1. Desynced
  2. News

Desynced News

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

Desynced Showcases at Vienna Comic Con, Nov 18-19!

Join us in spirit at Vienna Comic Con from November 18th to 19th, where Desynced will be showcased. Dive into the game at our dedicated booth, designed to give you a firsthand experience of its unique gameplay and features.

Saturday Script Spotlight: Mastering the Nomad Base

You've probably heard that some advanced players develop their base exclusively with bots? This format is called 'Nomad Base'.

One of the players, Cadvan_von_Lirigon, has compiled a detailed guide that will help you grasp the basics of setting up a 'Nomad Base', and then improve it as you see fit.

Original post on Discord *Check it for additional blueprints and the opportunity to thank the author or ask them questions



Author: Cadvan_von_Lirigon

The main function is to create a mobile Power Grid. Coupled with some basic signals.

At center you need a simple Bot with some Power field. It's the Network controller. Camp extender are expanding the Power Grid and work as Signal Relais.
Foreman are looking for a given Resource within grid and controlling its affiliated Miners.
Defense Officer will scan for Enemies in Range and send out affiliated Defender.
Repair Bots will move out to Repair damaged Bots and/or Buildings.

Used Signals are "World" (2 Yellow Mountains) to call back all connected Bots for relocation of Camp.
And "Enemy" (red Rhombus) to call back Miners before an emergency.

All currently researchable Power Field generators are included. Lootables from explorables not. (Large Power Field)

Step by step guide will help you to set up the complete System a first time in most basic form.
Details will hold all Information in short form, inklusive variants for setup.




Step 1: Network control


It's main purpose is being an anchor and connect you to the Network.
It's like the upper Management; to be there and show off

At the beginning it just needs a power field. Drag and drop the Power Field component into Signal register and set the Bot in the center of your (future) Camp.

Details:

  • Central Bot in the middle of Camp.
  • Components: Some Kind of Power Field (Power Field or Generator)
  • Set Signal register to Power Field component.
  • Don't connect to Logistic Network or deactivate "deliver items".
  • Change Signal directly if needed




Step 2: Camp extender


To serve and expand. The middle Management; standing around, following the lead and showing off

These guys need additional a Signal reader and Behavior controller.
  • Drag and drop the Power Field component into Signal register.
  • Connect Parameter 1 "Leading bot" to Network control and set a Number between 1 and 6 with mouse wheel to choose the position. For example 1, wich is the position straight north.
  • Connect Parameter 1 with input of Signal reader and output of Signal reader with Parameter 2 "Signal Leader"
  • If everything is fine it will show " In power gird" with a countdown and start moving in position.
  • If not it will show error codes:
  • "Powered down 1" means Network control doesn't have valid Power Field as Signal
  • "Powered down 2" means camp extender doesn't have valid Power Field as Signal
  • "Powered down 3" means no Position set in Parameter 1 (missing or wrong number)


You can set up up to 6 extender at each leading Bot. And further out you can set these extender on top of other extender.

With this the main function of "mobile Power grid" its set up.



Details:

  • Components: Some kind of Power Field, Signal reader, Behavior controller
  • Set Signal register to Power Field component
  • Set Parameter 1 "Leading Bot" to Leading Bot
  • Add a Number (with Mouse wheel) to Parameter 1 to set Position. 1 is at north, 2 north-east, 3 South-east, 4 south, 5 south-west, 6 north-west.
  • Connect Parameter 1 to Signal reader input
  • Connect Signal reader output to Parameter 2 " Signal Leader"


Camp extender will show "Powered Down" if an error during setup comes up, "In Power grid" with countdown to next setup-check if running normally, "owned" during setup-check or transmitted signal.

