as a filter. For instance picking the color Blue with a value of 5 will cause it to look for any bots/buildings with items matching the item register on the map with a signal of the color blue and the value of 5.
  • Repeat the last two steps for the drop off point/s. It's important to note that if you set a signal register/s then the other corresponding register/s do not need to be set as they will be overwritten anyway. But the script will read the value set to them for the distance offset to use while waiting.
  • If not transporting standard items (like say, Gas or Virus) then edit the behavior script and on the 3rd instruction you will see a box that says "Storage" click that and choose the type of storage the item you want to transport uses. (Currently there is no way to identify what storage type an item needs. So it must be done manually like this.)


[h3]Additional explanations[/h3]

You have the ability to set any color in the 'Signal' field of a building or unit and specify the same color in P4 for the transport bot. This way, it will track all locations marked with this color and decide where to pick up items for delivery.

Similarly, you can set a color for storages and inform the bot about it in the P5 field.



[h3]Known issues[/h3]

  • It's decision making is a little on the slow side... This is kinda on purpose as performance was a concern given the complexity of the script. There are areas in the script that that are locked/unlocked to improve performance but this was mainly done on data gathering loops. And I'm happy to report I have roughly 50-60 bots running this script without issue.

  • Item reservations can throw off the math in the script. This is just how the devs coded item reservations and I can't identify or fix that as it's hard coded in the game. So beware of your transports thinking there is space where there isn't...

  • When determining how many items a unit has it's total number of slots is not factored in to the equation. Meaning, if you have an 8 slot storage building half filled and a 24 slot storage building half filled it will drop items off the to 8 slot storage first as there are fewer overall items in it. This will persist until the 8 slot one is filled and then the 24 slot building will be filled. It's recommended but not required to keep the same number of slots across your signal register groups for this reason. This was done for performance reasons, as the extra calculations would cause quite a bit more processor usage otherwise.


[h3]Behavior code:[/h3]

 DSC41g1bcXvc1GV21T0j5nJA1KwbzN3YYdNu040fQx48ccMc44YuTW3Fn7Wh0YIH4u4VSWRT2ACkSC03qsh4044fxq1csylm3yXuk5043GjF1CJOZ82KgPpD3RWHEA0LnkgE05FGyd4NFdb43DSDG64DyNSg4VKV5f3AFAs442q1JK2wAG9v4VWyB60oucur3LXvId2RSdJX2J2SQ42Pqr241iBqEr3twS1x3PdX6i2zet3u4dZpPc1J9txS35tZZO0Sa0RL4Wwnxz2SdTZv3xYgim2aR7wv1XEIUH49RTbM3b8zmR3h4HQT34iKri4c24zj1mXg2D32DPwq3TWSIP1atcue3jiC1L23DcSz13qIol3jRV1f2adDc52G4EQ63KTJbs2swpTb3jPOVa3sdvWk0OJQej2FXgNR4byUry12ZMpZ2jUTIU00BbsA0ECjWw1XsOWZ1URnWg3c8lsq0agwYJ3HBY3x3g7WKV2vgOsv0WBPyv1dgIsT1xfrES43Ihad3uDadS2FYjt71USjTS44OVHR49KEwv2QuoBN0wmUXA35sRch2VAmkl2AJiG23f1HeA4Eu34b24xg5S1vhXbb0Kp8wq411ELb0pKyF62CIiK23BCaB933jJQV1mJVbU2lM8ED3feR3h27A76N3y9mKt3L0R1X1Epfhd3B7zDJ3l8PNq3l8Zgo34MsAX07EBKt2Hfuok25nJtq2FHOdk3emOxg3VYsbY41PHIt1wyMKT2C3iaw1HwKSL44ydWe0XiVx70olmQP4HA2Yv2jVEgT24lAwr0SvaoP2ITdfG2R80hO4PL70n4PBhV64FhuZR14r3tK1HJHdj3dmeII2rEoO63u6ROf4Dk4ZD0ErQ9Q2ki16J44MdkY23UJGQ4eAPym3j70Su2WlNGi0kB1Ia08r3gC06kqWT25PaQb18IDkz3oWsaT0A2XXh2wqAq33yvXys1HqTgZ2yULXX3ha5X91Vd5F92pLhyu0dw01G1gtCba2jmTnc1gXb1P3LlXqh0ra0113nvxIZ0HRCDC41M1ZG4MOrOP2lTlvL2WKx8f4BJpyl2Fcesv0DM5R00JmW3T0mfWU73lOVRG0C7XRd2kWXRb3ct6Fw4Vs2Bl0mkv9D3Vr7nB34vJAP3bRdZf4V1loL28hh2P13V7r23xfqxd4f51zw3OOa0U3eYIyQ05ArNP2F3sIb2DsZPE2gG8zf3VEhl51af0vu0wcyzw2zE2eX1rycI90MqMnE4KQOJ344jVGW4OMkij0FzIju2SV5AA2Xgttj3PUH3w05kjvx2spsBn0DklIG2UqY082YOrOd26Ga2C0gbV971mijq03SSnS12hIWIf3NRUkr1llJaw0i1G1e0vqbPW1LvgWg39wLS41X0rw93py6yT1TajLF0Fe02Z0Jl2aa4U89662e8K3V0XEe7N3TnofP12QjQa27ScfW1oW0je3P9fN21IJ0QJ1uY6FZ1PMI0T09KJ6h3r1NpP4JSKmu4TxQpt2GPK7W1C4yVA1KCDo00tbHnS1ZHwmC2Of7O72rLPeN3g0cre2J0cz700vkYO189GRi4fVq6r08nVc80XyjjL2PJ5ol211FmU0AemtR1Hym4W0XFM0d24FS9S0YSYcC49Y4ai3zRevb3tw7sa09dKZw0NgJPQ4ONROd2KcMUL215Joi2NS4Ya1bMwOP4MD2e01gsN4u0FG8Sj3RiXfC0iDAnZ2mdLUE03bqdv0tILZE2Q5WiW0QCRPv2QZAxc3wgwcr3eMZtY2RDEvB3dxeAV2vq1C53ADPah4Seunj2fKroP4HjLLP3jwGS02Li4O01eu7sS3yxEKT0mfU9y1LXEij2bOvcZ2pYvYk3YM9ck3wTcrB3P94ng3j1Fvj2zaj401Y49Ws28rmpT1JgkDl4ap66T4XNhq30wrurr29CGpl1agBm10pDZXR02GaiU1GBtmgt 


