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Desynced News

Regular Update (Experimental)

Experimental 0.1.12124

Fixes:
- 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
- Fix Deployer component moving closer than needed when acquiring an entity
- Behavior Instruction Dropoff - Allow dropping of items onto the floor
- Improved readability of orders list
- Adjusted ambient light curve to make dusk and dawn brighter
- Fix behavior parameter register not removing the shown coordinate text when clearing the value
- Make control center button glow while its open
- Moved storage type to stats area of tooltip
- Text fixes
- Fix for bobbing advanced turret
- Changed boost for engineer
- Allow scanning for flowers with alien filter
- Fix for Blight extracter/container goal not progressing

Additions:
- Add function to BackSpace key to switch to previous selection
- Added virus and blight wall variations
- Added health bars to multi select

Also, check our Christmas Decoration mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=3116837124

Experimental 0.1.12137
Fixes:
- General Lua cleanup and fixes
- Translation fixes and temporary machine language translations for missing text



https://store.steampowered.com/news/app/1450900/view/3889485345745162062
https://store.steampowered.com/news/app/1450900/view/3888358641540020644
https://store.steampowered.com/news/app/1450900/view/3855706911122857525

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

Saturday Script Spotlight: Combat Team

What if we programmed bots to autonomously patrol the area around our base, neutralizing enemies while maintaining a safe distance? The creator of today's tutorial also explored this intriguing idea. We're thrilled to share with you the insights and results from their efforts!



Author: tinnvec

Teams consist of one Leader and at least one Soldier. Beyond that you're pretty free to customize the bots to your needs.

LEADER

  • Set P1 to desired distance to stay away from danger
  • Set Visual to PoweredDown to keep Leader from running away immediately
  • Required components: Personal Radar, Behavior Controller (Healing recommended too)
  • Scans for enemies while scouting
  • Enemy buildings and infected bots are broadcast as targets
  • Stays P1 distance away from closest danger entity
  • Retreats to Home if below 50% health or battery, returning when restored
  • Used as retreat point to heal and/or power soldiers as needed
  • P2-P5 are for output only and should not be modified by hand




Behavior Script:
 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


SOLDIER

  • Set P1 to weapon type with number for weapon range
  • Required components: Weapon, Behavior Controller
  • Attacks any danger in visual range
  • Attacks broadcast target of Leader
  • Tries to keep between weapon range and 7 range from nearest danger
  • Retreats to Leader if below 50% health or battery, returning to battle when restored
  • Follows leader at 3 range
  • P2 is for output only and should not be modified by hand




Behavior Script:

 DSC3Ga1bVwkq1GSpdF2ZRvGy17IagD30CyrQ4C0xer2G7ODq1Xibo00Te3h84QOUDB3GEsWc2oP34V3qqKPN2KnPPc2i3qRU0NzB8K3IftZx21LqVk2CsHew4NqArP37KKmQ2symog2v4PMF45MkXX45euIT0HFaL31BlQbE4CioRI2nsE5I2V2Jty0xydTo3eI7jY3N2XG41LFRcv4YlsUv34L7B51iLZVv1aKDRB0GFVOE12XNmf0hkY0P2rMCe333eg8E1giOEJ0hcTlX2GCMZc35GS1G1YBEcW1fZP124ajqL505IYUP44Vy9F2IqfeJ4dphMR30jY2j2rZe120UpDWt2h2Nes3vbfZM2ZD1Hw2bndmk1JbIPP3do2I41UnLnI2Ny5gi2gIwPD0rArcn256T1d2URugd0mA6d00slvAF0Fa0Cw3dDW4E3mStZq4OmFBh0aylp14A7cGW0CcXHI1Y7Bvp0h9PQX0wENhI3HtCcB40JZLc3RqZFC0gB1oC2ckw8s2LPsh910Okvd0WpaYL0V5AXx1TJCS41W9wBA0cb7yr1JISPY0im66K3nk4X530308S2xJUGf0N418l2Tf8Xo0kVYTG0t1EQB0sh0cM4GBtco1UJFlf4UMG1R0vbJjn4EPr8P1xlKGL4MoO053J5qW33tOt9k0rOpVk3biJaJ2aOf6e4NwviC0u0vye3lbweP2pcBFy18YXv21jHcvY416TW71bFgyL0dDbv43oYhlP21iLUX0fZbLO3caK513SFW1S3tBjWv22lHRn3MesN240iTXv1AIUt12sU7KH2fQluD1lG29n4bkwe44FTANb4A5FlU3ojhFJ3eu5NZ2Kuarf2t2J2c3N3m9K3Wc8RU2cuwkx1lv5pS1DZr4V19UlAN32OT9W4KvFCg1pA04k0QPVIP3Akj112Gvshs2TquPn1ozaA02MyLGb1XvFfh1RHFUM06eLm92VlMOl1Sv2V21mTTQa1d1paH2SNmmY3d80ZL16Vd9H4QGkyq439BR01o8Sdz2ia9da4E1Gjy1uNKX20ZEywZ25WNih0rCq9i4VOZRh4eXKmA1Dlg0h2zKuza2k9X3q4STkb02Inuhb2NtCFY32Ugm138a2t83gXqdM39aVB63Vbmo04AoTk50H0pBR3juuYd0eZVLz2ZLvn227n3Wh37f7Kd3OekYC2OXied2LUCeO2zvy201lOvem0zevq73vaCu60TJ5Mo33xrH51L2Vc01QDiA93gmuF940ANgW13nzl31aQMpc3VW4uh0XBwJy0gEQfX3WMy1Q2V069d10wSWi41dsdC0aniZl1Cj2fD0phlye33KDSl3O0bFt0H5z4P0ldGFF3QpDtf4MDML415G0Id2s9KfQ0mdulG1vCDTW1i1jMx07AH6h2DxXZQ4RYnxL1qBnZj055cd30JT3P44Xc4nn35FL1B3cRkI03lHQn33LYC4O25wgR434nHW437CIiT2nNB3O1r7Q4A0VkeE527QKq219J6IT1ixHeT1FlDpt1sWF8d1LZEWg2ZTLbR4VllHu1aPbHq3SU9r63k2J7g4CNdHb3005X32cIu6912CzBN3eiMXY0Jbnmw0tsuUw48Gbbu0qzWEW0tzV9521iwO33PnYAu2sVT611dm6JC1qQ2ix3HyBGs2AAFbz1JJ5JQ0be0Q13tr5QX3oJRb54GIcZe44UHSO4ENhyx2RzgiH0sitrR1DiFSj1kbk1Y0reTqr2KpKbl1t8XhN0R8usF1IJRBg0Req6y2jzsx24eSqYE0HJACE


Starting the team
  • Set Store register on Soldiers to Leader (Ctrl + Right Click)
  • Clear Leader's Visual register


Notes

  • Due to minimum 7 range from danger, weapons with 8+ range are best
  • Speed is one of the most important attributes of Soldiers, the faster the better to kite enemies
  • Bots can get stuck on occasion, this can be any number of reasons but stopping the behavior on the leader, moving them past the stuck spot, and restarting the behavior should work to get them going again


***

Also, take a look at our previous collections of tutorials. There you will find a detailed guide on using Blueprints and Behavior Scripts, especially if you have never interacted with them before. And feel free to ask any questions in the comments!

https://store.steampowered.com/news/app/1450900/view/3888358641555101802?l=english
https://store.steampowered.com/news/app/1450900/view/3888358641540447700?l=english
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/


Regular Update (Experimental)

Experimental 0.1.12091

Fixes:
- Fix for units falling off power grid randomly
- Fixed power system data overflow
- Added num_operating_entities for calculating player tech level
- Text fix for photon cannon damage
- Fix range visualization effect not moving with entity when spawned while not in camera view
- Mission tweak, spawn Anomoly particles while mining blight crystal and not when blight crystal resource has been depleted
- Various Lua error fixes

Additions:
- New Behaviour Commands: Is_Fixed, Is_Equipped
- Behaviour "Place Construction" - now supports rotation and optional building size
- Tech Research Register Selection

Wednesday Script Spotlight: Simple Trio

This time, we have selected very simple recipes for you. They can be replicated quickly and easily. This way, you can add a robot vacuum cleaner, indicator lights, and a Power Field that can protect itself in case of a sudden attack to your base.

*If you are not adept at using Behavior Scripts and Blueprints, we recommend reviewing previous Scripted Collections first, linked at the bottom of this post.