Tips:

  • Don't setup a Camp extender during Signal transmission.
  • Inside the grid there will still be small holes be present. If these are problematic set a Defense officer or Foreman with (internal) Power Filed next/on it.
  • Connected with Logistic Network and only "Supply Items" activated it can function as Storage. Especially usable to connect different camps.
  • Without own set "Signal" it will position itself 2 spaces away from Leading bot. I use this to organize my Power Bots.



[h3]Behavior Script:[/h3]
 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 


Step 3: Mining Resources - optional


If you want to mine Resources, you need Foremen and Miner.
Lower Management; Lead and control; and actual worker; our little heroes

3.1: Foreman

These Bots will search for designated resources within the Power Grid/Claim. So they need a Radar and a Behavior controller.
Set Parameter 1 "Homebase" to Camp extender or Network controller of your liking. For example Camp extender at Position 1.
Parameter 2 "Offset" needs coordinates. These will be the offset where the Foreman will take it's Position. X=0;Y=4 means it will stay 4 fields south of it's leading bot.
To tell him what resources the miners should farm set the Resource at Parameter 3 "Resource"

Details:

  • Components: Radar, Behavior controller
  • Don't connect to Logistic Network or deactivate "deliver items".
  • Parameter "Homebase": Set to Network-bot it should use as position base and signal-source. ! Signal transmission takes time, so take the nearest to Network control.
  • Parameter "Offset": Set its Position relative to Homebase.
  • Parameter: "Ressource" set to Ressource it should search for.


It will look for Resources within Power grid, so that it's controlled Miners will stay within Power grid.
During Enemy-alert it will retract its Miners.
When "World" is set in Signal-Network it will retract it's Miners and go to Homebase.



[h3]Behavior Script:[/h3]

 DSCDg2d3tV20tMgin0ht1XM0Yp3yE07qXLt2kK7VJ31zAa921rCAK0PHShf30IDmu0BvUwX1KTCty1Jujyn0ouFQQ3TiwrP0B12tz1UY4k00jv1NJ3FEDNk0PKw5K3ephq924joNQ49PgTH4PTdZg3gvhkG4aQoRi0v6dTk29jO9Z0RuF8a3XLDoh252P1U3cPLAV1RV5oZ1h8xux4bIVvW1rV9EU1vkAZU2iESky4axaxu1VldpP4cMxd44b0n6E38EUob2RNJNL1vvYSM2LrJn84ZdhKq2HNg6L3AbFlK3KNsev3q4FvR21ebnZ3SmyAq0p3sH62PBT8U2b0ue326kAFy26WgCQ3HBXMl3fI0Hd1cyxVI0EAb8z18I59z0mYfu93aLsRP0xIIhH0BCUWw2wcDDL2cd 


3.2: Miner

These Bots will do the aktual work. So they obviously need Mining Lasers. Additional they need a Signal reader to receive the commands of their Foreman.
Set input of Signal reader at the Foreman. Output needs to be connected with Mining lasers and Goto register.
Miner needs to be connected to Logistik Network so the mined resources can be transported. just don't activate "deliver items"
Don't use more then 2-3 Miner with each Foreman.



Details:

  • Components: Signal reader, Mining Laser
  • Link Signal Reader to Foreman
  • Output of Signal reader sent to Mining lasers AND Goto register


Tips:

  • Set the place for Foremen inside your Power grid to ensure their safety.
  • Let it only follow Camp extender or the basic Network control bot, otherwise it will not be connected to Signal-Network.
  • Foreman can be used on not mining operations too, for example to position your Uplink-Bots or Storage bots for transfer between camps. Simply don't add radar or Ressource. And keep some distance, Bots will likely clinch around these.


Step 4: Defence
The world is dangerous. Maybe you need some. To Serve and protect.

