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Desynced News

Regular Update (Experimental)

Experimental 0.1.12591

  • Increased repair cost of mining base
  • Added send to shared storage button
  • Shield effect now disappears when depleted
  • Fix UI Lua error when clicking research in tech tree
  • Once a mission has been completed, don't show the mission location in the codec from other factions
  • Damaged explorer texture update
  • Avoid a reservation for items on a source for a production order getting stuck when the requested amount gets reduced after the source has been assigned but before a carrier has picked up the items from the source
  • When finding a path to a docked entity (or the target entity docks between move request and path finding), use the bounds of the garage as goal and not the last known bounds of the docked entity


Experimental 0.1.12595

  • Fix shield effect display for when loading an old save
  • Fix unexpected inventory assignment when using the "Take All" button on Explorables


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Regular Update (Experimental)

Experimental 0.1.12500
Fixes:
  • Fix for mining base mission getting stuck
  • Crash fix for resimulated items
  • Fix for space elevator spawning on flat worlds
  • Unstealth when hacking
  • Reduced Engineer Visibility
  • Fix for Explorer showing in the wrong location


Experimental 0.1.12541
Fixes:
  • Text fixups
  • Fixes for Human Explorer missions getting stuck
  • Fix for mission explorables spawning for non-player factions
  • Fix freeze with the unit teleporter
  • Fix path finding not successfully finding all possible routes involving a complex portal network
  • Disabled flash on missile launcher effect
  • Added fallback for solve instruction on unknown puzzles
  • Disable stealth when repairing


Experimental 0.1.12556
Fixes:
  • Crash fix when building gates


***

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Blight Update (March)

Blight Update now live in Desynced!


This is our second major update in the roadmap since the game launched in early access—the first one this year, and there's still a lot more exciting stuff ahead. Truly, it's moments like these that remind us of our journey and the future we're building towards.

A massive shout-out to our community: your feedback, day in and day out, is what makes all of this possible. You've been with us every step of the way, helping to shape Desynced into what it is today. We're excited for you to dive into what we've been working on!



[previewyoutube][/previewyoutube]

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While exploring the Blight Areas, you'll come across a range of decorative elements that enhance the ambiance. A portion of these decorations are marked as Work In Progress (WIP), indicating that they are intended for interactive purposes in the future, though currently, they serve merely to beautify the environment. Nonetheless, a few are operational even now. Embark on an exploration journey to discover more.





The Aliens Research tree has been thoroughly revamped, making the initial tier now semi-accessible to players, thereby introducing fresh items into Desynced.





The Alien Portable Teleporter grants a single unit the ability to teleport across short ranges.
The Unit Teleporter is installed in each of the two buildings, allowing any number of bots to establish a route through these installations, thus reducing their travel distance.



The item is installed in an Internal socket and makes the bot almost invisible! Radars can detect it, but hey (let's keep it a secret) bugs usually don't have radars ;)




This mission will definitely be appreciated by players who closely follow the storyline development in the world of Desynced! It has many steps to complete and provides more information about what is happening. And of course, it adds something big and beautiful to the map!





Now all missions are marked on the map automatically, so you won't lose that cherished place where you met a new round of history!





Many of you have been waiting for this for a long time, and now it has finally happened! Gates can now be installed in Desynced. Takes navigation to a new level, successfully protecting against unwanted intrusion.





We have added News Widget to the main page of the game so that you don't miss the most important news related to the game!