Author: Godinho

Description:

This is literally a robot vacuum cleaner. You can use almost any bot for this, but the tutorial's author, and we also, recommend using Twinbot for this task.

If everything is installed and set up correctly, it will detect anything that is simply lying on the ground using radar, pick it up, and then transport it to the warehouse.

Keep in mind that it will most likely leave the boundaries of the Power Grid and go vacuuming everything around.

Install in Twinbot:

  • Small Storage x2
  • Behavior Controller
  • Scout Radar or Portable Radar


Load the Behavior Script into the Behavior Controller. Don't forget to press Play :)

P1 - Storage, where the vacuum will unload all the 'trash' when its personal storages are full



Behavior Script:
 DSC9t2biIdE1BX0mt1NKb7Q0YPjFw0THFfl3Q3Hdc2qK4iZ0M649l00XC1N1VBXAd0irhQ138rDI004puG64XR9Op1gHJXb05nfdd20SpV13pyb3h3YDqVG394ZiL4H2Cs02QxW1s1bZmAE36V2Hp04WHV91mpsLx3RCzyp3pR0vS0RpIXE2Up74y2W2hh316MoLl4YgBcp4KgZH21NGH1W3DeaCP1NBPRk2XaanN44XZk43VxMam3qdFEe0G6owp0N6cHb1ibLFA0FzXEq0c5wuy3K5r8L2QaoZY109YiD3lXHlV1dMupq1tziTX4b0E0R0WqcKr  




Author: LmaoBot

The colors change depending on what the Fabricator is doing.

Red: No items in input
Yellow: Output is full
Green: Running smoothly



Blueprint:

 DSBHZ2d1h6m0tMgin42M0Cy0IwJoO2xCyKA0evQwR0gRHnw3uJTJu0pyYWP1nRqlR3IQRKR1Vh2LE0eOXk92XjVdQ1lmXFy238XBB4AioPm2Vr3n52Pdxfc0NxLfu0usP8O0e3ChD3C0BAa1FjSJ20ADtR81WdVhk2SnCOx1W4F1u4OwnGH3zA7r93hziam2Agxkn0sfvWI32heo136cDcK1pIYNi42C0et1Qivdz3oN7E441JxSi0Fda4O1gSHeq4TRCNZ3qJb9Z3Jvuha0zEEOp4fATO63LmlVb4fd8XA0UFaaA4W6kHh13hnyB294nJ61EHwnW0aGSHr4JbXIu2jdvI71HxLDm2s3Ufb3DA9sj2yGdBm0Kuozc2VEX9e2hS2bh0G3oA246DpiM2jVmIr2g1VVS3RBtE743htiN4WIKpV0I0p2P0M3vO42WlyEP2sHsnE08Obql3IXQJ105ZSQR3EqmdP2fmQVk16PB1Q 




Author: Сухолист

In normal times, it's just a Power Field with a Solar Cell, but if an enemy appears nearby, the Solar Cell will automatically switch to a Small Turret. After the battle ends, the Solar Cell will return to its place, and a Repair Kit will fix any damage.

A very elegant solution for early gameplay.



Blueprint:

 DSBQs2gQsfY1BdcFz1yReNM405ewF23DX9T1Edrj62xhIPD17ntwN1idPeg25T6xf04J5oB14QIyW0JLCyK3STOMG4J2s7i1Wbxcm4DgqO945kxcR1ALHoo2aR8iC0lCZHG3XSzOb3brsxW2x4lTQ3EFB2Z3G2CUK3LlKcu0gGWRX1M9fMH3kM7wL21I1ov1ovzGe34Z0yY05liYv2fJXm31oyS3M20L9a40CkazK11wGk73UAfgc1kwnms30A1oE0sRomj49MgmN26LIvw2frnrn0VhKSK2whmJt1Fa78G3bXZ013Yy8kH0jdXIX3RSsAx2w7Nn42ip5wP2zPgAl25MwDy0vMCXH3fiew936aMq23ZMExz1eHsu72gNKa20ZGeNO1fsqTi4WtIpt3qFKbF1miqdt0rD2m50nirf93lRnbs0ErYXV4TPsbR1SmFw64JlrtI4SYYY12OYq4K181Pps3AS4Ui41Kx2c0jFIf91yB3xn2YMYxQ4P0zjd03C4g5391LqM2llXOm31PUbT039yRf214jLL2OKmkL2dsIi932DaP50YVvDY0opaMo3dwApp4E8uNi1oBEJG3t5jM818PeVy1ZudVx0pYliy2ffBvs0b4TMI2AhWj90W0O6y44qDsa0wIi5T44e 


