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Regular Update (experimental)

[h2]Experimental_UE5 0.1.15844[/h2][p][/p][h3]Building Relocation[/h3][p]Buildings can now easily be moved to a new location. To do so, select one or more buildings, right-click on one of the selected buildings, and click "Relocate". This will place the selected building(s) under the mouse cursor so you can choose a new location (pressing R will rotate the placement). Once relocation is confirmed, carrier bots will move the packaged building along with any items it contained. When the relocation process is finished, all settings, relations, and unit references will be fixed up for you so no further action is needed. If relocation is aborted (by the player or due to an enemy attack), you can use the relocation deployer dropped on the floor to rebuild the building manually.[/p][p][/p][h3]Integrated Behavior[/h3][p]All robot units (bots and buildings) can now load an integrated behavior without the need to equip an actual Behavior Controller. To use it, either right-click the unit or press the ≡ menu button next to the unit name, then press "Add Integrated Behavior".[/p][p][/p][h3]Behavior Instruction Explanations[/h3][p]When selecting a node in the behavior editor, you can now open an explanation panel by pressing the ? button at the bottom. Most instructions now contain further explanations or details, and some even have a small code example that can easily be copied into your behavior.[/p][p][/p][h3]Multiple Store Targets[/h3][p]The Store target is no longer limited to a single unit. When multiple targets are specified, items are delivered to all units as long as there is free space and in the order of the listed targets. For example, a production building can be set to store its goods into multiple storage buildings, removing the need to connect the storage buildings. This also helps with visualizing the flow of resources by more clearly showing where things go from where. To set an additional Store target, click the Store register to get a list with a + button. Right-clicking on an entry will remove it. Holding Ctrl while right-clicking on a unit sets or overwrites the Store. Additionally, holding Shift will add the selected unit to the list of stores.[/p][p][/p][h3]Additions[/h3]
  • [p]Building relocation feature[/p]
  • [p]Integrated behavior on robot units[/p]
  • [p]Multiple store targets[/p]
  • [p]Behavior instruction explanations[/p]
  • [p]Add journey time when launching a satellite (now takes time to launch and come back)[/p]
  • [p]Added "Memory Length" instruction to get the length of a memory array[/p]
  • [p]Enable "Create New Behavior" button in the behavior editor when selecting a subroutine on the "Call" instruction node[/p]
[p][/p][h3]Changes[/h3]
  • [p]Always show all registers of the Re-Simulator Core component in the Link Editor (were already shown in the Blueprint/Unit Editor)[/p]
  • [p]Show up to 5 registers per row in Link Editor and Blueprint/Unit Editor[/p]
  • [p]Change rules for eligible units that can be acquired with the Deployer component to match unit deconstruction (disallow damaged or infected units)[/p]
  • [p]Pass the number part in the target parameter of the "Attack Move" instruction to the weapon componentЃfs target register[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fix behavior breakpoints on the next instruction after a wait or sleep, on label instructions and on the first instruction of a for-loop[/p]
  • [p]Undock any docked unit with movement on component destruction instead of destroying them[/p]
  • [p]When upgrading an AMAC building containing docked satellites, store the satellite in its package form instead of placing an invisible satellite units onto the map[/p]
  • [p]When upgrading a building with storage components, keep all items instead of dropping anything outside the base unit inventory[/p]
  • [p]When upgrading/editing a building with docked units, make them dock back into it once finished[/p]
  • [p]Fixed control group icon to update correctly for construction sites and across unit editing/upgrading [/p]
  • [p]In behavior editor, show variable and parameter icons when dragging or pasting nodes[/p]
[p][/p][h3]Modding[/h3]
  • [p]Add new optional argument to entity:Undock to undock without placing on map[/p]
  • [p]Add support for register queues and Lua API for manipulation of them (currently only used by the game only for multiple Stores)[/p]
  • [p]Add input validation code for CreateProductionRecipe/CreateMiningRecipe/CreateUplinkRecipe/CreateConstructionRecipe utility functions to avoid mods being released with mistakes[/p]
[p][/p][p][/p][hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Regular Update

