Desynced
Resynced
215 条留言
plusing123 (dragonheart) 10 月 8 日 下午 2:40 
ok no worries i found a jank work around for now so take your time just figured i should mention the blueprint crafting not chaining right
Kporal  [作者] 10 月 8 日 上午 7:11 
i'm not at home actually, i will look at it this week end to see if i can manage to fix that ( should be a simple setup issue )
plusing123 (dragonheart) 10 月 7 日 下午 3:21 
dam it phone)

what i was meaning is if i target a storage out of the buildings range it chains

But if i am trying to build a blueprint using stuff in my storage it doesn't pull what it needs even though i have the stuff in storage
plusing123 (dragonheart) 10 月 7 日 下午 3:19 
the chain teleporter don't work for building blueprints it works fine if target a storage that is out of storage ranges

mostly mentioning as its annoying as it doesn't pull the items from storage to build with (at least its not stable as it does give some stuff)
BladeofSharpness 6 月 9 日 上午 12:24 
Thanks for the answers!
Kporal  [作者] 6 月 9 日 上午 12:23 
@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 6 月 8 日 下午 10:09 
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 6 月 8 日 下午 10:05 
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  [作者] 6 月 8 日 上午 12:18 
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  [作者] 6 月 8 日 上午 12:14 
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 6 月 7 日 下午 11:25 
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  [作者] 6 月 7 日 下午 9:35 
@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 6 月 7 日 下午 9:26 
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 4 月 17 日 上午 6:32 
Hive and Blight Research might also be required but you should already have them by the time you have started the Alien tech
martingolding96 4 月 17 日 上午 6:30 
Alien tech requires doing the Console explorable in the blight and Resynced unlocks after Obsidian Manipulation is researched.
Ares37901 4 月 17 日 上午 3:20 
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 4 月 16 日 下午 2:30 
I can only assume that Steam hadn't yet updated Desynced workshop content.
martingolding96 4 月 16 日 下午 2:27 
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  [作者] 4 月 16 日 上午 10:59 
Please use the instructions here : https://psteamcommunity.yuanyoumao.com/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 4 月 16 日 上午 10:47 
Still getting the error even after disabling the other mods before starting a new save.
Kporal  [作者] 4 月 16 日 上午 8:37 
Fixed thank for the report !
martingolding96 4 月 16 日 上午 4:36 
Getting a startup error when setting bug speed to -1 or lower
Kporal  [作者] 4 月 14 日 上午 8:55 
Please specify the error because i've updated the mod earlier ( unused content removed )
Error_404_ 4 月 14 日 上午 8:26 
After today 14th april update In morning i had 11.00 am update game don't load save game anymore its this MOD!
Kporal  [作者] 4 月 9 日 上午 7:16 
Thank, i will update the mod this week end !
Kporal  [作者] 4 月 8 日 下午 9:19 
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〕 4 月 8 日 下午 7:11 
How can I contribute translations to this mod?
Kporal  [作者] 3 月 29 日 上午 12:59 
@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 3 月 28 日 下午 6:21 
you do the *AIs* work. awesome job as always.
martingolding96 3 月 28 日 下午 5:12 
The production multiplier needs to have the Resimulator Core to be exempt from it as they don't stack.
lobosan 2 月 27 日 上午 9:55 
@Kporal thank you! That was fast. Good luck with work/live balance ;): cozybethesda:
Kporal  [作者] 2 月 27 日 上午 8:40 
Small hotfix 3 : ( sorry about that )
- Revert some incoming ui change ( temporary as unfinished )
Kporal  [作者] 2 月 27 日 上午 8:36 
Small hotfix 2 :
- Removed unused texture ( game crash for missing texture )
Kporal  [作者] 2 月 27 日 上午 8:33 
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  [作者] 2 月 26 日 下午 11:01 
Ooops i forgot to add some security ! i will update it later, going to work now ^^
lobosan 2 月 26 日 下午 10:03 
FYI: Setting bug modifiers to negative values crashes the game to the start window.
lobosan 2 月 26 日 下午 9:15 
@Kporal Thank you for the update!
Kporal  [作者] 2 月 18 日 下午 10:49 
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 2 月 18 日 下午 10:09 
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 2 月 17 日 下午 10:59 
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  [作者] 2 月 17 日 下午 10:15 
you got lucky, i've done several alien explorable and got no alien artifact at all xD but nice !
crashfly 2 月 17 日 下午 9:00 
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) 2 月 17 日 下午 5:45 
nice update
Kporal  [作者] 2 月 17 日 上午 9:48 
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  [作者] 2 月 16 日 下午 11:11 
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  [作者] 2 月 16 日 下午 11:11 
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 2 月 16 日 上午 8:50 
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) 2 月 15 日 下午 11:42 
well i am glad i gave one idea then even if it wasn't what i planned XD
Kporal  [作者] 2 月 15 日 下午 11:36 
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 ).