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https://store.steampowered.com/news/app/1450900/view/3888358641540447700
https://store.steampowered.com/news/app/1450900/view/3855706911137657433
https://store.steampowered.com/news/app/1450900/view/3855706911119612650
https://store.steampowered.com/news/app/1450900/view/3855706185309757803
https://store.steampowered.com/news/app/1450900/view/3855706185299872234
https://store.steampowered.com/news/app/1450900/view/3808417211633108188
https://store.steampowered.com/news/app/1450900/view/3794905774846967399

https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/

Re-Simulator automation

The mysterious building 'Re-Simulator' has long attracted the attention of many. What is it for? That's one of the mysteries you'll have to solve. But one thing we already know for sure - it's possible to produce the Laser Mining Tool here. With its help, you can mine resources faster.

Moreover, our players have already learned to automate this process! And today, we want to share one of such tutorials with you.

Don't forget to also check out our previous issues. There, we've detailed how to interact with Behavior scripts and blueprints, if you've never dealt with them before :)

Author: Wat

[h3]Description[/h3]
It controls the Re-Simulator to automatically produce a 2 ingredient recipe.
Also, the number of items to be produced can be set, like most other production components.

[h3]Instructions[/h3]
P1 - Production (Input/Output)
P2 - First Ingredient (Input)
P3 - Second Ingredient (Input)
P4 - Request Size (Input) - Defaults to 1 if left blank
P5 - Re-Simulator Core (Input)
P6 - Missing ingredient (Output)



  • Set the P1 parameter to the number to 7
  • Set the P2 parameter to Miner. Also, set the number to 1
  • Set the P3 parameter to Robotics Datacube. Also, set the number to 5
  • Point (drag-and-drop) the Re-Simulator Core field to the P5 parameter
  • (Optional) Point (drag-and-drop) the P6 parameter to the Signal field
  • (Optional) Set the P1 parameter to Laser Mining Tool. Point (drag-and-drop) the P1 parameter to the Visual field.
  • (Optional) Point the Store field to a near Storage building. Also, lock all slots in the Storage building to Laser Mining Tool
  • (Optional) Disable the Supply Items checkbox in the Logistics Settings


The Re-Simulator will produce 7 items.
Also, with the P4 field blank, by default requests will reserve ingredients for 1 item at a time and overload is kept between 0-5.

