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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 6743 | 😟 | Bug | In behavior programming, "Attack move" function is way too persisent. It can't be overritten by simple move functions, and not even by the stop moving fuction! This means that once given an attack move order, it will be executed no matter what, as soon as the unit is idle. This creates infinite loops if a troop unit is set so go back to a rally point when idle... The only way to overwrite it reliably is to add "Attack move: self" every time a move fuction is used. Simple example here, signal register set to an enemy, display register set to a friendly building: DSC3c2jeWAy3kY8v51u1UOa1LD36j2HJbu64I59WI2S9odm0gkIqM06mUIH1C7Ywa4fXh5P1hOKiQ2WZByg3pRUoD2BxKha0hFF4J1NLoPD1osAgb1erGxS2vb5P71wg4c13S6iMz07Bhvo0gwBfM2Vi | 2026-04-10 11:06:55 | |
| 6742 | 😟 | Bug | When there is a Scyther with radio receiver, with otput linked to attack, if the scyther is damaged by enemies it deletes the link. So it will not respond to further calls without manual relinking. | 2026-04-10 10:17:25 | |
| 6741 | 😟 | Bug | 修改螢幕移動速度時,在 99% 到 100% ,由於位數變更導致寬度變化(2位 -> 3位),使得調整到 100% 變得非常困難,固定寬度或是補空白應該能解決問題 | 2026-04-10 09:20:10 | |
| 6740 | 😟 | General | My Final Review / Feedback: The good: 10/10 Progression Progression is done very well, even though it can be confusing sometimes, but thats also what kept the game interesting for a long time even without using behaviors. 10/10 Variety Variety is great, tons of modules and units to discover, there is always something new to explore, simply because of the volume of little mechanics (and lack of descriptions). Its great to always find a new hidden unit ability, thats definitely something you should expand on. 6/10 Faction Design Faction design is interesting, with distinct playstyles and abilities on each faction, but suffers from balance problems and some inconsistencies. 7/10 Graphics The graphics overall look very decent, it just needs some work in some areas like the blight stuff, weapon vfx variety (most of the robot weapons use the same laser beam), power grid visibility, weather effects (it needs an option to turn these off) etc. 9/10 Performance Performance is really good considering the ammount of stuff going on, and the multithreading is done very well (in other games its usually non-existant), great job that you pulled this off on unreal 5. 6/10 Behavior Editor This is what really offsets this game from others in the genre. While the editor itself is done really well, the variety of functions is very poor, and integer maths is cringe The Bad: 3/10 Faction Balance Faction balance is practically non-existant, humans totally wipe the floor with robots, and aliens wipe the floor with everything else. Aliens have an absurd advantage in health and damage on top of early teleportation, but virtually no drawbacks. 0/10 Enemy AI Your game has no proper enemy AI at all, all we get is some bugs and all they do is randomly spawn new hives and do an attack move, even factorio had more interesting enemy design. On top of that you are also preventing people from making their own AI enemies by intentionally making communication between units unnecessarily complex and slow (as if the entry barrier for this game wasnt big enough already). The regulars in discord are constantly masturbating over how great their AIs are, but strangely there are no servers where we could see these awesome AIs in action ever. In reality, their AIs probably arent even feasible because of all the cancerous subsystems they had to make just to get the most basic things working. I see myself easily wiping them out using no behaviors at all. 1/10 Multiplayer Its hard to get anyone to play this game, the people who have no coding experience are pretty much clueless about behavior coding, and can only make very basic use of it, and the people who can actually code, are not