Desynced

Desynced

Resynced
211 Comments
BladeofSharpness 9 Jun @ 12:24am 
Thanks for the answers!
Kporal  [author] 9 Jun @ 12:23am 
@BladeofSharpness :
1 - The frequency is based on the default game event ( bot who appear, storm and so on ) it's even a % and not really as all event is mixed each day and have a % to happen or not, so there is multiple factor to allow an event to occur or not.

2 - The minimum delay can be modified by the difficulty, 1 hour to 40 minutes minimum.

3 - The wave intensity is based on multiple factor, your tech progression, the number of structures and bot you have and the power production, all of that increase a value that define the number of bugs spawned.
BladeofSharpness 8 Jun @ 10:09pm 
Edit: I see there is an indicator at the bottom right, it answers question 3. Min delay is fixed perhaps? Question (1) is still valid :-)
BladeofSharpness 8 Jun @ 10:05pm 
Hi,
1 - Can you give details on the meaning of the value for the wave frequency? Is 1.0 equivalent to 1% chance to trigger per day for example?
2 - What is the minimum delay between 2 waves?
3 - Is the wave intensity related to number of days, player's power, a combination of the two?
Kporal  [author] 8 Jun @ 12:18am 
Well, i've just checked to be sure, but it should work, as the code to remove the virus is the same as the vanila one, gonna make some test later on to fix that !
Kporal  [author] 8 Jun @ 12:14am 
It is because my modul actually work on the "add" module action, meaning it will remove the virus only when installing it, it will not "update" and check "on_update/on_trigger" if the virus exist that's why i need to update it to work properly. Thank for repporting it
crashfly 7 Jun @ 11:25pm 
my actual work around for that is to just include the 'virus cure' component on my medic bot with rest. it generally works without issue in that case.

however if you are saying it "should" work when i have the cure researched, it does not.
Kporal  [author] 7 Jun @ 9:35pm 
@crashfly, yes it does, but it work exactly like the vanilla module, there is 2 trigger for the virus to occur, and based on that and your research you may have trouble to use it correctly, but i will look to it top improve that if i can.

As for now, just remove it and replace it while your unit is a bit further to other, it will erase the virus slowly like that.
crashfly 7 Jun @ 9:26pm 
the "nanobot firewall" does not actually protect the unit from the virus in the latest version. my units going past a 'glitched bot' still got infected. irony is that most of my base {buildings and all} got infected that way. fyi
martingolding96 17 Apr @ 6:32am 
Hive and Blight Research might also be required but you should already have them by the time you have started the Alien tech
martingolding96 17 Apr @ 6:30am 
Alien tech requires doing the Console explorable in the blight and Resynced unlocks after Obsidian Manipulation is researched.
Ares37901 17 Apr @ 3:20am 
Can someone tell me how to discover Synced Discovery and Alien Discovery? Alien Soldiers are not dropping Artifacts and there is no recepie visible for them. Tried Enabling/Disabling alternative recepie and the Resynced buildings/tech. Into the late game at this stage and can't find the trigger.
martingolding96 16 Apr @ 2:30pm 
I can only assume that Steam hadn't yet updated Desynced workshop content.
martingolding96 16 Apr @ 2:27pm 
Now this is annoying did the "-log" startup got the error closed the game tried to redo the error and the game ran with bug speed set to -1
Kporal  [author] 16 Apr @ 10:59am 
Please use the instructions here : https://test-steamproxy.haloskins.io/workshop/filedetails/discussion/3021263114/3812913565881949041/

"Put -log as starting argument", and please give me your exact error because i just tried and it work
martingolding96 16 Apr @ 10:47am 
Still getting the error even after disabling the other mods before starting a new save.
Kporal  [author] 16 Apr @ 8:37am 
Fixed thank for the report !
martingolding96 16 Apr @ 4:36am 
Getting a startup error when setting bug speed to -1 or lower
Kporal  [author] 14 Apr @ 8:55am 
Please specify the error because i've updated the mod earlier ( unused content removed )
Error_404_ 14 Apr @ 8:26am 
After today 14th april update In morning i had 11.00 am update game don't load save game anymore its this MOD!
Kporal  [author] 9 Apr @ 7:16am 
Thank, i will update the mod this week end !
Kporal  [author] 8 Apr @ 9:19pm 
you only need to open the mod archive, go into the translation folder and use the english version as source, it is planned to have a specific file for that, to avoid translating thing that doesn't need to be but i havn't finish it yet.