You can fine tune the number 7 to your liking.
You can also increase the request size by tuning the P4 field. You should increase storage size with Internal Storage components when doing this.

Finally, disabling the Supply Items checkbox prevents ingredients from being re-delivered to other buildings as they are not always reserved. If done so, then configuring the Store field becomes mandatory.



Behavior Script

  DSC1Qt2jyrnM1BbRzd1yNBKa1Yif6F1kaXZd24MFQe37cNFo4BNw9Q1xIS7O2pwZ8M0k5FGk1YcqpL3IXHj34Vuxy43f8xD02HzIcP3HKeM80MLcD02eeJiJ3HT2144et97L01WKd73cMof82GBfhs0W4GGV47XwDa3MR9Dg337kzi2N2KP33cLwTB2WAyFx3rGbKB4PwrgH0TRLSY0xS9mC0VxhVa3x6z442KUASp0V1YWn0OrAQQ0Fqh7n0nr0fd4GnEis3cjqXT2wplBl3zZZXR2MSPGj302qez33tY5g2d8s6x4WJUJ31vGEKJ1kUFS71lCyfU40sZXJ2X7ZlU0VmcXx43p2Hy3OamcO3nfoa62rY0wk1MvL5s1ZMa0X1vyicE3WvQ2Z0ixWOn0Vpk0W2p0Sra1WSRvk0FSsUU2wVCGg4CoFlv4Lzmmh1q5mj40Ijywp3HHsRQ0KAwIZ0rjRy515h5Am0NhoHm1ZwD1r4M761o2RmqAc1msF3T15F3AA2fKXnn4BMkXk3PuWcm3YqE3k4bue7E2mjnnT2zkez10FR9lW21Cww94OfxYv2IGge51Ppz1Z3sGFhE1qYwWy34G07y2kiHrm0fmVyL0LWGq14KQz7F2rGzwV0PyLHy2dHFEX4KqwU12E3oRT2AyBsn0xxrR339OgWA2A62zR3FFmlr0d0VY80E2ngB42Phen1yR1qg0Nf8PG3mNKCR3PxAe90uoq6q3x1Zoj2u7lxT3kAPP41fJL6i2qyt4F33Yg5Q1O8jDA3CCecr4PfpUw3ajUr11gRgfW02SUsQ1Y07NZ1WR4Ac0t6SVN00GRNq3Z6gVP3G3xUO1aTPIA1hCvfV37T5gw3kSZlq2E32q90eqWm743o5pi27g3Dm3Sun8L1D1nc22D2Nm63uNwR33vn40U3ns7z54fBLNO4AKpRL3zhlO93xVmMX1zI8sJ3A6euY4af1G30KAxer15Xyy74ccQbD4OA786136aKh2CyHLh31udy80yXZjO0A4yfv46J4302Si9074VN7Rf0ijqwy1iRuEN018DEW1mrJQJP



***

https://store.steampowered.com/news/app/1450900/view/3980686873604546768
https://store.steampowered.com/news/app/1450900/view/3955916441775444920
https://store.steampowered.com/news/app/1450900/view/3955916441764875207
https://store.steampowered.com/news/app/1450900/view/7217647935765867440
https://store.steampowered.com/news/app/1450900/view/3871471412481250750
https://store.steampowered.com/news/app/1450900/view/3889485345748521475
https://store.steampowered.com/news/app/1450900/view/3888358641555101802
https://store.steampowered.com/news/app/1450900/view/3888358641540447700
https://store.steampowered.com/news/app/1450900/view/3855706911137657433
https://store.steampowered.com/news/app/1450900/view/3855706911119612650
https://store.steampowered.com/news/app/1450900/view/3855706185309757803
https://store.steampowered.com/news/app/1450900/view/3855706185299872234
https://store.steampowered.com/news/app/1450900/view/3808417211633108188
https://store.steampowered.com/news/app/1450900/view/3794905774846967399

https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/



Advanced Ruin Solving With Signals

Time for some recon today! The world of Desynced is full of unending exploration spots, and we've put together an awesome team for you. They'll be out there finding and scouting these places on their own.

You'll need some endgame items and a few units that are already patrolling around. If you haven't got any yet, I highly recommend checking out our previous issues - we've posted tutorials with various scouts. You can find links to them at the end of this post.

Also, our fifth issue has all the deets on how to add blueprints to the game:

https://store.steampowered.com/news/app/1450900/view/3855706911119612650



Author: StS73

[h3]Description[/h3]

With independent ruin solving scripts, you'll soon run into your ruin solvers end up all in scouting mode around your base, rendering them useless. Wouldn't it be more useful to have a central register of found ruins, instead of each ruin solver wandering around blindly?