interested in working with this limited library and / or integer maths. There isnt a single server on the experimental branch, and only a hand full of inactive servers on the main branch. I did manage to get some friends to try the game, but for them it was just too rough around the edges and they lost interest quickly. From what little i got to see about multiplayer it seems to be working well though, but again i never really get to the point where i could test it under heavy load. 1/10 Automation philosophy On one hand, you want people to automate the game, on the other, you are doing everything in your possibility to prevent people from automating their stuff properly. Nobody enjoys working with castrated coding tools, no matter how much the 5 regulars in discord are trying to make you believe this. These guys dont care if the ship is sinking, all they care about is to keep the status quo so the work they have put into their monstrous scripts wont be for nothing. The overwhelming majority of people who play this game will want to make behaviors that are performant and reliable, and most of all they wont want to put hours of extra work into the most basic stuff. Ultimately, the unit communication sadly is what makes me abandon this game, i am just not interested in playing the clown and jumping through hoops to achieve something that could easily be done by remotely reading a units registers. Apparently the only reason given for this is that it would be "too overpowered" without further specifying why. Personally i am wondering how you would even determine this when literally nothing in the game is balanced to begin with, and the alien race just overpowers everything else anyways, without using behaviors at all, but if you really think this is the way to move forward with automation then i wish you best of luck. This could easily have been resolved by adding a map option for unlimited automation or whatever, but the dev wants to force everyone into this cringe system instead, which is really sad. Maybe you should take a break from developing for a few weeks and just play your own game for a bit and do some base automation and see how annoying it actually is to make anything decent... Or try re-coding your game but this time do it in ASM, that will be just as fun as creating an AI faction in your game... Surely there is more to say about your game, but i have hit 5000 characters and am going to sleep now. | 2026-04-10 01:41:19 | |
| 6739 | 😠 | Performance | Please improve the LOD levels of the Human logistic bot. it turns into an ugly wedge way to early. | 2026-04-09 19:50:21 | |
| 6738 | 🙂 | Suggestion | Set Unit Speed: Ability to set unit speed (capped at its max speed obv.) would be great for when we want our units to move at the same speed. Use case: i want to set up a rover as a squad leader and have mechs follow him, but the rover is faster and arrives at the target before the mechs. | 2026-04-09 17:07:25 | |
| 6737 | 🙂 | Bug | Similar bug to 6729 but with Order Transfer To now. Run behavior on Command Center to reproduce. Sending same item type while previous delivery is still active makes next not work. So it's likely not caused by specific functions but somewhere deeper in the Order logic. Please tell me if I am giving "too much" feedback in this one >_< (I could catch all these bug effects with existing functions, so my production is fine for now.) | 2026-04-09 10:34:51 | |
| 6736 | 😟 | Suggestion | Please make it, that we can lock the soulweavers integrated converter-slots to a specific task individually. early Alien gameplay you most likely need to convert obsidian to silica sand, but also converting anomaly particles to clusters. because the conversion happens automatically, with a fixed priority for the obsidian, it requires lots of micromanagement to get both done in the one Weaver we got for the start. | 2026-04-09 09:46:12 | |
