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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!

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/

Wednesday Script Spotlight: Combat Bot

[h3]Hello everyone! Another Scripted Wednesday is here![/h3]

We've talked a lot about automating your base, and now it's time to think about defense. When your base expands in various directions, you might not notice enemies sneaking up too close on one side. So today, I want to share a script with you that will add defender bots.



Author: Almaravarion

[h3]What you'll need:[/h3]
  • Dashbot (or any other bot with a speed of 3 or higher)
  • Behavior Controller
  • Small Advanced Turret
  • Hyper Shield Generator
  • Radar (any available)


[h3]Setting up the defender bot:[/h3]
  • Create a Dashbot
  • Install the Behavior Controller
  • Load the Behavior Script
  • Once you press PLAY on the Behavior Controller, the bot will request a Small Advanced Turret and Hyper Shield Generator. Make sure you have them available


Now you need to set up the Radars. Install any Radar (like Scout Radar) in any building around the perimeter of your base, where you expect enemy attacks.

Set the "Search Filter" to "Enemy" as shown in the screenshot



Connect the RADAR RESULT socket and the SIGNAL socket, as shown in the screenshot below



Now, as soon as the radar detects an "Enemy" within its range, it will signal the defender bot, who will come to participate in the battle.

[h3]Keep in mind:[/h3]
  • Dashbots [or other speed 3 bots] may have issues when fighting fast enemy units
  • Speed 2 and 1 bots are heavily not recommended due to the focus on kiting of this code
  • You can also set up a radar on another bot. The defender bot will respond to the nearest signal to it
  • Set the priority radar in P1, and then the defender bot will respond to it first
  • P6 - Repair Center, where the defender bot will go for health recovery


    [h3]Behavior Script:[/h3]
     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lGcH18BPe00Khk8v2rCZki0KhGtE2YwgDm2GjQ3m1hchC72jUzYx26GnHt4L2L2k1rq8Ub2c84yT2yTyZt4ICszU36vhvi3ZNj52013KKp197a8k2v2wey3yZZ360QECCt1ieKUX2DknuN15rGbg3JnwCk1rdaVM40gkGj1bh2aJ3jVn8A1zYMxx1jLXZm3or9F82Y7Q010ow8nE0MsOoo4MHO6L3wEE6V1Xr7J71FIy7R2InVaa4EB5jF0pc7xn2X7qqV2eX59W1GgeQA49FLxe2NtC5s3MWCoF2uNcQL1Vo8uC38ajCV1PcCRY3YyDIZ1sUe354az6hU3wgjGX2b3NDi0wP9PD1xVIdl1rhrMc0HSMCj2NYNAa1t7pNB3X3dz10z2rXO0hUbjY19CwZh2ls1yo24C4ZZ1aFN3N0chNHv1bcXhX3u6zW60aJuqT39lneJH  


  • **

    I hope this script helps you set up your base. If you have any questions, please write them in the comments. Also, don't forget to check out our previous script issues, as there are many interesting solutions from players!


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/

Saturday Script Spotlight

Hello and Happy New Year to all our players!


Kicking off our first post of the year, we delve back into the world of Behavior Scripts. We hope you've had a wonderful break, enjoying time with your loved ones.

For those who might have missed our previous posts, don’t worry – we’ll include links at the end of this post for you to explore. These past editions are packed with insights on how to use Behavior Scripts and Blueprints, offering a wealth of easy-to-learn and intriguing scenarios.

Today’s focus is on two scripts that are particularly valuable in the early phases of your gaming journey, right from the outset.



Author: WigiPedia

This script will teach the bot to search for a specified mining resource even beyond the Power Grid. The bot regularly checks its charge and health, and will return for battery recharging and repairs when necessary.

[h3]You will need:[/h3]
Dashbot (or any 1S2I bot)
Miner
Behavior Controller
Portable Radar

Setup:
P1 - Repair Depot (coordinates of a place near the installed Repair Component). The bot will also come to this location for recharging.
P2 - Resource for mining
P3 - Storage for unloading the mined resource



[h3]Behavior Script:[/h3]

 DSC20q2jwfP61Bt37b3I7enE3oTFL11uSmnZ2LfoSG0Q2QZS3KEj9S4NTtuW2FnxlO27iWlX0IW4KS3dfmvp0wnFQI4ATBWW3lz69p1pnnAK3qsK1827h1Z33IMKJq3pt4r00wwB4z1mie4k1sOEhc0CfpdD2ZnsTA3Jfi2U2dIb8X37Far72y9tBG2tlndp3qLzpv246Tju0EQraG07Dv2905qubz3oqRFT4Ideby0KFUls4ELpDW4c69fy1mIXvX2GebPF2UlcnC1P7jS53ns7qK4En4Ad4Fj6HT13opEV3zmKUU3qdEG62xie7Q2arOCW1fRFnB1b1elf14g5ph1JcIks1KM5Ph1rYIMD4eA5JM2LQTBH0NtX1D13r9qN3zEczP3xFsRY2po7t70WRqfW1eDDm426KeeC0KUMQD4bm42V0tvmap47OFKd0ZRKWp3zWiKy4OA1yJ1fwuVI3f03I249wG6B1wre4B1g0tAb3OtxeJ2Mfhel3MdG9901wE9c23BD80227t1b4OQGvg0PynPt0BfpTC0v8cXy1gY46M477SHO4WdUo23uDKUz3bgrRv1qqvKT44qoEL1AJEO71E2Wqb2iUsr30RBPXi0AiCpn37r8Lc4ZGVRv3tXQDK2LDQWR39CcCk3aWpcl3aTsZY2dtZSX0sM7zI2RT2Jh0olPRZ09Y7uy0ga8Vw1NIgfA1dqXEw03OY4s0y1o0p1rhrGo170vKf2zMOcj2O7k0v31Gqnc2R5JMy3oVrWO1mJoNo1oBs9h1hN0oY43voKW1okOIi2YsO9I0c7lde2HprBJ11TipJ1PAZE1A