Here, the "Ruin Cartographer" unit comes into play - it continously scans its surroundings for new ruins, signalling them to a group of ruin solvers. The ruin solvers then individually allocate a ruin each, solving it.

[h3]How it's done[/h3]

The ruin cartographer stores found ruins in an array. It calculates the distance to each ruin, returning the ruin furthest away in its signal register, with a range information.
Each Solver iterates through all "Unsolved" type signals, identifying the Cartographer's signal by having a non-zero number in its signal. The Solver allocates this ruin by removing the number (=zero) and setting the ruin into its own signal register. The Cartographer then goes through all "Unsolved" signals itself, removing all Solver-allocated ruins from its register array.
Each Solver also has its own radar to find additional ruins by itself - again, it checks found ruins against allocated ruins by going through the "Unsolved" signals to avoid double-allocating.

[h3]Usage[/h3]

Use P1 to attach your Cartographer to a unit moving around a lot (e.g., your combat group). Add distance information.
In the Solver, drag your central drop-off point into P3. P5 and P6 contain the ruin types to scan for (typically "Human" and "Robot").
Once your Cartographer has found a couple of ruins, you can start your Solvers with a bit of delay between each.

[h3]Screenshots[/h3]

Cartographer trailing a combat group's baggage train - note the large array of ruins found:



Solver returning home with ruin loot:



[h3]Cartographer blueprint[/h3]

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[h3]Solver blueprint[/h3]

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***

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https://store.steampowered.com/news/app/1450900/view/3794905774846967399

https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/

Desynced Showcases at Taipei Game Show, Jan 25-28!

We're heading to Taipei Game Show from January 25 to 28 with Desynced. You'll find us at booth S67!

If you're around, definitely swing by to check out what we've got in store for you. We can't wait to share our latest updates, have some great chats, and just enjoy the vibe. Hope to see many of you there!

Saturday Script Spotlight: Boost Your Base

Hey everyone! Today, we're diving into a couple of cool tutorials to level up your base automation game. One tackles long-distance logistics – super handy if your base is more like scattered outposts with risks lurking for your couriers. The other's all about streamlining your production, tweaking a tutorial we've dropped before.

If Behavior scripts are still Greek to you, you might want to check out our first-ever Scripted Wednesday – hit up the link at the end of this post to get there!

Author: StS73

[h3]Description[/h3]
A universal logistics bot script. Get your stuff from A to B, no matter what.
  • Coordinated pick-up: When several bots are queuing for pick-up, the bot with the least free slots picks up first.
  • Coordinated drop-off: When several bots are queuing for drop-off, the bot with the most free slots drops off first.
  • Avoiding enemies along the route: The bot will run around enemies or glitches.
  • Announcing seen enemies: Any enemy seen will be announced via the signal slot.
  • No crowding: The bot will be waiting at a humble distance from the drop-off or pick-up point.
  • No interference: Several drop-off or pick-up points next to each other can be served. You can also use the same building or robot as a drop-off or pick-up point simultaneously.


[h3]Usage[/h3]
  • P1: Pick-up point
  • P2: Drop-off point


[h3]Behavior Script:[/h3]
[Code] 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


Author: Wat

[h3]Description[/h3]
It controls components to only produce items until a target inventory level in the whole faction is reached. This is to avoid overproducing items when available storage space is higher than the target level. It borrows ideas from the Limited Build script and extends upon them.

The script has been fine tuned to keep production requests smooth. It avoids aborting production requests, which would release reserved ingredients and make faction item amount spike, causing a domino effect in the production requests of other factories.

The script also monitors missing ingredient signals coming from other buildings/constructions. If the combined total of missing ingredients in signals is higher than the P1 field, the missing ingredient total is used as a target instead.

Also, when producing items, the request size can be configured so the amount of reserved ingredients can be fine tuned. Lower amount reduces footprint. Higher amount reduces delivery traffic overhead.

[h3]Instructions[/h3]

There are 5 parameters:
P1 - Production (Input) - If the number is left as zero, it defaults to 1 stack size
P2 - Component/Index (Input)
P3 - Request Size (Input) - If left blank, it defaults to 2
P4 - Divisor (Input) - If left blank, it defaults to 1
P5 - Rounding (Input) - If left blank, it defaults to rounding up

  • Set the item to be produced in the P1 parameter.
  • Drag-and-drop the producer component to the P2 parameter.
  • Point (drag-and-drop) the P3 parameter to the producing component parameter.
  • (Optional) Point (drag-and-drop) the Producing field to the Visual field.
  • (Optional) Point (drag-and-drop) the Missing ingredient field to the Signal field.


