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Saturday Script Spotlight: Limited Production, Distribution, Deconstruction

[h3]Have a great weekend![/h3]

Our community manager Kerrigan has tested a new collection of Behavior scripts and is ready to share the best of them with you!

Today we're optimizing the base:

  • Setting up a deconstruction bot
  • Teaching a bot to deliver resources to two different locations
  • Limiting the production of resource-intensive items



If you're not sure how to approach Behaviors setup, we recommend starting with the very first post on this topic:

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



Author: StS73

A multi-destructor script for bots with two deconstructors (Twinbot, Commander). Triggered by red signal or quick kill slots. Destroys two entities at once - helpful for destroying larger groups of buildings or robots.



[h3]Usage:[/h3]

  • Install two Deconstructors in the bot
  • Set up a Behavior Controller
  • Load the corresponding script (Multi Deconstructor Duo) into the Behavior Controller
  • Link P9 and P10 to the deconstructors (When using this on an early-game, single destructor bot, P9 and P10 can point to the same destructor target)

  • Link P1 - P8 to the targets that need to be deconstructed
    OR
  • Set "red" in the "Signal" field of the target that needs to be deconstructed




[h3]Behavior Script:[/h3]

 DSC1Hw1WrlV21BtI6f1gIvkS2SNYU33zSZgw2t7RSL48iLiC0sqES52kjGXQ3YlDLd1sGbq20Dt5eQ1aGxuT0KShQU2a6VA82OS4kT2OTNTA0WcYQU49qI594XIGGq2JYUEv2W4tnL19yeDM3wP2Mw44MZSJ0WNDEq4XxIFJ38Jkzy3ye1ux3UFNaz4Q2Zry3KcIoo1w1FXE1iMrXw1jYy5M4XMh1W0BBco11fEsbB0gQWfz39adNT3JZoVy2fE5kl3Sfkee0EeL2c0YZunc4S0IdX22q79U1BAWk93wFJ8s3JQCsa1TOPO32ey34109C2wy2nO2812xECma0yP9Nu0iBnaf00gXI31mvK6o0ccd9V3rZqyV3nCuTM1MspaO2DqUwV07WmDy2e8tkL1vLILq0dJSuf2nF09U0ZFoIy1evIYy3n4wmm1NDhzV2jNpex0M7t3f2uxlzd2EhgxK03s5gp1vkCzh05eJxu0Uwtqt0IYXe40j4vQ944LCeZ3fmgPz0SE8dS2jQVON3eyNsJ2V4O3223fEyz2WiWgI3ZhZ5l4WJoA42u3neA31EUUb3hND8U1NGZou3Maqmx12WlA20y7zta0As1DP4JXnpA0j4bE12on3m63bZ2JG2hD5Lu2lCUO61t5Maf1IdphB0wb9Kx3nJCYy1BHihS1X9I7I31OuIT1hkgJC0EE2qO1d05Dd4gRIB02FBcZn4277583LLutu3Z2Jv90ymSyv4CzRbl4Eh7uZ1jZpKE4WRwfZ4Xhn932k23Ty3pyBs418uqc21TfeB50O2H171ucdIQ2sYr3G4RCJgS2URacT0wjTBs2QzGWT1itGwE1Rit3j1cosPu1YnG7d3BzGeV436kTN1ONmdg3GqTiI2aZOmo3zkPvP1pWlvU3sUqd421eXv63W7NEC4R9fj32sxQnG3bLpGf3PS96L0mTtKG0ypnlH1JfA8K4WdEyP3YIG8R41GT1b0rLXrL2gYZ8X0dQIXe0m3Vh80faLEL3fQc0133pgO74bc1U31qpcCs1Mf6wC1EkDZG4e9B8I2TQRvY0CddwC13gUFz4VStlh3IUETd3K9YsY3R6vb42TGW 





Author: Disastrous Impact

As the title suggests this produces items only when they are below a limit in your faction inventory.

Ideal for the production of very draining items where having 100 in stock is good enough.
Typically Data Cubes. At early stages also High Density Frames.




[h3]Usage:[/h3]

The behaviour writes to "Visual" register and has 3 Parameter / Variables

Expected Total
- INPUT
- example: 40 Data-Cubes as upper limit

Faction Total
- OUTPUT
- example: Your faction has 42 Data-Cubes

Production
- OUTPUT
- Connect this to your Production Component eg. a Robotics Assembler
- Values : "Power off" icon or "Produce 5 of the items as described in Expected Total

Visual Register
- Displays current state (eg. "5x Data Cubes" or "Power off")



Tuning Potential:

The program utilizes "Wait Ticks" with the values "30" and "60".
It waits 30 Ticks if no production is needed
It waits 60 Ticks after setting production so that slower components get actually produced before running again.