  • Add minimap pin to highlight locations of interest before missions have started
  • Added is_working behavior instruction
  • Added LookAt instruction
  • Added power amounts to blight charger and blight power descriptions
  • Added flowers recipe to refinery
  • Added bot trigger to explorers
  • New command line options for steam logging and desynced checks (-logsteam -autohash)
  • Can Produce instruction Fix: added extra parameter to allow for checking when component not equipped
  • Performance Optimizations for heavy lua actions (e.g., Map.FindClosestEntity)




  • Add server options (Allow Faction Switching, Allow Unlocked Behaviors, Allow New Players Joining)
  • Add ability to change server options in the in-game-menu
  • Show notification for available but not yet started missions again after loading a save or joining multiplayer





  • Blight Mission
  • Extra spawns in the blight (WIP)
  • New blight explorables




  • Add validation to mod uploader tool to check if 'def.json' exists at the root level of the mod zip (to avoid users uploading a ZIP with a directory in it)





[h2]Performance Improvements[/h2]
  • Various performance improvements
  • Optimisation to reduce RAM usage of the simulation by over 60%


[h2]UI Fixes[/h2]
  • Various UI fixes for server settings and game UI
  • UI fixes
  • Fix for minimap not being initialized properly and being stuck
  • Always show docked units in frameview
  • Don't show a tooltip box when the tooltip is an empty string
  • Temporarily enable edge scrolling while drag & dropping something over the map or drag-selecting
  • Clicking missions go directly to codex entry


[h2]Gameplay Fixes[/h2]
  • Fix for read_radio instruction for using entities and coordinates
  • Bug fix for unequip_component
  • Fix goal and mission popups to not appear during tutorial
  • jumping to multiple units jump to first unit location, not the middle
  • Make entity.MoveTo do nothing if there already is a move request to the same target area/entity
  • Human Mission, removed the bug hole spawning alongside the broken buggy
  • Human Mission, allow AI Research Center to be constructed
  • Update to tutorial graphic for transport route
  • Fixed blight converter converting crystals into blight crystals
  • Make double clicking a node in the tech tree act like pressing the "Set Research" button
  • Only spawn missions on player faction discoverers
  • Mining Base mission: updated the tooltip telling the player more clearly to approach the building after killing all the bugs
  • Allow Command Center deployment even when a storage component is equipped (might drop excessive items on the floor during deployment)
  • When adding registers to a component definition automatically increases component registers when loading a save (but removing won't decrease the count!)
  • Human_b, fixes to mission progression in case items were accumulated before the mission starts
  • Enable teleport manual operation


[h2]Bug Fixes[/h2]
  • Small visual fixes with LODs
  • Fixed simple collision of mark V bot
  • Fix for game freeze when behavior sets parameter to extreme value
  • Fixed changing visibility state (public, friends only, ...) while server is running
  • Fix for bugs spawning in random places (like the middle of my base!)
  • Added id check for order item so it doesn't log spam
  • Fixed the texture of the damaged human explorer
  • Fix for out-of-sync save state sending
  • aibase lua error fix
  • Fix bug introduced in previous update that made it so downloading the map state of the server was limited to a total of 15 seconds (instead of there being a 15 second timeout since receiving the last network packet)
  • Fix for blight shielded units not being placed causing log spam
  • Fixed inventory component scaling
  • Removed datakey requirement from human research labs explorables
  • Fixed get_health instruction to default to self if no entity was passed
  • Explorable Rewards: spawn 16 slot storage in explorables instead of 8 slot storage
  • Remove deployment site when Command Center bot is destroyed before being able to deploy
  • When the activation attribute of a component definition changes automatically apply the new mode when loading a save
  • Fix crash when a UI layout widget used as a popup has an attribute that needs a parent (dock/fill/halign/valign/z)
  • When setting a UI widget attribute like child_padding to nil after having set it to a value, revert back to 0
  • Allow redeployer grabbing objects with no component slots
  • Remove pathblocked when specifically calling Cancel in lua
  • Fix for "Play From Here" replay function
  • Fix construction cursor rotation not remembering the previous rotation and the rotation being always off by 1
  • Fix for portable teleport component when target coordinate is out of range
  • Loop ingredients fix to properly Go to "Done", when recipe cannot loop the ingredients