[h3]Changes[/h3]
  • [p]Make removing a Health Module component reduce health to a minimum of 1 health (so adding & removing can't be used to heal a unit),[/p]
  • [p]When adding a Health Module component while at 1 health, don't heal (to avoid free healing after removing a health module while having less health than provided by it),[/p]
  • [p]Make bugs abort pursue of its current target if it finds itself with a blocking path,[/p]
  • [p]Fix rounding of speed boost stat in unit definition tooltips to match the number as returned by the "Get Unit Info" instruction,[/p]
  • [p]Cancel an active drag & drop operation when ALT tabbing out of the game,[/p]
[h3]Fixes[/h3]
  • [p]Fix for a pair of constructions sites larger than 1x1 not completing if fully surrounded by buildings,[/p]
  • [p]Make value selection filtering on the radar instruction match the radar component registers,[/p]
  • [p]Make GetInventoryItem consistent with LoopInventorySlots with regards to returning unit references,[/p]
  • [p]Fix game crash related to there being multiple manual orders for equipped components and a bot taking over such orders from another bot,[/p]
  • [p]Fix potential item reservation corruption and game crash if a mod calls the component:OrderItem function with a specific item slot and an amount larger than available free space,[/p]
  • [p]Fix saves which had item reservations corrupted due to the bug fixed above,[/p]
  • [p]Fixed description of health modules to match increased health bonus,[/p]
  • [p]Fix short clicks (down and up happening on the same frame) on GOTO and STORE register immediately aborting and not starting unit selection[/p]
  • [p]Fix being unable to hover over units or click on units in the upper part of the screen,[/p]
  • [p]Fix Virus Simulation Core and Blight Simulation Core not affecting world stability,[/p]
  • [p]Fix irrelevant Lua error being printed on anomaly event jump if unit gets undocked ahead of jump[/p][p][/p]
[h3]Modding[/h3]
  • [p]Fix Lua error when a mod calls StabilityAdd/StabilitySub with an invalid stability event name,[/p]
  • [p]Fix game crash if a mod calls View.StartCursorConstruction with a table containing no usable elements,[/p]
  • [p]Fix game crash if Lua calls UI.StartDrag on a widget that was removed from the screen [/p]
[hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15775[/h2][h3]Fixes[/h3]
  • [p]Fix being unable to hover over units or click on units in the upper part of the screen[/p]
  • [p]Fix Virus Simulation Core and Blight Simulation Core not affecting world stability[/p]
  • [p]Fix irrelevant Lua error being printed on anomaly event jump if unit gets undocked ahead of jump[/p]
[p][/p][hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][/p]

Regular Update (experimental)

[h2]Experimental_UE5 0.1.15767[/h2][h3]Changes[/h3]
  • [p]Make removing a Health Module component reduce health to a minimum of 1 health (so adding & removing can't be used to heal a unit),[/p]
  • [p]When adding a Health Module component while at 1 health, don't heal (to avoid free healing after removing a health module while having less health than provided by it),[/p]
  • [p]Make bugs abort pursue of its current target if it finds itself with a blocking path,[/p]
  • [p]Fix rounding of speed boost stat in unit definition tooltips to match the number as returned by the "Get Unit Info" instruction,[/p]
  • [p]Cancel an active drag & drop operation when ALT tabbing out of the game[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fix for a pair of constructions sites larger than 1x1 not completing if fully surrounded by buildings,[/p]
  • [p]Make value selection filtering on the radar instruction match the radar component registers,[/p]
  • [p]Make GetInventoryItem consistent with LoopInventorySlots with regards to returning unit references,[/p]
  • [p]Fix game crash related to there being multiple manual orders for equipped components and a bot taking over such orders from another bot,[/p]
  • [p]Fix potential item reservation corruption and game crash if a mod calls the component:OrderItem function with a specific item slot and an amount larger than available free space,[/p]
  • [p]Fix saves which had item reservations corrupted due to the bug fixed above,[/p]
  • [p]Fixed description of health modules to match increased health bonus,[/p]
  • [p]Fix short clicks (down and up happening on the same frame) on GOTO and STORE register immediately aborting and not starting unit selection[/p]
[h3]Modding[/h3]
  • [p]Fix Lua error when a mod calls StabilityAdd/StabilitySub with an invalid stability event name,[/p]
  • [p]Fix game crash if a mod calls View.StartCursorConstruction with a table containing no usable elements,[/p]
  • [p]Fix game crash if Lua calls UI.StartDrag on a widget that was removed from the screen[/p]
[p][/p][hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][/p]