If there were a "Wait for completing Production of 1 Item of type X" it would be nicer.


[h3]Behavior Script:[/h3]

 DSCEw2e1I400te0o10e0D1c2tUtj80XyDM82170oe1zLHjg2Qzy7D4GoU9m48gXSJ06hmCI3YJtdA0DkNX60hMU912327lO4StcTs4Aew844KE7Wb3LKMwH1bwQJv188sg81WugWA2BtDIP1qJUZA2QTeNO2szQxU3u1Hkf15lUEW389dw434c9um0Lzxp64FcL1N35kmdE4J8a0v1yqB4A2UTLCX32J2ui11ZZYt3ebMoE1LU2OP3WvFhe2ZyYX24dAvJL4ecvCk0yqior0LKH5U1D9ZXR3P3oDM0MDTPz35fxmg0UoJMQ3Q1sk63PkfJT0a8Vf21DTA543fsQez0nxzYW0G93hw2eNC6B1RY2Bs0Z3TOI3Ne1Dz16c6vL3qp27H0npJNK2lUuGj2WnCaD4SfDtW03D5pR2gfWD53Ag4Vo1yXinR1qOHYH4bDlNS3RYiSj1RpAJC2yV4un388B8J0Sf 




Author: PitchBlack

This script lets you Pick up from one location (bot or storrage) waiting until bot is full, then checking 2 other Storrages or bots and fills them up. Expandable for as many parameters as you can add. or by using signal logic.

Video Tutorial (English and German):


[previewyoutube][/previewyoutube]

[h3]Behavior Script:[/h3]

 DSCLk2gT53o1BX12p4Izo6S3XHRKR0ef8Vx0MsdXd2vqJM014wdqA1r7QSm3ErgD90KR8J006HppK1gyIFt2bIxOa2dnTuM1yz5IX4gRDg921zWxR4JXaal1Eo7UG4DOsPD1dn0jY2vxY4d1n13GX0yVgmi3lXBH53n0edQ3gh9wO0nVyBY2QiBmQ1Iz3tx2GZvQD1I9gex0zBwKX14bgt30eGKK11u7fDk04QVyH4RaZpm1dK6tS2VBkuu1e9Ard2Y0pjG2tkrwH26vHOn0HNtzL2SNtpQ20wI8B1GkIUM0PTpn71c7tdp3mHqBM165IbM07hmcG4gO9Gq1doSWs413pRZ2fc0Ba0Qb8FJ4KABzx3KUTmb0ZjfGs24VE2v4NxPl82jV4Dq47s5vG3bz6Bv0hRWTB2VqUFk34Ceit4cdW6J2uhHms14i2ov0BBQsV3d0yDC2hEwjk0l4VGL4J2dxf1K48qu30HmA40e8KKi0xvSPq2sh8LD1fQj8Y1jH1Ao4eFbAn4OawY209K 


* * *

Should you have any inquiries, don't hesitate to post them in the comments section. Additionally, make sure to explore our earlier collection in case you haven't seen it yet:

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: Elevate Your Game with Behavior Scripts

Last time, we learned how to build a base that functions without buildings, and now it's time to learn how to operate with almost no bots!

And as a bonus, a simple and clear recipe for creating a Police-bot, which will add bright colors to your virtual world!



Author: StS73

Description: A high performance factory complex which moves ingredients and product by full stacks. Supports up to 30 production buildings. Works with both item transporters (late game) or portable transporters (early game). Works with all production components.

Usage:

  • Build a central 3x2 building (2M2S)
  • Install the following inside: Item Transporter (M), Medium Storage (M), Behavior Controller (I)
  • Surround it with 2x1 buildings (2M) and 2 Storage Blocks (24) as shown in screenshot 1
  • In each building, install the component that is necessary for the production of the desired resource. For example, a Fabricator
  • Reserve slots in the storage of each structure for all necessary input and output resources as shown in screenshot 2, to ensure there is enough space for each ingredient involved in the production.
  • Disconnect ALL buildings from the logistic network, except for the storage where the final resource (output storage) will be sent
  • Assign each Fabricator the product it should produce.