4.1 Defence Officer

These Boys and Girls will be your faithful eyes and look out for enemies. For this they need a Radar and Behavior controller.
Parameter 1 "Leading Bot" and Parameter 2 "Sub/Offset" will be used to tell them where to stand.
Leading Bot needs to be set. For example to Camp extender at Position 1. If Sub/Offset stays empty, Officer will follow Leading Bot. If a second bot is set it will take Position in the middle of both. If coordinates are set it will take these as offset. For example X=0;Y=-2 will place it 2 fields north of leading bot. If set wrong it will call an error ( Visual will show "Powered down")
Parameter 3 is enganging range. only enemies within this range will be paid attention to. Set it at best around 15.

As long as no enemies are withing engaging range it will show green. But when enemies enter engaging range it will show enemy alert (red rhombus) and send out connected..



Details
  • Components: Radar, Behavior Controller
  • Parameter 1 "Leading bot": The Bot it should follow.
  • Parameter 2 "Sub/Offset": If unset it will follow Leader directly. If second Bot is set it will position in middle between both. If coords are set it will use them as offset from leader. Otherwise it will call an error (Powered down)
  • Parameter 3 "Engaging range": Set to how far away an enemy will be tolerated before Defender are send to intercept and Outpost is alarmed.


Visual and Signal green means no enemy in engaging range.
Visual "Enemy" and signal the enemy-entity.. enemy in range, defenders attack, Mining Outpost alarm.

[h3]Behavior Script:[/h3]

 DSCPt1VhAaW0tiilh2aLz3I3hvJJy3eTnGf0qOSRi0KbjV224UHFL4fHKZk3FdzGw0xhBNn3xpnNj38JwTw31UmJl0xKucR2wMGgs2EYwC22U3sAq3IT3I44NvAC34NgImr3Inrzn17Kamz3qKcuW0Z8lnY48zhna3N7Isa0e9tl431hsLr3GTRdp4LGv0N1jP7MO35lRyc1WZJtH0CDQaB00Np3z4N0Suh3SMYvL448zU904EuyF2iU1Ki2j2xvU0WRogM3j6WLr14cz7N0lu2uP3bjWAd00zQiC34imm00WZtX52rLwpO3f0kkL16y2lb0Rgvr129CH9B2kroWg0RexYX1ZNHFD04eGhv176jEf1rHQxH3D3Hnr4cKdR52cjlfN1ko0Jq1YSp9T0nElla1WSZLi32ywvZ41m8af4O0nTa00wcYo07aLEj37GcFj3O9SgF4dwK823u8Dr5465ZmQ1bFjAO4Zc2jP3BUfkb43tysN2yw06y4X8O9H2OeQGl31pBht363aKu46l5UA0ShxXO1cDWZF16SCvb4ehWQD0S4EgW1FHv7g1e9ErL24VTH72zjPTP0Xx0PR4T9jdU2xhn4b2uZ6cU1e60Qb1d218L33cXB63fPc4t2svFzo2Fp4RB1ja8dD0wDWiK0w5pkd44toUe3B28gq2yyUnD237oJ818cFwYe 




4.2 Defender just brawl, no brain

Equipped with Weapons and a Behavior controller these Basterds will throw themselves at the enemies.
Parameter 1 "Defence Officer" needs to be set to it's commanding Defence Officer.
Parameter 2 "Attack distance" should contain the range (or slightly less) of it's Weapons.

The Defender will try to keep the set distance when engaging enemies.



Details

  • Components: Weapons, Behavior Controller
  • Parameter "Defence officer": Connect to its Defence Officer
  • Parameter "Attack distance": Set a Distance it should try to keep from enemies. Obviously don' chose it greater than Weapon range.


When Officer tells area clear, it will show green and stay next to Officer; if Officer calls to arms, it will move in range and attack, showing Emergency in visual.

