Desynced

Desynced

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[Outdated] RemTM's Automation Library
By RemTM
I noticed a lot of people seem to be having difficulty with the automation aspect of this game via the behavior programming provided. My aim with this guide is to provide some basic to extremely advanced setups for early-game and even late game factories. Enjoy~
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Disclaimer
All info provided in this guide is accurate (as far as I am aware) as of the 27th of August, 2023. This guide is still a WIP, so the information provided is fragmentary at best, but presented here as I obtain it so that everyone can benefit from my work. I hope this guide is informative to everyone both rookie and veteran alike.


Also, for this guide, I will be starting a new world specifically to help both myself and others to start from the beginning, and work our way through the tech tree and to full automation. I look forward to seeing how this world will develop~!
Early Game Bot Automation (Being Reworked)
Scout & Collect Squad

Probably one of the most important parts of your factory, having an automated scout to both search the area and collect dropped resources will make things much easier to find new resource nodes and exploring the map. However, there are dangers around, so figuring out how to do this safely is important. In comes my first contribution, the Scout & Collect Squad.


This uses the 3 scout units you have from the very beginning of the game as one fully functional unit to search & collect the area, defend against basic threats, as well as supplying & storing their own power. You can replace the two supporting units with dash bots if you desire, but you will be lacking space for an additional internal component used for the Portable Shield Generator, so they will be less protected against any potential threats.

First off, the Scout Leader unit seen here is the absolute core to this whole squad operating. You will need both the Behaviours and Power Transference technologies researched, but once you do this is usable fairly early in your play-through.

Now as for the behaviour control programming, I've kept it as simple as possible.

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First, it checks if it has taken damage. If not, then it will check the immediate area for any dropped items. If there are not any, it will then "scout" the area. This is a move command provided by the game itself, and helps you search the map automatically. If at any time it does find a dropped item in the world that is not in a blight area, it will then check if it has enough space to hold the item. If not, it will then return to the destination recorded in the "Signal" register of the unit.

Now, to set the "Signal" register of the unit, you will need to click and drag the slot shown here onto the destination of where you want the scout to drop off resources. In this case, I have marked my Command Centre as the drop-off point. The reason why I haven't set the "Store" or "Goto" registers is because it causes the bot to constantly bounce back and forth, which is not ideal. This way, the drop-off target is stored in the bot's memory, and we can then access that information at any time.

Now, notice I have small storage and a portable shield generator equipped. If you do not have either of these things, feel free to replace the shield with a repair kit, and replace the small storage with a small turret for extra firepower. And with that, you have your scout leader! If you wanted to run it as is, feel free, but be aware that it will not have any means of powering itself, as well as any means of defending itself if you do not have a turret equipped. This is where the other two bots come in~!

The Scout Support bot is your main means of powering your scouting squad without needing to return to your main power grid to recharge. With a solar cell, portable power field and capacitor, you will be able to generate all the power you will need for your scouting efforts. Now all you need to do is set the "Goto" register to be the Scout Leader bot and that's all you need to do~!


The Scout Guard bot is your optional muscle, useful for cases where your Scout Leader does not have a turret equipped, or you want a little more firepower to deal with threats as you automatically retreat for dear life. The small turret, repair kit and portable shield generator are highly recommended for equipping onto the guard to maximise up time against any external threats.

Potential Problems:
  • Scout Leader can get stuck due to other units crowding around: Easy fix is to move them out of the way manually and then get them to re-follow the leader once it is unstuck. A better solution is being worked on, so pay attention to this space for further updates.

(WIP, TBC)
Tier 1 - Gameplay Basics & Blueprints
Everything here can be made from the very beginning of the game, with any researched technology requirements (if any) all located under the "Basic" tech tree.

MK 1 Solo Fab Unit
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Tech Requirement: None
We all know what this is, and if not you should. This will be one of the first buildings you build (ignoring the Command Centre), and will be responsible for refining your base resources into usable items for the rest of your factory. I suggest building at least 4 fabricators to supply your initial factory build, one of which should be on metal plates, while the other three are set to smelt metal bars.

A suggested setup until you build your first Uplink would be two of these fabrication units be built, supported by the two mining scouts to just focus on mining Metal Ore, while the third scout rocks another fabricator while running logistics and picking up any scattered crystal chunk off the ground. The Command Centre can house your fourth fabricator along with your first assembler.

MK 1 Miner Bot
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Tech Requirement: None
Now that we have the basic machines all built up, it is time we actually build our very first mining bot to help with harvesting more metal ore, as well as the crystal chunks that we have been ignoring until now. The game does provide you with this blueprint too, but I thought it would be best to keep the naming scheme up that I will be using throughout my entire playthrough, so here you go.

You will want to build a dedicated storage block for each resource you are mining (both metal ore and crystal chunks), that way your miners can set them as their Store location. This will allow your mining bots to remain off the logistics network, as they will only move to store their inventories into the set Store locations when their own inventories are full, reducing congestion.


MK 1 Trash Bot
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Tech Requirement: None
I like allowing logistics bots to have multiple uses, and this one will let you delete anything you have built with a single right-click after selecting the trash bot. Note that with only a single inventory slot, a lot of what you disassemble will be left on the ground unless you pick it up manually at this time, but later versions of this will fix this issue. This is an optional build, so only build this bot if you need something removed.