    Screenshot 1:





    Screenshot 2:





    [h3]Behavior script: [/h3]
     DSC29g1Z8YXY1IS1Xf3vka7E2apZGs4aL1Mg0MVML84FJYFB2xwV6T4Hu2UY0x4HPW1TzHqH0W6nu01CYgAv3IQ0X10Lctx12Php9M2GMzAF0ZCfjb0GtlOe0n1Ox70dkCxO3msqWI0wAWjO2SyzpD2SnnOI2sw8Pu3nxSVE35PUN04LoKli47PAQZ4FydTF41LLNZ38qQAj1V3Tj61m6kGC19SAvk1oxbc74H0Fka4WEpzL1QSnPY3y46FV1wzqCu0zvUH41M1k120vYvj20HsxES3CqbuJ2yPShs0DX13f0ej7QH1EctIF3S35dB04XRMG3umqbC0CwCGL0f9W4T0lJEm74KFiaw0eklzR4HsYUK3ezfXC2Lb0753PrRj31tz4hk1tK5wK0DFTZ61LR4Px2ptnqg1nMri60rF4Bj1zqwQS2dAcnF3qcy7V0g5OHA00GIa73lS09z3w0RA71I457Z2mNinl1I0nSL4Ssbh92u1oB52usb6o42VYvI3j0lhN1MPtoa2twlGs0CzJnv3JmvpC1A8FgG17Iq3c4dD7f11xCbzB0UO1EX0FjhR13yJ1I52nsQzW352nYc3YfDZ92f7ZrM0czUzx2jwRL03C0Uxf1vepTp1QqK420SyzAV438QYa1Ybw9V2TtCiL0P7sl40xZ11N2DKx771i6jDT2PwPBT0Gr3yd3idLSM3HI6ln2MMETr3SopJO2nURnT1w8XtD0aglOA3lr2J91kj5IY1O0p3h3DdVDp12Me813ZYzCm2wFZEo0PkG2B1l6BpW3SU5Su09GmC544LRqg2ASxoG2Iq96s0uAhfD0yIldT2QuRq02M2Df405LMhD3VcKBv3OOE5033Evkg1RTPmt4TE9rE2SLC4C220h1P0aoTqK0zfwkd1cDW9Y1Dwebc0v7Cki3eTVSv3xiTpD44QnBM3H5aDt1M8O363D9FAd0qSdNu2ZnEvr3G2xpW0BH2lV28TAAa2dUnP71PhgL30S82W84SFBfs1onkPr4RizlE2qukB24F1Am63jC7zM33mgK31gaf553ZW29E0O5ODH3e9g9C0zQlXz37vxKQ0Ig7Sz47Lao81XF1BJ01oEye2Iibwh0yY0Yu3sjLhS3ZrQfN1teFgj00w5EG3vm0PF11KSoY4aF1tL1EKA0h1jJWtz3SkjgK2DJSZz4Iw8S12DDDIz1m7QkW39gnzf44ydPX2mpv304KBYyM0xOmpS3wYe1J2McbkC2k0FIO1Dj42o2jzuhx35ozHx3pCtb031zwgC1RBOrl33hRK22dSCQy1kFzyn0YuIhn3UVqN103oSfR1Xf8800cBbUm1d4ffs3yPqAl019jAO1WNcxM3gDhMf0uln5o3YGmGW0E9TLZ2NRT8C2sxAsg40GI1N4IbtMt3jFDE40aJ2lw2Maoa89 


    Copy the behavior script into the behavior controller and link the appropriate structures for proper operation as described below:

  • P1 input storage
  • P2 output storage
  • P3 your product
  • All other slots are production buildings. Slots may be left empty.



Be aware that you need lots of resources to fill up all the ingredient slots in all your production buildings.






Author: Johan

Because you just found the Light Component and someone needs arresting.
Designed for direct link from P1 to the light register. P2 for when you have a Twinbot or multiple lights. P3 is the flashing speed of the lights. (I recommend a value of 2-3 which is approximately 0.4-0.6 seconds)



[h3]Behavior script: [/h3]

 hQ4CgIACAKZ1bmxvY2uib3AAgQYCAIACAKx2X2NvbG9yX2JsdWWiaWQAgAIACqNudW0AAapzZXRfbnVtYmVyom9wAIEGAgCAAgCrdl9jb2xvcl9yZWSiaWQAgAIACqNudW0AAqpzZXRfbnVtYmVyom9wAIECAgADpHdhaXSib3AAgQYCAIACAKt2X2NvbG9yX3JlZKJpZACAAgAKo251bQABqnNldF9udW1iZXKib3AAgQYCAIACAKx2X2NvbG9yX2JsdWWiaWQAgAIACqNudW0AAqpzZXRfbnVtYmVyom9wAIECAgADpHdhaXSib3AAANkwUDEgTGVmdCBMaWdodCwgUDIgUmlnaHQgTGlnaHQsIFAzIEZsYXNoaW5nIFNwZWVkpGRlc2MAkwDDw8KqcGFyYW1ldGVycwasUG9saWNlIExpZ2h0pG5hbWUA 


* * *

If you have any questions, please feel free to ask them in the comments. Also, be sure to check out the previous collection if you missed it:

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

Nominate DESYNCED for the Sit Back and Relax!