Regular Update

[h3]Additions[/h3]
  • [p]Custom UI for Blight Extractor and Blight Magnifier components[/p]
  • [p]Show one bar above each equipped Simulation Core which when hovered lists all related recipes[/p]
  • [p]Added custom UI for radar components to reduce its height and avoid it blocking view of gameplay area[/p]
  • [p]Added "Uplink rate" to the tooltip shown when hovering over the read-only register of an Uplink component[/p]
  • [p]In the behavior editor, don't make multiple lines going across the same nodes overlap but instead draw them above/below the other lines[/p]
  • [p]Add "Select Sending Time Eggs" option to right-click unit context menu to find out which Alien Time Egg structures are sending items[/p]
  • [p]Don’t re-sort icons in the resource bar at the top while the mouse is over it (to avoid the thing wanting to click on moving away)[/p]
  • [p]When locking all slots to an item, also set the visual register to that id if its not already set[/p]
  • [p]Add Loop Research Unlocks instruction[/p]
  • [p]Add a Request Item button to multi-frame selection (limited to storage items)[/p]
[p][/p][h3]Changes[/h3]
  • [p]Changed directional line display, used by unit connections of the overlay, to display an arrow texture for better readability[/p]
  • [p]Made infecting/solving all non-ruined Alien explorables affect stability[/p]
  • [p]Adjusted Shaped Obsidian Icon[/p]
  • [p]Adjusted Scalability options on some particles missing them[/p]
  • [p]Clarify text on "Repair the mothership" mission step "Human Ruin Scan"[/p]
  • [p]Clarify text on "Silica Discovery" mission regarding procedure to repair the discovered base[/p]
  • [p]Updated Move Unit (Range) description to include num parameter specifying range[/p]
  • [p]Don’t show deprecated instructions in the instruction list[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Added temporarily machine translations for around 80 recently added or modified texts[/p]
  • [p]Fix a crash for when a component equipped on a building with an item transporter and no free item slots is being dragged onto another unit and then immediately dragged again onto the floor[/p]
  • [p]Require the correct Resimulator core to recharge[/p]
  • [p]Fix item production/consumption graph possibly missing one step if a change occurs long after the previous change[/p]
  • [p]Correctly count received items from mothership repairs towards the item change graph of the Control Center window[/p]
  • [p]Fix display of Japanese Kanji characters while the game is set to Japanese (don't use same fallback font that is used to draw Chinese characters)[/p]
  • [p]Make all text searching also match case differences in special characters of non-English languages[/p]
  • [p]Fix linking to/from Radar component filters and result registers[/p]
  • [p]Fix Lua error getting written to the console when an old deprecated value is set on a Visual register in a save file from an old version[/p]
  • [p]Fix Lua error getting written to the console when hovering over a battery indicator while pressing E (toggle Link Editor display)[/p]
  • [p]Fix for lua error with tech ids in tooltips[/p]
  • [p]Performance fix for particles not properly being culled[/p][p][/p]
[h3]Modding[/h3]
  • [p]Bring back global Lua functions "IsBotOrBuilding" and "DeepCopy" (which were removed as deprecated) to avoid breaking many existing mods[/p]
  • [p]Add optional boolean argument to Lua functions entity:AddItem, itemslot:AddStack and itemslot:RemoveStack to record the change as generation/consumption in the item history graph[/p]
  • [p]Add Lua API functions Tool.ContainsStringNoCase and Tool.CompareStringNoCase
    [/p]
[hr][p] [/p][/hr][p][dynamiclink][/dynamiclink][/p]