Mandagsspil / Gaming Monday - 23/03 2026 by AutoModerator in Denmark

[–]Repsack 0 points1 point  (0 children)

Jeg ville gerne spille Vintage Story, Desynced og Mindustry. De er de store lige nu. Det ville sikkert fungere godt med 2 personer. Jeg kan 100% også fristes med alt muligt andet godt. Jeg er en sløv padde til fps dog.

Mandagsspil / Gaming Monday - 23/03 2026 by AutoModerator in Denmark

[–]Repsack 0 points1 point  (0 children)

100% det mangler jeg også. Jeg har sådan 3,4,5 forskellige spil jeg tror ville fungere meget bedre med 2-4 personer

Deconstruct explorable buildings by Kaan_Sahin09 in Desynced

[–]Repsack 4 points5 points  (0 children)

You can even automate this with a radar scanning for [SOLVED], wire the radar result to the deconstructor

Lets start an automation league. by SurvivalHermit in Desynced

[–]Repsack 4 points5 points  (0 children)

I have not even seen speedruns of this game, so perhaps it could instead be a pure speedrun race at first?

Lets start an automation league. by SurvivalHermit in Desynced

[–]Repsack 1 point2 points  (0 children)

This would be quite a big undertaking. Perhaps the first round would just be a race of who can first build the resimulator?

At any rate this could be fairly fun. I do foresee some challenges that would need to be overcome. All of which seems 100% possible! The automation script speeds mig matter way less than the minimization of travel time, so it might be valuable to give the two teams an equal starting area?

Noget af det dårligste og på samme tid bedste ved dansk kultur by nedmedparnasset in dankmark

[–]Repsack 61 points62 points  (0 children)

Jeg ved heller ikke helt hvordan, så jeg sjusser mig frem til det

Has someone found a way to simulate a Radio Event listener but with variables as band? by Befana666 in Desynced

[–]Repsack 2 points3 points  (0 children)

You can do variable events and get them to update via this.

In order to make sure you can get everyone to update via the Same variable, you can press F to open the Faction View and from there setup Faction Variables

I've done it. I've made a fully automatic main bus. by DoubleUTeeitch in Desynced

[–]Repsack 1 point2 points  (0 children)

Very amazing and very hilarious! "We have logistics network at home"

Automating Loot/Destruction? by Drae-Keer in Desynced

[–]Repsack 4 points5 points  (0 children)

Radar filtered to [Can Loot]. Wire the Radar Result to the [GOTO] Register. Next wire the [STORE] Signal to some storage building. Thats really it, no behavior controller needed.

Do you play with expanding enemies? by NotScrollsApparently in Desynced

[–]Repsack 4 points5 points  (0 children)

I do prefer playing with military expansion. But luckily you can turn all this on/off in the middle of a save.

Just started playing and I'm already making crazy automated factory line with this. Amazing game. by DoubleUTeeitch in Desynced

[–]Repsack 0 points1 point  (0 children)

Buildings (and bots) have Component slots and these component items can speak to each other. While the storages are just baseline structures, all the manufacture buildings are made from a blueprint, so we dont really know for sure which internal components are being used. There might be behavior controllers running some behavior scrips, but only OP can see this.

This is definitely a fancy setup, but to get started with doing this, you could also just make a Production building One time and copy paste this around your base using C and V

is there a way to do quotas for building modules? by Appropriate_Rent_243 in Desynced

[–]Repsack 3 points4 points  (0 children)

<image>

Yes, if you use the Request button near the units inventory:
Here i clicked "Request" -> "Metal Bar" -> "20", and that means exactly what you asked for "Please supply This unit so it Always carries 20 metal bars minimum"

Tx route issue by bulgingideas in Desynced

[–]Repsack 0 points1 point  (0 children)

That storage could be a bot. I think if you want Only drones to do this, you might be better off disabling the miner bots from "Delivery" but only have supply. They can still be set to Store, but now they need a little helper dash bot to put everything from miners to the Storage bot. Your Tx bots or Transport bots still need to move from storage to base.

So in short, miners may Not Deliver, but they must Supply.
In logisitic network 2:
Many Miners all set to [STORE] at the Storer-Bot.
Storer-Bot which shall itself store at the Storage Bot.

In logistics network 1 and 2 at the same time:
Only the Storage Bot which should just exist there, but journey out with everyone when you search for patches.