[h3]Behavior Script:[/h3]

 DSCDY2e1I400tMgin1XiT4K1c6yFO1g0b2Z39Z36C0dDBUn0zXmCY2OdbG50OAA7p2EcWft0HOWVp11eeQb05JEVY4EHFNb1b8MZB2WxjMd3CmWxQ2lcvNZ3ZNCQH0ilqZ42rRjra0ItPMN10FGJj1HqPvr1Ff10O3IrjvT1XnhL30tVLJp1jZdX02nSPqm2i2JUU2Iigou2LC5ZD3tCyUI1HmCRY4YlzHz0xKrVw2RULdp1o4Xrs3GS8qe37JqY91SQZMG0BjyJz1Kyc950HndmJ1P6VLI3cJctQ1Zcszr4FVHiK3exuUb3zOiD707Szgs1Kt2uJ0HYyAJ0SOWte4C1fDN1CZMsu15Q9Cx3r2F8H2fN4Qo0zRrex0To8sb3ScA591knmPD49XjuL2tkNX10AE 



Tips:

  • With low range of Camp extender a single one in between will be sufficient. Later one you can set up 2 or more in between. Leading bot and sub leader can both Defence officer, they will arrange themselves in a neat line.
  • Don't choose to big a number for engaging Range, otherwise you may find your Defenders on the back of your camp when the bugs arrive in front.
  • Defenders are slow witted, so don't set the distance to small. But it has to be at least shorter then weapon range.


Step 5: Mining Outpost - optional
upper Management doesn't mean CEO

At the end of the day we cannot keep an eye open to all Mining camps wherever they are. So let's make good use of their Network Control Bots from Step 1.
Add a Behavior controller and lets tell them what to do.
Parameter 1 " Ressource" is the message it should send when there are no more Resources to be found in it's Power grid. You can set whatever you want, but ideally you use the Ressource this camp should mine.
In Parameter 2 "Rangemodul" you have to drag'n'drop the Power Field component.
Connect Parameter 3 -8 "Foreman 1 - 6" with the Foremen in this Claim. You need to connect at least 1.
The last 6 Parameter "Defence Officer 1-6" can be connected to Defence Officer in claim.

When the Foremen don't find any resources in grid any more the Mining Outpost will ping its Position on Minimap and send you a message. Left klick on message will let you jump to the camp.
If a connected Defence Officer finds an enemy, Mining Outpost will be set automatically to alert and call back its Miners. When the enemies are beaten down work will resume.



Details

  • Components: additional Behavior controller for Network control bot from Step 1
  • Parameter "Ressource" : wich Ressource is mined. Its only necessary for callback when no Resources are left in Camp. You can set whatever you like.
  • Parameter "Rangemodul" : Set the Power field or generator here.
  • Parameter "Foreman 1 - 6" : Connect to the Foremen in Camp. It will ask them if they found resources.
  • !! If only 1 Foreman is in Camp it can happen to send Fake messages. Happens when node is empty, Foreman looking for next and Controller is asking this moment.!!
  • Parameter "Defense Officer 1-6" : Connect to the Defence Officers in Camp. If these will find Enemies the Signal Network will call for Emergency.


Tips:

  • If you have more then 6 Foremen or Defense Officer in Camp choose the ones wich are fairly spread and/or are more likely to see enemies/ last to run out of resources.


[h3]Behavior Script:[/h3]