| 6735 | 😀 | Suggestion | Some behavior feedbacks: Flow Control: Here it would be great if: - Subroutines could jump to labels in the main behavior - Subroutines could have multiple output pins (maybe by placing an output node and setting a channel on it?) Player Command Overrides: Maybe you can make it so we had some events that when placed in a units behavior, override how the unit reacts to player commands or what they do when registers are set, and runs our own code instead. - Move - Attack Move - Store Register - Goto Register Having overrides for the above because would be really helpful because they can cause some massive annoyances with our custom behaviors. | 2026-04-09 00:02:22 | |
| 6734 | 😀 | General | I was asking AI about a game that someone played and it thought it was this so i gave it a go and i just want to say amazing job i look forward to buying the game soon - Aiden The Grape | 2026-04-08 23:30:39 | |
| 6733 | 🙂 | General | The 7th step of the alien mission is not responding. I cannot place the simulator to the teleporter unit. Others appears to have the same issue. What am I missing? | 2026-04-08 20:45:32 | |
| 6732 | 🙂 | Bug | When using a label inside a loop, the flow continues the loop after exiting the label. I discussed the subject on reddit here: https://www.reddit.com/r/Desynced/comments/1sf0ym6/using_labels_as_functions_in_behaviors/ - I was using it in the following behavior before realizing this is probably a bug: DSC1Mz1Y0A1I1BbRzp219pNg2OF22O2d5Wb22UcTqP0fCzw73iUPyI3LgEFt11Evu22Q1KF72ck6XK2b1Rpc09KK7f24JFEv2NKpJz1lz9nP0Lhdoc4VWInH11RIIm4HbHdL35FtdG3HW4Ge42mrcr21Huuz1z9D6c339BG30HRLDf1GSaWq1wZkh41T8Ugs1TpWqY2057d4415SnE1ByJgQ0NL2OV49tX9x0KZM8H23AppB0tCZkT0nfe3M0hUE9F2AIkQM2YhnP34Bjmdq0NuY3M3nJfsP1bz4de4PmtEN05c5kc0sx5Su3bgjy811zcZM0cYY9R06hoRW2BtKEm21U1Ey2TcNFH4GNzBj1KokfC1eL8dB0oAvz71VzWFX04F6gE0sZEOZ3fpzWj1r53TV4e4x024ZdikU0ZQr4V1cHKLk35RfEf4GjXQ50P2zkO3MqJ5Z0x14062DqwyB1GInlf3y0Rhp1DH5fS48bPH41kCQDg1IA50y1OMqXc3t8pBK3hTUMu4MRMMM1reZUh0fKZHc0qj6vm1P67DS0IPps54cZMEC1A5EFY1BnwEY2531Rr1ZbI5n2Y6hVn3jJlqF1ALGew1r02KP0bGNV402YVsB3zx3uf4FWxNo3jtJ7g3dIjpR3mxIHD2R0kfk3aII3Q3PGG8C13xJsc3thfsy25WrhN0Axsg94dvy6R0Egk9u2qhXRf2WnWtu4ZWGtN11Wicu1CS4gd1X0SDz1crmlX0US9l04abfht2SlAhJ3fIexh3k21L51tJeM52dhdBc3Ek34J3QPC9W0IZ3gN0g6y3J22mTUD1GmW970TT8hB0G6Q6v4HKB7210eVse3M4Dk01Gp6Sd1UxkZr25AFN52WqC3v1Wth7x3Q0HEW2iAyDf2Dh7xl0B6GYE2ZLpPo4Q5OWW3YK8Z12RwhX129uzj72Sm2P70CxhBx3Ig6gs3CFUEr3doDWP44nBq54WNaxk4SkyXQ18hZxf4gGEZ43O96WP0uUXsS33OiIF38L1lD3Je7cn1OngcU1ifYYH20sVTT2lX3gt4GLvj44eLjT41lvLAz4XKogS3jAs644HtdcC2hVCBu0sdEoz0eLg2F08P9st4PLx2m0fKlFr0tqsAv09tBzz0GEKTY4Lhk8j3jKTBR2DQHzR0LmqjsFgHP | 2026-04-08 20:31:30 | |
| 6731 | 🙂 | Bug | Loop Memory with no input to loop over all Array IDs will completely freeze if the array IDs contain both an item and a unit reference. If there are only items or only unit references, then it works. The console outputs the following when this happens: [2026.04.08-15.59.15:693][286]Error: Critical error while executing attempt to compare string with number [2026.04.08-15.59.15:694][286]Error: stack traceback: [2026.04.08-15.59.15:694][286]Error: [C]: in function 'table.sort' [2026.04.08-15.59.15:694][286]Error: Main/ui/utilities.lua:47: in function 'GetSortedTableKeys' [2026.04.08-15.59.15:694][286]Error: Main/ui/utilities.lua:52: in function 'SortedPairs' [2026.04.08-15.59.15:694][286]Error: Main/data/instructions.lua:7512: in field 'func' [2026.04.08-15.59.15:694][286]Error: Main/data/components.lua:4049: in function <Main/data/components.lua:4018> [2026.04.08-15.59.15:694][286]Error: Unexpected error in simulation code can result in an unrecoverable state. | 2026-04-08 16:03:07 | |
| 6730 | 😟 | Bug | Recurring item requests are deleted when i move my unit through a warp gate. Expected behavior: keep requesting the same number of items. | 2026-04-08 15:57:25 | |