***

That's it for today. If you have any questions, feel free to ask in the comments. Also, check out our previous collections, as you will find many more tutorials there that can be useful in developing your factory:

https://store.steampowered.com/news/app/1450900/view/3888358641540447700?l=english
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: Universal Fabricator

If you'd like to compile all your production in one place, then this tutorial is definitely for you! We tested it on our community manager, and she now regrets not having used this factory earlier!

By the way, in these two collections from the past, you will find an explanation of how to use Behaviors scripts and Blueprints:

https://store.steampowered.com/news/app/1450900/view/3855706911119612650
https://store.steampowered.com/news/app/1450900/view/3794905774846967399



Author: Szteinoo

They have been trying to come up with something more clever than a thousand buildings producing single item(s) and this is their suggestion.

It's a Universal Fabricator. As its name suggests, it fabricates what it can do based on the received signal from an adjacent storage building.

  • Set up a 2x2 (2M) building from the Blueprint below
  • Place storages around it as shown in the screenshot




In the storage:

  • Set P1 to the desired Max Amount and the type of item that needs to be produced
  • Set P2 desired amount of items for Fabricator (I usually leave it at "1" but sometimes higher number is desirable)


This setup is based on assumption that You store specific item ONLY in this storage. It request every lost (or not lost) item from the base (if it sits in inventory) to this storage.




Blueprints



Storage x8
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Universal Fabricator - Assembler
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Universal Fabricator - Refinery
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Universal Fabricator - Robotic Assembler
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Behaviors


Item Requester Behavior for Storage
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Double Factory Behavior
 DSC1On2ioGsq1Bbimd1w0xZk09pVai2xwtUw32CPvE4g37gd2Q5CPV2APXMo0zRUqg2h8AcD1M7HMr2mge3L2FIq7K35jdSx22oeiC3lCjnX4JLLkc2oIqHS3UppmG0WRd973a6PwT46qOoV2tTuCg0YHBri1H0Bmz0udUcD0w6R4t3Uktcx2prwUS3ngufx0HFSNU3RmLBR26aiER07zpxc3r4xZ737f4Yk4Eknch43hDBw1AN2zL1EEfly0lxWlb3JWwBB1cVOcG2rQaYJ4FUiWO3SdbLp06qh6r4Fvz3q2nY1Eu2v0Sqm4IenDV2RGs6p2t7sN02F63Pf4PyCW11UB4Ty3M9GIh2bQRVF4fFjim4JWVM24ZjQZw0ms88k2qT10R17PHCS0dFMUC3KjGAa1fPPhq37DE4I3oSlOH1fARoa070oOZ3W0gIi0iYJNj3ydsZu1rezha1yJ70y0OvjJq23iKsC2FdCG630oRYk0b6B9N1QvrYf3lKINL2MSiZi0Fn2Gc17yFue2wvUjW4Hu2Wc2myHVo4aH6Az2r5uI64LmKON3f6aUO1yJAkB45KWX82clyUB1LsowD0tw9FV1pp7393Iywtm2ovPJI009tbj28aim03liMbP0K5ZnR4LYxzS2QAwfR1W8Nu83K4iMJ26Sp5N2FYUqc0XRFo330QAmo3AlU0G4SJQyM2fxhlP4IdYUt3AdgTJ2GLhHT3IHNnX4Dpq9k0bs05M2wOrXs2lLWha1Lj4Iw2xMrBq0JrCrH4NcYmT1iScLl1Qrxzy4DMGOb0VmlDl2I3DuQ3JEDPe1mdXZC3dft591OnL0j0QZWw13XNwKX2KynkA2cX8Cr2NqNxe0qvFxZ0soJJu2xVGXE0Jqcha3dgJUr11hgXx2GR2eV5l3t


***

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https://store.steampowered.com/news/app/1450900/view/3855706911137657433
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https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/