Author: Daulken

The idea here is to maximize efficiency in the early stages of the game. The objective is straightforward: to maintain a building that is constantly in production.

A single Assembler and a Behavior Controller are essential for the building. A second assembler is unnecessary, but a 1M1S with a storage extender can be beneficial if available.

The building will scan for visual construction sites within the power grid, attempting to build any required components (ignoring all other tasks). If there are fewer than 10 Circuit Boards, it will produce them. Next, it will create Reinforced Plates until there are 10. Once all these conditions are met, the building will indicate it is idle. While it can remain idle, as it will continue to build components as needed, frequent idle messages may suggest a slower building pace than optimal. However, the usage strategy is flexible.

The system is not overly sophisticated. For example, if a player attempts to construct a building requiring a mining laser but lacks metal bars and has no metal bar production, the building will persist in trying to create the mining laser indefinitely. This design is not meant to be a cure-all solution but rather a tool to ease the early game, allowing manual exploration of early sites for faster progression.

[h3]Note:[/h3] The parameters should be left as they are. They are set to store values, preventing duplicate requests while the newly built component is in transit.



[h3]Behavior Script:[/h3]

 DSC10t1WtxtI0tTK1r1CGTtg4FYeHJ0iy1Ja2dkFSa3Sq1T91om2te0BencV1iXK0y2IrZvp1DoHCl3oVkR01WvjTD13sMgG1BblYq2VxvW72Cn3pU4L1ZND2Qm3nx3LUgC21ViUPb1EyHg83GQraL1DRXNk1NqmM52jzPyF27bUhA3rBVpd1lskBw01aGDH3Mofuv26mG530GR12x1uvhN44I0zvt1dSntk1wsfdg4OdEyU2iahfR1hTcAO3VMMJI4OM9Vo2exN6n1IRyEx1FuiGZ3fQMe319v6ut2Nj8zn0tU8NA2iz29v2wme652q7B5y2tFN8M3iPCDw3wntzC0TsfRf05VDjR0uao2C05nkPY4DKa1G38Lpri47n9oY2oRvzF4CGrTT47uwcJ3wopBZ42ldo93k5GY53ehUfW20sgWf1Bjy924GJ0AN3gPTJE1OeB9B3bOmAM0dMebI0ejdTV3jpGWc1md1N42EboJQ3ofq0a0OtnEj42Tk322pA5K74Fy1WF03zdOh1DY9Vm4GLPRY3gqKGr1gmXfk0QLCIB4BE3CY3JanV029QWDy2FJGxd0i8nJu1fFTAq4CCR7i40h1S52GOfRO0ytgg30qLiUi45f9go1bZzMF0zXN274QVy8g3QeEjQ3cmj1K2PPpbu13ODOm0iDXMA2cXGLX2QnqU50Q7uPC3L3Dfw3Hp1030oOjNB28xUFg3rxWT33Xeee51CopMa4flnWv0U4tAK4NDgzd0AM7rR38mDJh4WvMMd0gFbLy25mHjV18SGyL0Vmzi84cZTKxM 


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/

Happy Holidays, Desynced Operators!

Happy Holidays, Desynced Operators!


As we wrap up this interesting year and gear up for the next level (a.k.a. 2024), we at Stage and Forklift , want to shout out a massive THANK YOU! Your support, helpful feedback, and the notably troll-free zone you've created in our community is more refreshing than a health pack in a boss fight.



  • Early Access Adventure: We hit the 'start game' button on this journey and haven’t looked back.
  • Update Extravaganza: Rolled out not one, but two big updates - QoL and Exploration Update.
  • Review Rampage: You’ve smashed the keyboard to give us 900+ reviews. 1000, we’re coming for you! *Blink, blink, blink… you still have time!*
  • Steam Discussion Derby: Daily banter, advice, and cool tales keep popping up, and we’re here for all of it.
  • Mod Madness: Close to 150 mods and counting – because why play the game as intended when you can mod it?
  • Subreddit Squad: On the verge of 1200 members - our Subreddit's not just a community, it's a movement!
  • Discord Dance Party: With 5000 members, our chat is always buzzing - perfect for your daily 'where game?' fix. Keep the conversation flowing!
  • Twitch Stream-a-thon: Over 25 Dev Streams and counting! We've been sharing updates, cracking jokes, and basically having a party on your screens. Twitch has been our stage for live-action laughs and real-time banter. Thanks for tuning in and making every stream a hit!