MK 1 Defense Bot
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Tech Requirement: None
Again, this is an optional build, but this is technically the cheapest battle-capable unit you can make. If you need to deal with light threats around the base, consider rocking a team of these bots as your primary logistics bot swarm.

MK 1 Assembler Mall Unit
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Tech Requirement: Basic - Basic Structures
This will be your primary means of developing your factory. While most other games would need a more complicated setup to deliver all the required resources to the their factory "malls", in Desynced you can just rely on your bots connected to the logistics network to handle all that complicated stuff. As a result, you can set this up extremely quickly. Below you can find a suggested layout that I love to use, so feel free to copy it! The 3 wide spacing between the build is a thing I like to do for my entire factory, as it allows for a good amount of space for the logistics bots to be able to move around with minimal congestion.

Keep in mind that when setting up each crafting recipe in the assembler you need to set the amount to craft to infinite. This way you only need to set this up once, and never look at it again (but we totally will later with improved versions of this unit).


MK 1 Power Pole
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Tech Requirement: Basic - Basic Structures & Basic Power
If you noticed, this was visible in the above layout. I use this as a core point in each "block" of my factory. Each "block" is a mix of buildings in a 5x5 area, surrounded by a 3-wide path for bots to traverse. Each additional power pole can be placed at the very edge of a previously placed power pole within an adjacent factory "block". This allows for easy factory expansion. Oh, and feel free to change the light, either with a different colour, or a different component entirely.


MK 2 Fabricator Unit
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Tech Requirement: Basic - Basic Structures
Able to hold two small components, we can now compress our smelting setup.
(WIP)
Blueprint & Behaviour Dump
This is where I'll be putting stuff to get things out ASAP. Expect minimal testing and near zero documentation here. Once I am happy with it and have enough time to take screenshots & write things up, it will be moved to somewhere more permanent.

MK 1 Mass Assembler Unit
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MK 1 Hauler Bot
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MK 1 Mass Robotics Unit
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MK 1.5 Miner Bot
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MK 1 Solar Array Unit
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MK 1 Battery Array Unit
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MK 1 Robotics Mall Unit
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MK 2 Miner Bot
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MK 2 Defense Bot
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MK 1 Prospector Bot
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MK 1 Power Bot
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MK 1 Defense & Transport Unit
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MK 1 Prospector Behaviour
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MK 1 Guard Leader Bot
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MK 1 Guard Leader Behaviour
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Version History
Date
Changes
Aug 19, 2023
  • WIP guide released
Aug 22, 2023
  • Added Tier 1 section
Aug 23, 2023
  • Updated Tier 1 section
Aug 27, 2023
  • Added Blueprint & Behaviour Dump section
27 Comments
kaltorius 24 Jul, 2024 @ 3:29pm 
Thanks for the answer but no worry. I make a deliver point outside from the Program code. Your Code works
RemTM  [author] 24 Jul, 2024 @ 3:40am 
All this is fairly outdated, so I'm sure the code has changed and what currently exists here no longer works as intended.

It was previously designed to scan the immediate area, and if it found something check to see if it had space in its inventory. If no space, heads back to anchor point, else picks up item and scans again.

If it can't find any items, it then continues scouting for a bit before scanning again.

I can look at the code later and see if I can fix it up, but it has been a bit, and I am sure someone else can better help you instead of me.
kaltorius 24 Jul, 2024 @ 3:32am 
Hi
thanks for the work.
One Questian. I used the Scout & Collect Progrtamm but my Sout take one Item and go back. How i can make them to go back with a full iventory?
Kagrith Kriege 5 Jan, 2024 @ 9:24pm 
Looks like prospector bot behaviour paste might be broken?
Lothos 27 Nov, 2023 @ 4:55pm 
your hauler bot link and mass assembler unit are the same code :/ no hauler bot
Mozleron 18 Nov, 2023 @ 3:27am 
What would be awesome is if you could add either images of your programs or some kind of text description of your algorithm that can be then implemented into the game. As it stands right now, as they make changes to the code, the behavior and construct strings break as changes are made to the game and no longer seem to be functioning on the version i'm playing on right now. I think your techniques and algorithms are still quite valid and I would love to play with them, but that is not possible since the game has changed since these were published.
Merguin 4 Oct, 2023 @ 3:12pm 
I like to add a storage space to each of my assemblers to be able to hold more items early game. Later on I can just upgrade them with the storage internal upgrades. This helps early game quite a lot with having stuff ready to go.
RemTM  [author] 14 Sep, 2023 @ 4:13pm 
Apologies to all. Many of the games recently released/updated have occupied my time, so this guide has been sidelined until now. I will try to fit this in every now and then to provide solutions to problems others run in to, but be aware I will likely update this slower than others. My bad.

@Blade: Noted. I will fix that ASAP.

@Karl: Quick fix is to add the condition in the radar to also check if item is in a valley. Still not the best, but can help avoid a lot of issues with the original code.
KarlMarxBrother 14 Sep, 2023 @ 1:11pm 
I guess I should also mention that it's the closest object to the base, so every time the scout goes to drop stuff off, it will get stuck trying to reach an unreachable object again.
KarlMarxBrother 14 Sep, 2023 @ 1:08pm 
So I ran into an issue with the scout team where there are items you can pick up, but they are unreachable because of bad plateau placement (there is no ramp to the plateau). So the scout team is just sitting there futilely trying to pick up the unreachable object, and I can't seem to find any code elements that let you detect whether pathing is possible. Any advice on how to solve this?