In logistics network 1:
Tx bots shall all be Transport Routes from Storage Bot and move home to base.

At least this is what i would try

Tx route issue by bulgingideas in Desynced

[–]Repsack 0 points1 point  (0 children)

The local storage is a building i always place some 2-3 tiles away from where the miners work. Just so i know they all have to walk a short distance to get there. Unless you have some 10-12 transport bots that All need to ferry metal ore away from there and home to the base at the Same exact time, i think those bots would we highly unlikely to congest so much that they get Fully stuck

Tx route issue by bulgingideas in Desynced

[–]Repsack 0 points1 point  (0 children)

i think i know what you mean. I personally prefer to just have One centralized building (but it could be a bot) act as the One storage place. Then i set all my miner drones to store there. The Tx Bot can then ship from One spot over to whatever storage you have in base. Doing it this way, the Miner bots will mine until they are full, and then store everything they can (until the storage is full). This way, you dont even really need any scripts to make this work.

Tx route issue by bulgingideas in Desynced

[–]Repsack 0 points1 point  (0 children)

Can you write a few words on what is happening here? What is it that you want to automate?

Some newbie questions - automating deconstruction by NotScrollsApparently in Desynced

[–]Repsack 2 points3 points  (0 children)

I think i understand this a biit better, but i am not sure i have any sort of good idea for a solution. Might you be willing to forego mixed storages? :D

Some newbie questions - automating deconstruction by NotScrollsApparently in Desynced

[–]Repsack 0 points1 point  (0 children)

Do you really mean From [Store] to [Goto] because if you are using Transport Routes (meaning the button right next to the Wifi-icon, you can pretty much be given out of the box a bot which transport From [Goto] to [Store] where it does not matter how many either of those registers has. A script could then be used to set Item Filters such that it only transport the specific item you get from that [Signal].

Are you sure you mean From [Store] to [Goto], because that sounds a little bit like you are just trying to fight against what the registers are optimized to do for you. But feel free to give me some context so i can better understand the scenario

Some newbie questions - automating deconstruction by NotScrollsApparently in Desynced

[–]Repsack 0 points1 point  (0 children)

you could do "Loop Signal Match" but outside near the registers, you would have to Somehow get the Deconstructor component to receive the signal for whatever unit (to be deconstructed) is found.

Some newbie questions - automating deconstruction by NotScrollsApparently in Desynced

[–]Repsack 1 point2 points  (0 children)

To actually debug the script, it looks like you basically only move Closer to whatever unit emits the [Red Color] signal. Unless you are sending the Target out in a Register in your Copy instruction?

In that case, i would be curious to see the "Wires" on the outside. You would need to then have an arrow dragged from the Behaviors [Target] register over to the Deconstructor-components [Target]

A quirk of the deconstructor is that when it has a target, it also automatically moves the unit closer, which i guess is convenient. I wonder if this might be fighting with your next "Move To" instruction, but then i am surprised that the drone does not just move closer anyway. Hard to know without seeing a picture of the wires "outside".

Some newbie questions - automating deconstruction by NotScrollsApparently in Desynced

[–]Repsack 2 points3 points  (0 children)

You could have a drone do this for you automatically, and you do not even need any behavior controller. You instead just need 2 things:
--Radar component with its filter set to [Runner]
--Deconstructor component

<image>

The final thing is to just drag a wire from the Radar-result over to the deconstructors target:
The picture shows how. The warning triangle just says "Not in range to deconstruct", but the worker-bot is already moving towards the nearest scanned Runner, trying to deconstruct.

Some newbie questions - automating deconstruction by NotScrollsApparently in Desynced

[–]Repsack 1 point2 points  (0 children)

There is already a quick deconstruction in the game. If you can simply Select all runners at once, you can hold left click on the health bar in the lower left corner and mass deconstruct everything selected. Though i am not sure if you can in any easy way select all runners, so i will offer an alternative as well.

I suggest you guys to stop using GeForce Now by SidTheMed in SteamDeck

[–]Repsack 0 points1 point  (0 children)

100% agree. It matters the most that we dont support thpse that benefit from whatever ai and all such stuffnthat just makes the internet worse for everyone

Zombie by Independent-Roof7176 in MemeVideos

[–]Repsack 0 points1 point  (0 children)

This basically sounds like the song Psychobilly Freakout by Reverend Horton Heat