As we strategize our way into 2024, we envision more than just optimized bases and flawless production lines. May your internet speed rival your in-game efficiency, your challenges lead to creative breakthroughs, and your gaming be as rich in collaboration as it is in strategy. Cheers to a year filled with shared insights, ingenious mod creations, and the best achievements!

Thank you for being the co-op partners we never knew we needed. Here’s to another year of gaming, gaffes, and glorious updates in the endless realm of Desynced!

Game on and happy holidays,
The Stage & Forklift Teams

P.S. We're taking a two-week break to recharge with family and friends. Our responses might be slower, but we'll still keep in touch. Here's to coming back stronger post-holidays!

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


Christmas Update

As we introduce our current patch, we'd like to thank everyone playing on the Experimental Branch. Your insights and feedback have been crucial, not just in identifying the occasional hiccup but also in refining the overall gameplay experience. We love hearing your feedback and will continue to do so next year :)

Now, we're pleased to introduce these enhancements to the main game, designed to improve the experience for all our players. Let's take a closer look at what this update offers!




We'd love to see your screenshots – share them on social media with the hashtag #Desynced



  • Search bar to save menu: For players with a multitude of save files or those who enjoy exploring friends' saved games, this addition ensures easy navigation and prevents you from getting overwhelmed


  • Minimap pins: Bring your map to life by pinpointing key spots with an array of icons. Just beside the Minimap, hit the 'Edit Pins' button, choose an icon that fits the bill, click 'Place new Pin', and then pop it right where it matters on your map!
  • Enhanced Building Upgrade System: Now, when you upgrade a structure, all its settings and configurations are seamlessly transferred to the new version. No more resetting preferences post-upgrade – enjoy a smooth transition while upgrading buildings across your entire faction.
Tip: To upgrade a building, hover over it with the desired construction while holding CTRL

[h3]User Interface and Quality of Life Improvements:[/h3]
  • Function to BackSpace key to switch to previous selection
  • Health bars to multi select
  • Tech Research Register Selection


[h3]New Features and Functionalities:[/h3]
  • Added index option to equip/unequip instruction to get secondary components
  • Added index option to get component parameters
  • New Behaviour Commands: Is_Fixed, Is_Equipped
  • Behaviour "Place Construction" - now supports rotation and optional building size
  • Added virus and blight wall variations




[h3]Text and UI Improvements:[/h3]
  • Fix "Infinite Rich" not being shown in the in-game map settings tooltip
  • Text fix for photon cannon damage
  • Translation fixes and temporary machine language translations for missing tex
  • Improved readability of orders list
  • Moved storage type to stats area of tooltip


[h3]Gameplay and Mechanics Adjustments:[/h3]
  • Updated early built batteries to separate lower grade battery
  • Fixes for power calculation
  • Make Loop Recipe work with Construction sites and Research
  • Stop Phase Plant from damaging units in Peaceful mode
  • Added deployer to mining base
  • Mission tweak, spawn Anomaly particles while mining blight crystal and not when blight crystal resource has been depleted
  • Don't show 'Specified Amount'/'Up to Amount Item' option on Pick Up/Drop Off instruction nodes unless extra options (Item / Amount) have been made visible
  • Behavior Instruction Dropoff - Allow dropping of items onto the floor
  • Adjusted ambient light curve to make dusk and dawn brighter
  • Changed boost for engineer
  • Allow scanning for flowers with alien filter


[h3]Bug Fixes and Stability Improvements:[/h3]
  • Fix for repairer not moving when it is repairing itself
  • Fix for eject button not appearing on mothership when you have already repaired it
  • Fix for super old saves that don’t have the anomaly base stored
  • Fix for set/get to component with default value for zero value
  • Hot fix crash when loading and saving a game
  • Fix crash when unpacking a clipboard string containing a complex behavior or blueprint
  • Various Lua error fixes
  • Fix Deployer component moving closer than needed when acquiring an entity
  • Fix behavior parameter register not removing the shown coordinate text when clearing the value
  • Fix for bobbing advanced turret


[h3]Modding and Customization Support:[/h3]
  • Fix for loading custom materials and textures for modding
  • Fix Steam mod list not fully refreshing without a restart
  • Fix for crashing if a mod with a custom mesh is missing material definitions
  • General Lua cleanup and fixes


[h3]Visual and Interface Enhancements:[/h3]
  • Custom item slot backgrounds
  • Icon changes for integrated components
  • Make control center button glow while it's open
  • Fix range visualization effect not moving with entity when spawned while not in camera view
  • Changes to minimap following camera


[h3]Technical and System Enhancements:[/h3]
  • Fix for units falling off power grid randomly
  • Fixed power system data overflow
  • Added num_operating_entities for calculating player tech level
  • Fix where placing multiple upgrade constructions over multiple existing buildings could reassign registers wrong


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

https://store.steampowered.com/news/app/1450900/view/3828684044956582755
https://store.steampowered.com/news/app/1450900/view/3709334846216987435