 DSC1UV1Y6lC41U3LLv1oTCqq0lita93wjdHi0xMelU1MFDKD1JpcjD3jSgvg1mOTXw26pfVu0AfSLj0QOlIg1TZR4o1uib8C1DExKU02GHSd4MJ4C93M2o4z3QfXh72ofFAe2tMEVv0HeDix37r9XH28BibI02ogZD2moz744R7Mbz1nT5PA4ccclm0LzyPQ1hRg1y21fSzO2nfHII3F92bb3kq7RG2lFdmH1uMCdx081nlk1fLxFC2pe89S2LDQZ31TxqKo23FW4j47TCpO0Os61K1yDFMz0QKoHZ3tS6zU4IFtap0gxlDk3GyDw91jZL2z05Ehdj1Pb3hc1Zozem2fNEgj0WNqvG4Dm6ZZ3dj9d73aSZ0s1lk7pp4PxZn52m1de00DdyR725IJWK23Ov6x0zMJa60Fz4U52J9f4p3Qa2vi1NSGSz1ijsPM2J3ioU3EasLl3KNYju3V0U5e0d4ymM3GMx1O1IFZJt2ArdBc48qPJP3Lhedn49XK990sCnkv1IR1aR41eCE81er8PB3nH8jt1G9n023bjaVg3PCgQl4FayGu2Scomx0w2a0P1Hp4PI3AYTWp1b996D3vFEjF3Jhca50Ugraz3uUOet4Kx60R0Uq88A3gp0571yyJV14dSFHc3FNpbE4cHZoO4MHogH4VdUH80uN5VJ2QewAN1yQN7b18TIka04HS8N3ES3F24cnaBW3D9v894IGg6L2Bg0f74XI5hv3sLiT50NwVz83YrkBw0dfUEX2JFYbc1qkCGw2FOSyC1xVc2926Y5zB44rfMc3nOC7j1V0PMD3uASrl2D9B7u25OHS01asEKT0X9r9h2TVbGd1JYz0X1ZxSaL1ddJRB4TDYeQ1kl8i62bIn4T2bI1124NOg9L470aJk0vTCrZ3esOFR11pRhC3cB46A3hkTuu3qy7Rh4Yd1cK1rHZSQ319Hjd1Lsspm1L9T9y04cgOy3FT1oT0WFqSE1aoPpg09Z8yZ12Bd5p4MWfCc2j7qcn3xrCOD3UZC9T4davjw1O9JUM4fk2aZ0MY4sf0x4TeS2KXOwP3oEiPo363TNU2Ab3do34FSax0Wc6My2cSsd50vyIxh1dVHHG4dJr4L3TIVuP0cs 


Step 6: Repair Bot - optional
Where wood is chopped, splinters must fall

Sometimes the Defender or other bots need some care. So we can add some Repair bot.
It's like volunteer work: The job gets done, but professionals could be better.

We need a bot with at least Repair Component, Radar and Behavior controller. Run it in this case as Stationary Repair bot.
Parameter 1 "Homebase" needs a Place (Coordinates, Building, Bot) where it should stand when there is no work to do. Let's Connect Radar output to Repair component and it's ready for work.

Later on you can add a Virus Heal component and run it as Stationary Repair/AV bot. Rest is the same.

Whenever an Patient (owned Building/Bot) in Radar range is found it will move out to repair or heal. Repair comes before healing viruses. Afterwards it will return to base.



Details

  • Components: Repair Component (normal or AOE), Radar, Behavior controller; as advanced version: Virus heal component
  • Parameter "Homebase": Set to Homebase, where it should stay while idle.
  • Connect Output of Radar with Repair Component.


Stationary Repair/AV Bot is an advanced Version; it will search for Units with Viruses too and clean them. Needs Virus Heal component.
Priority is repair before AntiVirus.

Visual "ally" (Green dot) when all units in Radar-range are fine, will move to Homebase.
Visual "Broken" (Red cross) when anything damaged and owned is found, will move to repair.
Visual "Infected" (Green Thunder) when anything with Virus and owned is found, will move to clean.

Tips:

  • Keep in range to your front-lines so it kann help in time, but not next to it.
  • AOE Repair Component will repair all units in Range, but Repair Bot will move next to target;
  • Repair component will only Repair 1 unit, but Repair bot will stay 5 tiles away; choose wisely wich one you use.


