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Saturday Script Spotlight: Blueprints

Sometimes a Behavior Script has such intricate settings that it's easier to share the blueprint directly so the player doesn't get confused setting up all the necessary items on the bot and figuring out how to connect them in the correct order.

Today, we offer you to look at one of these examples and also understand how to add blueprints from other players to your game.

How to add a blueprint:


  • Copy the Blueprint code.
  • Save it in the Library (L) -> Blueprints, as shown in the screenshot below.



  • After that, the blueprint will appear in the Production Menu of the component in which it can be produced.






Author: StS73

This is a 'spotter' unit for your combat team, which cycles through various radar filter modes (buildings, units, infected) with its two radars, stores up to ten results in an array-like set of parameters, and delivers the closest found entity via the signal register. Your combat units can then pick up the targets and attack them, even when beyond visual range.

The radars are read asynchronously - the spotter unit will permanently follow the combat unit you configured. The distances to all found targets are updated constantly

Usage:

Drag the unit your spotter is to follow in P1 and add the distance to follow.

Production:

You will need items that become available in the later stages of the game, when most of the research in the 'Human' and 'Robots' branches is already completed.

  • Behavior Controller
  • Blight Charger
  • Power Cell
  • Long-Range Radar
  • Portable Radar
  • Mark V Bot




  • To use this Blueprint, you'll need a building with a minimum of 8 storage slots to accommodate all the necessary components.

  • You can find this Blueprint in the Robotics Assembler menu, as this is where the Mark V is produced.

  • Your brand new spotter will be released fully ready for use. Drag the unit your spotter is to follow into P1 and add the distance to follow.




[h3]Blueprint:[/h3]

 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 


***

If you have any queries or require additional information, feel free to post your questions in the comments section below.

Keep an eye out for our upcoming content, where we will introduce more curated selections to further elevate your gaming experience!

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/








Regular Update (Experimental)

Additions:

- Added index option to equip/unequip instruction to get secondary components
- Added index option to get component parameters
- Add support for minimap pins with images
- Add minimap pins for the missions
- Added search bar to save game list
- When a upgrade construction finishes, faction-wide retarget all register references from the old building to the new

Fixes:

- Text updates
- Updated early built batteries to seperate lower grade battery
- 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 dont have the anomaly base stored
- Make Loop Recipe work with Construction sites and Research

UPD

Experimental 0.1.12032
- Fix for set/get to component with default value for zero value

Experimental 0.1.12053
- Hot fix crash when loading and saving a game (introduced in 0.1.12032)
- Fix crash when unpacking a clipboard string containing a complex behavior or blueprint
- Fix "Infinite Rich" not being shown in the in-game map settings tooltip
- Stop Phase Plant from damaging units in Peaceful mode

Re-Simulator Challenge Complete!

We are excited to announce the successful conclusion of the Re-Simulator Rush Challenge! Participants were tasked with building the Re-Simulator as quickly as possible, and our winners have exceeded all our expectations. Honestly, we had no idea it was even possible to achieve such incredible speeds!

A heartfelt thank you to everyone who participated. We hope you all had a great time and look forward to hosting similar events in the future. It's wonderful to see our community come together, demonstrating such passion and determination in breaking each other's and their own records.



[h3]šŸ† 1st Place: ccmaster with his 34 factions, achieving a record time of 9:14

🄈 2nd Place: Vadymaus with a time of 15:39

šŸ„‰ 3rd Place: Rocksaltz and his 30 factions, finishing at 15:57[/h3]




We will be contacting the winners shortly through private messages on Discord to deliver their well-deserved prizes.

We hope this challenge brought joy and excitement to our community. It's been a pleasure to witness the enthusiasm and competitive spirit of all participants. Thank you for making our community truly amazing!

https://store.steampowered.com/news/app/1450900/view/7053261470751103858?l=english

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

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