Hello, Operators!


The Annual Steam Awards are here and we hope you’ll consider nominating Desynced in the Sit Back and Relax category.

This category is all about games that provide a soothing, engaging experience – a perfect match for what we strive to offer with Desynced.

If you enjoyed the calm buzzing of your growing base, a quiet flitting of your bots running around, and this feeling of "just... one more building", this is your chance to show your love. Nominating is easy, and every vote brings us closer to this esteemed acknowledgment.



Also, If you haven't done so already, we invite you to share your journey with Desynced by writing a review on Steam. Your insights help promote the game and guide fellow gamers in deciding if Desynced is their next adventure!

Take a moment, share your story, and help shape the future of Desynced.

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

Challenge: Re-Simulator Rush

We're excited to invite all of you to participate in our competition. Push your strategic skills to the limit and show us how quickly you can build your way to victory!



Prizes: Steam Gift Cards of $50 for first place, $25 for second place, and $10 for third place.
*or closest regional equivalent in your region's currency.

We invite you to share screenshots of your results in a special Discord chat in the spirit of competition!

How to Participate:

  • Launch Challenges -> Challenge - Resimulator from the main menu.




  • Develop your base from scratch to the construction of the Re-Simulator.
  • Save your game — if you win, we’ll contact you to confirm the fair play (no mods, etc).
  • Send us your contact information and time through the form Please provide valid contact details; we may need them for your save-file or if you win a prize.
  • We will select three winners. The winner will be the one who takes the least amount of time to build the Re-Simulator.


ATTENTION: The use of any mods is prohibited! We will only select a winner among players who use the original game without mods!

We will accept your entries until 12:00 CET on Monday, November 27. Winners will be selected on Wednesday, November 29, and announced during the Developer Stream on Twitch. (Previously, the contest end date was Friday, November 24, but we decided to extend it to give more players a chance to participate and play over the weekend)

Get ready, set your strategies, and may the fastest builder win! GO!


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



Exploration Update (November)

Something COOL and Frosty Has Arrived!


A heartfelt thank you to our committed community – your input has been invaluable in shaping the updates we're about to share. With your feedback at the forefront, we've refined core elements and incorporated smarter interactions; it's time to delve into the new enhancements and features focused on Exploration. This is the first of several major updates, with the next one coming early next year.



[previewyoutube][/previewyoutube]

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



There are now distinct winter and summer seasons in the game. Winter brings snow to the plateau, notably reducing bot movement speed. Additionally, bugs enter hibernation, allowing for easier navigation across the plateau without disturbances.

Summer enhances solar panel efficiency, leading to increased power generation, and is marked by lower water levels. We are looking forward to expanding the seasonal effects in future updates.

*Please note that you need to start a new game for the seasons to work. This means that the seasons won't appear in saves that were created before this update





There are some new explorables you can discover while roaming in the world, and even more will be introduced in future updates.

Giant Silica Tree - destroy it and see what happens!
Locate the AI Base on the map - spend some time observing it, it's fascinating!






Missions are scripted special events you can find on the map, which require you to complete certain steps and get a custom reward. To encounter them during gameplay, explore areas of the map that were previously undiscovered.

*The missions are also available in games created before this update. But they only appear in the previously undiscovered areas of the map.

Help The Broken Explorer, uncover The Abandoned Mining Base, and The Anomaly Base. Follow the clues to reach the finale. If you're having trouble, check out our channel on Discord - we're here to help and provide guidance!



We've added new bots. Engineers are great for resource gathering, while Runners are low-cost and agile, but they don't operate outside the power grid and do not have sockets for item installation.





During your exploration of the map and completion of quests, you will have the opportunity to acquire an AI Behavior Controller.

Using the existing behavior system, it can completely automate certain aspects of the base. This is the first of multiple AI Cores that will be added to game during Early Access, and is the start of a powerful new system for large scale automation.





We have added various flowers and a few other new items to the plateau, each affecting the bots differently. Be careful!

The Power Flowers: They drain your power and also slow down the bugs (more on these later when the alien tree unlocks).



The Phase Flowers: These give a small teleport boost, again related to the alien tech tree.



Bugs now spawn further apart but in clusters, with the chance of a larger hive. It's more like attacking a base than just one-off hives.