so if you want to translate as i said just take the english file, when you are done drop me a text link to download the file i will upload it with the mod.
〔UnKnown User〕 8 Apr @ 7:11pm 
How can I contribute translations to this mod?
Kporal  [author] 29 Mar @ 12:59am 
@martingolding96 i will add an option to include/exlude the resim recipe
@crashfly thank ^^
actually i'm not much on the modding for personnal reason, but if you found any issues i will update it asap as always !
crashfly 28 Mar @ 6:21pm 
you do the *AIs* work. awesome job as always.
martingolding96 28 Mar @ 5:12pm 
The production multiplier needs to have the Resimulator Core to be exempt from it as they don't stack.
lobosan 27 Feb @ 9:55am 
@Kporal thank you! That was fast. Good luck with work/live balance ;): cozybethesda:
Kporal  [author] 27 Feb @ 8:40am 
Small hotfix 3 : ( sorry about that )
- Revert some incoming ui change ( temporary as unfinished )
Kporal  [author] 27 Feb @ 8:36am 
Small hotfix 2 :
- Removed unused texture ( game crash for missing texture )
Kporal  [author] 27 Feb @ 8:33am 
Small hotfix : ( thank for bug report @lobosan )
- Update some UI content ( option ui not "CustomUI" )
- Added min bug health modifier and min bug damage modifier
- Updated some translations
Kporal  [author] 26 Feb @ 11:01pm 
Ooops i forgot to add some security ! i will update it later, going to work now ^^
lobosan 26 Feb @ 10:03pm 
FYI: Setting bug modifiers to negative values crashes the game to the start window.
lobosan 26 Feb @ 9:15pm 
@Kporal Thank you for the update!
Kporal  [author] 18 Feb @ 10:49pm 
I made the wolf like that because yeah, he has more internal and external component, but it's "internal blight generator" also produce a bit of energy, meaning even while in combat you can always stay safe or continue to fight by shooting.
crashfly 18 Feb @ 10:09pm 
so i wanted to try at the "wolf" unit, but it powers itself down immediately on building it. i realize it is powered by blight extraction, but should it not also work while in my power grid? is that supposed to be the offset of it being a powerful unit?
crashfly 17 Feb @ 10:59pm 
it is not just any alien explorable though. it has to be an alien "console". that was the only one that gave the stuff. most everything else alien gave nothing.
Kporal  [author] 17 Feb @ 10:15pm 
you got lucky, i've done several alien explorable and got no alien artifact at all xD but nice !
crashfly 17 Feb @ 9:00pm 
slightly off topic, but i was able to determine how to unlock the alien tech tree in the new update.
one has to fine an alien console {red floating cubes in the blight} and then give it a blight datakey.

this unlocks the alien tech tree and gave me an alien decryption key component and two alien artifacts. fyi
plusing123 (dragonheart) 17 Feb @ 5:45pm 
nice update
Kporal  [author] 17 Feb @ 9:48am 
Small update :
* Updated all human, robot and resynced bot to global modifier.
* Removed untranslated file as the default language is now english ( american ).
* Started to translate in french ( no complete yet )
* Added option to increase rapair rate
* Added option to increase item transfer range
Kporal  [author] 16 Feb @ 11:11pm 
so after producing one you may unlock the alien tech. If you do not have unlocked the resynced content ( depending on your save if you start it earlier ) maybe you missed the opportunity but you can always unlock it manually with the button ( key icon ) to unlock the resynced technology. Hope i was clear enought xD
Kporal  [author] 16 Feb @ 11:11pm 
Well i was wrong and right about alien tech, in fact ( just like i said in patchnote ), it's actually impossible to unlock alien, just like my content before my update we needed to loot an alien artifact wich isn't anymore present BUT i've change that in my mod, now you require an alien datacube with that you unock the recipe for alien artifact, the base recipe : ( production_recipe = CreateProductionRecipe({ obsidian_brick = 5, blight_crystal = 1 }, { c_alien_factory_robots = 120, c_alien_factory = 80 }), ) and my alternate recipe is ( production_recipe = CreateProductionRecipe({ virus_research_data = 1, blight_extraction = 5, alien_artifact = 1 }, { c_fabricator = 15 }, 40 ), )
crashfly 16 Feb @ 8:50am 
i did not realize that unit transportation was a thing {at least from this mod}.
the only "chained transportation" that i have dealt with was the moving resources from one container to the next. meh, i learn something every day.

still though, i am not able to even get the alternative alien artifact recipe. i guess i will have to wait about 4 months before the next update is released.
plusing123 (dragonheart) 15 Feb @ 11:42pm 
well i am glad i gave one idea then even if it wasn't what i planned XD
Kporal  [author] 15 Feb @ 11:36pm 
no problem, i've looked to do it for item too but it's another complete and different story, the main issue is about the fact that item isn't teleported like unit but directly when the grid register a demand and then teleport item to another location, meaning to do something like teleporting a complete inventory only to another place you need to create a total new component ( i will look to do it later if i can manage to do something with it ).

the idea i need to work with is to do something similar to the unit teleporter but, with a lot more context, chain teleportation will be useless in that case ( well it's already useless technically with unit as there is no max range, just power consumption based on distance ).
plusing123 (dragonheart) 15 Feb @ 11:30pm 
ah ok so it only works with units? (asking as my idea was for the item transporter thing you unlock early on) (sorry if i am miss understanding what you mean)
Kporal  [author] 15 Feb @ 10:47pm 
@crashfly, ... 1 chain teleportation with unit teleporter IS from my mod :) 2 alien technology can be unlock in this build ... i have it unlock in my save maybe you missed some structure in the blight ?

@plusing123 with unit teleporter, your link a teleporter to another and so on, that's how it work when it's enabled on my mod, but you need to teleport a bot with, as the teleporter register will get a bot inside it's garage.
crashfly 15 Feb @ 10:12pm 
@plusing123 - chain teleportation is not related to this mod. it is a workaround for people who think bots are too slow. and as far as i know, yes it still works and most likely will always be a viable transportation method

--
being a bit off topic here - as for the alien tech tree, it does not appear to be accessible in the current build. finishing all discovered story lines does not open up the alien tech tree in any way. i guess the wait is for the next update which hopefully will fully implement the alien tech tree.
plusing123 (dragonheart) 15 Feb @ 7:58pm 
so show does the chain teleportation work? (it making sure its for items and not bots)