[h3]Behavior Script (Repair Bot):[/h3]

 DSCAx2bbhSS0tMgin1Ui1uS12Ao0C4MaAuB2SvRwW17rxYp2ArIZl2BOpOO13TrXA1M3eIU1JOyzV2TIYCX35TmMb44YW8g4QWClX1QpiHh3KVDBQ3m841q2QX5WS3ffJAl22WBzC04u4pY22JRVl4QR2Hf2lD5Zi0o03TU2tbcGd4J3Mji2BPpku2taUlV198VMv1vFkkd0FaJVz0nn0vd1jplP93cHuCn3aMduK0L7vwB4Av2BJ4AlnR62y6tbG0ljp8N36mJ6H02sc8L1LN0vs1cDi7i0MSjd740zaAY3wuJeE1hMDA11cHzrD1Tkb6C2ocDj22g0JvO4Jl6h23p3w9b0Fiw5b16ZSWW0iYWng4efIL12MgmYt1t7 


[h3]Behavior Script (Repair Bot adv):[/h3]

 DSCFs2czUiW0tMxVJ0kza6O16tc082EkGJs3Avy0U2pv8SW3zwu9E4G5rd61gf56i3hSu8x40Y1iS0YAAyb0C6Tws0gzCYn4XITdP151Ji93fQVJk18JdnJ05Ojqt0RrWkP0s6MZw15YZpE3QNLaL2l7Wx32ptLb10PGxgC1H2hDd1ncDeZ2r57A41IUpCI1jBgkh1yHxKh0sBpob3674fT235aZu2iK7Wf0moGy722ngrt19FquK13AK1i16iwox0OGHnN3fXiWY0yQ3kD2xj38K4EdDHt1roeNy07azXC4QQgcz1aTVTk2N0Ijd3nkxCu2VOkAr0g1MjL3J8mFK3ki88N4HIndR3RnhvX2RafXM3z44PW0Esqki3X0xrA1XTMPv2Ms3nm3Ccy624CgTdV1IzZeC2roMFz0PsFXV4VucXY3UxaZjBtwN 


Misc

  • I arrange my Power Bots as Camp extender. Without a set Signal they will stay 2 fields next to their leading Camp extender. As position i choose one inside of Camp. This way they are under control and don't get lost during relocation.
  • To connect Mining camps with main Camp/base I set at mining camp a freighter with "shared Storage" as foreman up. Connected to network it will collect the ressources from mining bots. a second freighter moves these resources over to main camp.
  • I set 1 Defence Officer a bit outside of all furthest out Camp extender and some more in between each of these Defence Officer. This way i create a Defence ring a bit further outside of my Camp extenders and have more reaction time.


* * *

If you have any questions, please feel free to ask them in the comments. We'd love to see the Nomad Bases you've set up using this tutorial, so please share your screenshots with us!

Also, be sure to check out the previous collection if you missed it:

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

Desynced Showcases at Games Ground in Berlin, Nov 9-11!

We're off to Games Ground in Berlin from November 9th to 11th with Desynced.

If you're in the area, think about dropping by to experience the game and engage in some lively conversation. Looking forward to seeing some of you there!

Wednesday Script Spotlight: Elevate Your Game with Behavior Scripts

Kick off your Wednesday with a fresh gaming twist! We're excited to announce the launch of our new twice weekly feature.

Every Wednesday and Saturday, we'll roll out a collection of Behavior Scripts from our creative community. And today, we're dropping our very first edition!

Each scenario is a piece of cake to adopt—even for those who've never ventured into Behavior Controller territory. So, please mark your calendars: every Wednesday and Saturday is now a chance to elevate your game with our tested scripts.

Each of these scenarios has been tested by our community manager.

How to add a Behavior Script:


  1. Copy the Behavior Script (Ctrl+C)
  2. Save it in the Library (L) -> Behaviors, as shown in the screenshot below.
  3. Install the Behavior Controller to the bot or building, depending on your intentions
  4. Right-click on the installed Behavior Controller -> Program Behavior
  5. Library in the bottom right of the screen -> Load the scenario you just saved




* * *



Author: Tarzool

This script is designed for a transport bot to facilitate the movement of items from multiple storage locations to a centralized 'stockpile' near the base. It is capable of collecting resources from up to eight different locations, ensuring the collection doesn't exceed a predefined 'move now' threshold. The resources are then transported to a designated storeroom.