There is also the fake "killed bot" on the plateau, which looks like the bugs killed a bot. You get various components if you kill the bugs (which are already quite damaged, so they are relatively easy to defeat).





  • Added Drone category to show in registers
  • Added Carrier factory component
  • Added Scout radar
  • Added Advanced Starter Turret
  • Added Item transporters to beacons





  • DLSS 3 support has been added, multiplying frame rates for GeForce RTX 40 Series gamers
  • When ordering a component with the "Request Item" button, it will be automatically equipped, if possible. This helps a lot when requesting items into a few buildings/bots.
  • “Request Item” now also works if no free slots are available, but free sockets are available for the requested item to be automatically equipped.
  • Added count_slots and get_max_stack instructions
  • Added support for texture overriding in visuals
  • Added Mothership eject
  • Added slot type to tooltip
  • Added "Update Blueprints" option to update library blueprints
  • Enable bots to drop items and equipped components at an exact location (move there and drop)
  • Add 'fx_digital_in' place effect to player dropped items


P.S. Wait for 30 seconds on the Main Menu Screen, then press the 'Reset Simulation' button for a surprise!





  • Human recipes in Re-Simulator now require unlocking Artificial Human Core
  • Slowly damage entities in the Blight without Blight Shield
  • Increased chance of some explorable rewards
  • Added more Re-Simulator hints




  • Add translations to Czech, Japanese, Korean, and Chinese (Traditional)
  • Add automatic translations for not yet translated strings





[h3]UI/UX
[/h3]

  • Added progress bar to deployments
  • Show repair register on Mothership
  • Show some hidden components in frame selection
  • Show "Component Efficiency" in the definition tooltip
  • Increased visibility of dropped items
  • Allow selecting resource drops
  • Show context menu on hidden components
  • Fixes for UI sounds
  • Fix for visual blur/smearing
  • Show 3D preview with components in definition tooltip of Deployer component
  • Disable HDR enable/disable on app focus change
  • Only enable HDR when renderer is available
  • Faction view doesn’t close automatically
  • Hide goals while tutorial is active
  • Fixes for tutorial progression
  • Fix for fog disappearing in the distance when unlocking blight visibility
  • Reduced sound output of blight extractor
  • Adjusted battery charge/drain rates
  • Fix movement effect stopping when docking and undocking
  • Fixes for graphical artifacts/blurring
  • Removed old codex entries


[h3]Gameplay and Mechanics[/h3]

  • Update Re-Simulator registers when using recipes
  • Drop the deployer when upgrading the Command Center
  • Viruses will always affect other factions but reduced range to 1 tile
  • Unlock drone and satellite package frames when unlocking packages
  • Added logistics flag for serving construction sites
  • Support component_boost in frame definition
  • Fixes for buildings using deployer
  • Fixes for bots with item transporter interacting with explorables
  • Allow entities to be specified to Loop Signal instruction
  • Allow entity to be passed as the filter to GetEntitiesWithRegister
  • Explorable fix can now use items from inventory
  • Added "Specified Amount/Up to Amount" options on pickup and drop-off instructions
  • Fix for unpacking drones/satellites
  • Don't allow placement of an upgrade construction site over an existing site
  • Fix queuing multiple pickup commands with shift while game is paused
  • Fix for multiple components waiting on the same item activation
  • Recipe Updates
  • Allow undocking by dragging the unit out
  • Added trigger channels to flyers (to allow repairing them)
  • Added blight protection to flyers
  • Fixes for faction creation and trust levels
  • Fixes for faction blight_shield setting and checks
  • When a drone returns home and fails to pass all items to it, idle next to it instead of dropping items to the ground


[h3]Bug Fixes and Stability Improvements[/h3]

  • Fix for visual blur/smearing
  • Fix for mining register issue
  • Don't call component.on_remove when the frame definition is lost
  • Increased blight magnifier power usage
  • Fix boosted production/uplink times in tooltip
  • Hacking tool fixes
  • Fixed hack codes to only have 4 numbers
  • Fixes for faction creation and trust levels
  • Upped small radar range slightly
  • Fix for foundation textures & material
  • Properly copy extra_data when transferring items
  • Internal capacitors are now different from the ones produced
  • Fix old check code written before item slot locking existed
  • Fix ADSChunkActor::PrepareVisibilityUpdates handling
  • Show effects attached to entities only if inside local faction visibility
  • Fix to stop "world" faction being at war with "bugs" by default
  • Fix for effects not being played for reasons like being out of attenuation distance
  • Fix for editing behaviors on blueprints
  • Fix lua error in c_explorable_fix:on_update when explorable has removable components
  • Removed power saving mode



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