Component will produce until faction item amount reaches 1 stack size in all buildings/bots combined. And if there are too many missing ingredient signals, production will increase accordindly.
Also, requests will reserve ingredients for 2 items at a time.
You can fine tune both numbers to your liking.

Optionally, if multiple components/buildings are producing the same item, the P4 and P5 fields can be used to increase accuracy in reaching the target inventory level. These 2 fields are used to spread the load among multiple components. P4 field should be equal to the number of components/buildings producing the same item. P5 field should be set in incremental order in each building, starting at 0 in the first building, then 1, then 2 and so on.
Example: 20 items are to be produced by 3 components/buildings. To produce the exact number, production load should be spread as 7, 7, 6 among them. To achive this, set P1 to 20. Then, set P4 to 3 (20 ÷ 3 = 6 modulo 2) and set P5 to 0, 1 and 2 in each building (rounding up to 7, rounding up to 7 and rounding down to 6).

Limitation: Due to how the "Get from Component" and "Set to Component" commands work, only 1 producing component per building is currently supported.



[h3]Behavior Script:[/h3]

 DSC23Y1ZJYUq1BdcFx11DyRE24JBP73WUgIu37KRDn2wPcgq4VXGgM4JmQha4TBdoa1AvspQ2zzyqv09RBpB1T2jkg3eatr73mUlZ21orUr82fMxxy4Kre782HmUjU1GkN9v1CWYRs13e0fC4Fon0K1qGkTc0hnZGo39oqj03dzusS1J72tt40mqda3viCnP1mPMXT4MG5OJ2o0AF70IwZhJ0w9aya0kV6Hh1DDqUf3ZJNBU3sgL8K3HxXjK3Pjn6r1MdQSE3hvWck02ZsKW2kMBUj0Sznli1waHV54IF5Hq3vtvNk1SYBtG2syyqg0RiG1s3CqtDL2Z7AL401kPII0p7T1G4Zd1NT1l8vnL3D9GI43EOuRE0QINpq0k6gR14Po7r20LXAJu0ogG5M0qfvhJ4FwLrZ2WQmst2wDu3i414UMR2FYFqN4JV5p13cO9gX4GIKya1u3QDr4Xjtea3Bk2NZ4IC7274ajmwt0yP8o83kcQXm2aHe001s8ct63IrTNA0AkwfT0wRLSf2tGRLH0heZ5b0p21Cc0YGJXv3nEL6W2yUWIJ3h1wQo2ZCd6w3JKZSA05rnWX2K1k0l4JAynS2yOr5j3oNdN10TYoDT4UxK8V2RHYrM09MZ1Q2rP20m0w6fEW3l82dB0g31Uy2dYSv61NxC842XjORe1yIDMn0vRJXy3PePPL48pBWe1Wlzly0B5x003XVj2H3jLh2R08OMLw22VOHK2Sxtfv30EIrH0kYyvS2EKHz14S74pt2s1Ki92PDEAN1SdnCY4f4nva0uaady1KFLUw0RjUKx2jgr5T0wKbAF1tpsEr4S2Pfr03L1YH2sGlfn0G1qov0UuAdl2ncuJx41gBUq0H4uWc10rOif2u47GW22zCkF2H55Y03UdpSC2d4VFM0xh0wC39wTty44JzhA2N6uUh17O4OR3Jseaw1fpmYi4Qs1CW2IPMxm1qrATL1FtsbO3Hhpyz3r7HoZ4KA7QD2KRG1V1eXyzc2MNiEa2Ou2uR0UTkSd3XR4q830XOlL01Wyx21DzEHm3PZJRb3Qt4VO3SSnTE3rWzv80kQgGj0zU0Tl1XuM2r0zjpCb0RZ0PZ1qUrM11JkDSQ3Plznx2jn68N1Aj2tZ1DV8ZI1hWksd40disE3243cs1dR6yF36zEIA1Gbht70V0k7l4exdch2yd8qT2VyYZ8186k0m  


***

Got queries or thoughts? Don't hesitate to light up the comments section! And let's not forget a big round of applause for the tutorial creators – you rock for sharing your genius with us!

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