[h2]Optimization[/h2]
  • Enabled distance field generation on engineer


[h2]Visual and Audio Fixes[/h2]
  • Adjusted visual water level
  • Fixed refraction effects for low/medium quality
  • Various item and recipe changes


[h2]Technical Fixes[/h2]
  • Increased amount of power from blight charger
  • Renaming of Artificial cores to Simulation cores
  • Tweaks to tech and recipes
  • Rework how path finding uses portals (teleporters) so it doesn't require portals to be bi-directionally linked
  • Phase flower, make the teleport push away rather than jump into the same direction
  • Human factories recipes spawn equally
  • Tweaked Human Ruins spawn rate
  • Tweaked some health values and recipes
  • Other small optimizations and fixes


***


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Regular Update (Experimental)

Experimental 0.1.12436

Fixes:

  • Fixed blight shielded units not being placed, causing log spam
  • Optimization to reduce RAM usage of the simulation by over 60%
  • Made missions clickable, directing straight to the codex entry
  • Fixed scaling of the inventory component
  • Missions now only spawn for player faction discoverers
  • Removed the datakey requirement from human research labs explorables
  • Adjusted the visual water level
  • Fixed the get_health instruction to default to self if no entity was passed
  • Increased the amount of power from the blight charger
  • Renamed Artificial cores to Simulation cores
  • Explorable Rewards: spawn 16 slot storage in explorables instead of 8 slot storage
  • Fixed refraction effects for low/medium quality
  • Deployer and deployment components now sleep if the location is outside of faction visibility or if movement is aborted while the coordinate register is linked
  • Removed the deployment site when the Command Center bot is destroyed before being able to deploy
  • Allowed Command Center deployment even when a storage component is equipped (might drop excessive items on the floor during deployment)
  • Automatically apply the new mode when the activation attribute of a component definition changes, upon loading a save
  • Automatically increase component registers when adding registers to a component definition upon loading a save (but removing won't decrease the count!)
  • Mining Base mission: updated the tooltip to more clearly tell the player to approach the building after killing all the bugs
  • Fixed a crash when a UI layout widget used as a popup has an attribute that needs a parent (dock/fill/halign/valign/z)
  • Reverted back to 0 when setting a UI widget attribute like child_padding to nil after having set it to a value
  • Allowed redeployer grabbing objects with no component slots
  • Made Human factories recipes spawn equally
  • Tweaked Human Ruins spawn rate
  • Tweaked some health values and recipes
  • Other small optimizations and fixes


Additions:

  • New blight explorables
  • New Human mission added
  • Unlocked first tier of the alien tech tree
  • New map icon for undiscovered missions
  • Added LookAt instruction
  • Added power amounts to blight charger and blight power descriptions
  • Added flowers recipe to refinery
  • Added bot trigger to explorers


***

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Shared Storage

Hello operators! Frequently, we notice confusion about utilizing the Shared Storage item. Thus, for today's Scripted Saturday, we've opted for a straightforward yet highly beneficial tutorial that clearly showcases this item's usefulness.





Author: Kerrigan

Let's say you've set up a Bot Vacuum Cleaner using one of our published tutorials and tasked it with unloading everything into one storage, and now it's a mess there!

Getting things in order is quite simple!

Step 1. Messy storage:



  • Install a Behavior Controller
  • Load the script
 DSC2f1q18gK1njScs1kZFZ40N6oZI1k0Fgt2iQt0G1gsWkc2nEugc3V2jl81LO5Oi0AWe8k2e402d2HRKWA0LDcOr2gNF2b3Oey1N3INCUj0g6ENl 




Step 2. Organized storages:

  • Build several storages, one for each type of items you'd like to sort
  • Install a Shared Storage item in each of these storages
  • Lock all storage slots for this item (right-click on the storage icon above the slots => Fix All Slots => right-click again => Fix All Slots to an item)




Now all items of a specified type will be automatically redirected from the messy storage to this storage.

Set up organized storages this way for each type of items you'd like to sort.



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