News Liste Desynced

Advanced Ruin Solving With Signals
Desynced
27.01.24 18:51 Community Announcements
Time for some recon today! The world of Desynced is full of unending exploration spots, and we've put together an awesome team for you. They'll be out there finding and scouting these places on their own.

You'll need some endgame items and a few units that are already patrolling around. If you haven't got any yet, I highly recommend checking out our previous issues - we've posted tutorials with various scouts. You can find links to them at the end of this post.

Also, our fifth issue has all the deets on how to add blueprints to the game:

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



Author: StS73

Description



With independent ruin solving scripts, you'll soon run into your ruin solvers end up all in scouting mode around your base, rendering them useless. Wouldn't it be more useful to have a central register of found ruins, instead of each ruin solver wandering around blindly?

Here, the "Ruin Cartographer" unit comes into play - it continously scans its surroundings for new ruins, signalling them to a group of ruin solvers. The ruin solvers then individually allocate a ruin each, solving it.

How it's done



The ruin cartographer stores found ruins in an array. It calculates the distance to each ruin, returning the ruin furthest away in its signal register, with a range information.
Each Solver iterates through all "Unsolved" type signals, identifying the Cartographer's signal by having a non-zero number in its signal. The Solver allocates this ruin by removing the number (=zero) and setting the ruin into its own signal register. The Cartographer then goes through all "Unsolved" signals itself, removing all Solver-allocated ruins from its register array.
Each Solver also has its own radar to find additional ruins by itself - again, it checks found ruins against allocated ruins by going through the "Unsolved" signals to avoid double-allocating.

Usage



Use P1 to attach your Cartographer to a unit moving around a lot (e.g., your combat group). Add distance information.
In the Solver, drag your central drop-off point into P3. P5 and P6 contain the ruin types to scan for (typically "Human" and "Robot").
Once your Cartographer has found a couple of ruins, you can start your Solvers with a bit of delay between each.

Screenshots



Cartographer trailing a combat group's baggage train - note the large array of ruins found:




Solver returning home with ruin loot:




Cartographer blueprint



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Solver blueprint



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***

https://store.steampowered.com/news/app/1450900/view/3955916441775444920
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https://store.steampowered.com/news/app/1450900/view/3889485345748521475
https://store.steampowered.com/news/app/1450900/view/3888358641555101802
https://store.steampowered.com/news/app/1450900/view/3888358641540447700
https://store.steampowered.com/news/app/1450900/view/3855706911137657433
https://store.steampowered.com/news/app/1450900/view/3855706911119612650
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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/

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Release:15.08.2023 Genre: Strategie Entwickler: Stage Games Inc. Vertrieb: Forklift Interactive Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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Saturday Script Spotlight: Blueprints
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02.12.23 12:28 Community Announcements
Regular Update (Experimental)
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01.12.23 13:50 Community Announcements
Re-Simulator Challenge Complete!
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29.11.23 14:41 Community Announcements
Saturday Script Spotlight: Limited Production, Distribution, Deconstruction
Desynced
25.11.23 12:51 Community Announcements