[h3]Instructions:[/h3]

  • Assign variables p1 to p8 to the designated storage box collection points (These variables must be assigned!)
  • Set the p9 variable to indicate the storeroom for item consolidation
  • Within the script, specify the resource type and the 'cut off' number to manage collection efficiency
  • Set a threshold (e.g., 100 units) that will trigger the bot's return to the storeroom to offload resources
  • Ensure the bot is not linked to any network for it to function as intended
  • Program the bot to deliver exclusively to the designated storage box


Note that the behavior of the bot with a single collection point is undefined as scripting for such a scenario is generally not required.



[h3]Behavior Script: [/h3]

 DSCJt2f9gaG0tMgkn1ToYIG0SUieI31crEt2VeBxC1ja1Z72WNZbF2Krhpy2Coo1o1Yq2VU0cTDfR03Kq3O2PyNmf1YaNp74Yci1c4EfToh0LUuH01Jnzxi1DoiBf3iCuRy3zgXrN4Jpfqe2s64KR1TIqDs1vX3Xp0AWOPE0Ityf02kOAqL3m2K0M0mUt8X2XbbFl10dtCD3rW5Ph0G0hHI3TiXpH4cdWaC1ALOeU3ceAv30LDoUm0S2oJi1quAap2FDruO4JVRIZ43KlJ21aZiDu3qFhGf3HNsk34LBGd1291wf51Mt4JU3NxCqT14Vx581u2kJB2RK6VG2fwP1f1dHnoh0yBmOK4Fv8l606bBwG0uhTsQ2J6Os02SDFcj0zjsNt1N5C1r34nqQF0Ae7AP0th9eG41rWCM4CbA3G07Aws41DESYB3svbuJ4FumYk4HuERa3bp7NY0qfINO42TCa901dRY7366v1b09OEGk0pbIEZ14y0of0cZIzR4YzroU4Dg4Wr3MD 




Author: PitchBlack

This model functions as a Basic Hauler. It monitors its inventory autonomously, collects materials from a single unit or building until its capacity is reached, then transports the load to another unit or building, where it remains until it has completely offloaded its cargo.

In their tutorial, PitchBlack provides a step-by-step guide on how to set up a bot and create a script, so if you're inclined, you can learn and understand how it works by following each step. Alternatively, simply copy the script below and configure it to your needs.

Video Tutorial (English and German):

[previewyoutube][/previewyoutube]



[h3]Behavior Script: [/h3]
 DSCGV2e3USG0tMgin10rOhI3c6m8W2LgUM60xbrU010ebv61XMCc44CnT6234ul5c3WPEqw0mQ1jQ277Koa0m3IGX2t5Q6i1sIxqB2ntncE4LplQq1SJwgc3GONbd1vpuRV0WZaRW1Aiy5w3n2Xth3dPaQc2yFJFa1yaCPC2xKDax4CG4312GJnko2Io7WU0bHezp2UaLkY01RVcZ4RROvm2sk95G0Zb5Tk05N0t71IDqgd0LqywT2Xl1vW181JlM3gftY71mz6yO0J1hdq0qlzrj2dk7AK3mbjzQ2a4xhq2PFNMp1z0FWn3EyQZE1K5nQA3CHA7e4bafce4gQSaz2jWaDh0Bq62V1WGm382lLp7s4MVN0Z2HuwtZ4eJnTC3ZuoX105tGon3cyjMP4F1vJV36V5Nv0tH11A2agAzg2uDESy3ceiEL131moA42SAXq1x7pXR28rEJh0TtFLj 


* * *

Our aim is to make the customization of Behavior Scenarios not just intuitive but also thoroughly captivating. Should you have any questions or need further insights, please do not hesitate to ask in the comments section below.

Stay tuned, as we will return soon with a new selection designed to enhance your gaming experience even further!