| 6729 | 😟 | Bug | I have tried using non-wait Request Item now and ran into another bug. When I request the same item type again while a previour request is still being delivered, it overwrites the previous request. MWE on Command Center in attached save game. | 2026-04-08 14:20:13 | |
| 6728 | 😟 | Bug | Previous submission ID: 6722, Reply ID 754. The Send to Shared Storage is not the cause. Now, I am unsure how Request Wait shall behave. I expected it to get a number of items delivered and wait for that delivery to be finished. But ANY interaction that lowers the current item amount during the delivery (Consumed by production, Taken out, Dropped off, Ordered elsewhere ...) leaves an empty space in the active Request Wait which is filled with new Orders. On the Command Center MWE it leads to endless item delivery. It looks like the wait time is calculated from the current items in inventory, not the amount delivered. The delivery is hard to track right now, there is no Loop Orders (with source/destination filter) and looping over all carriers feels too excessive while not catching all Orders anyway. | 2026-04-08 11:13:42 | |
| 6727 | 🙂 | Suggestion | add ability to filter slot type in "loop inventory slots" as present in "count slots" instruction | 2026-04-08 08:23:44 | |
| 6726 | 🙂 | Suggestion | "drop off items" instruction can drop units from garage but only when "item/amount" is empty. this does not allow to drop less than all units from garages if multiple slots are present. moreso it would be great to be able to drop specific units from garage or anything from specific slot. | 2026-04-08 08:19:13 | |
| 6725 | 😟 | Bug | Right click drag scrolling should also apply to minimap scrolling. | 2026-04-07 23:18:35 | |
| 6724 | 😟 | Bug | Aliens can only build inside the blight, but can relocate buildings outside the blight just fine, something doesnt quite add up here. | 2026-04-07 14:57:27 | |
| 6723 | 😟 | Bug | Alien Scout Radar: Alien scout radar range (10) is much lower than its view range (25). | 2026-04-07 13:03:06 | |
| 6722 | 😟 | Bug | Start behavior on Command Center: Order to Shared Storage interferes with folowing Request Wait and makes it request a whole stack too many items in this case. May be Specific adds to current inventory item count value, which still counts items that were already ordered to Shared Storage? Shared Storage delivery reduces that current value, and then the Request is requesting a too large Amount? My Assembler building ran full because of that bug. | 2026-04-07 12:19:51 | |
| 6721 | 😠 | Bug | SetToComponentRemotely node does NOT fire its failed pin when it fails to set a register due to the unit being outside the grid. This wasted 3 hours of my life trying to debug it. | 2026-04-07 09:30:55 | |
| 6720 | 😟 | Bug | Setting two components on same building to produce two (or three or ... may be less than one stack, but not only one!) of same item during same tick reserves one ingredient item too few during first production cycle. E.g., behavior on command center sets to make two metal bars twice, but only reserves three ore. | 2026-04-07 09:08:44 | |
| 6719 | 🙂 | General | Copy and paste feels a little clunky to use | 2026-04-07 06:07:34 | |
| 6718 | 😟 | Bug | Wasp used in Base as logistic drones flying to low, clipping through everything. | 2026-04-07 01:12:45 | |
| 6717 | 🙂 | Bug | recurring requesting 40 particles on channel 3 on a magnifier on channel 3 a phase transporter within range on #1-4 requests particles on #1 but even it the transporter has particles it wont deliver them (delivery is set) BUT when I single request a single particle on any of the magnifiers in range ALL get a single stack | 2026-04-06 20:49:15 | |
| 6716 | 😟 | Performance | 游戏玩到后面突然非常卡顿,现在突然卡的玩不了了 | 2026-04-06 15:46:39 | |
| 6715 | 😟 | General | When trying to place a construction right after deconstructing a building at the same spot as shown in my screenshot, the construction will fail without ever triggering the "construction failed" pin. Another wait node is required after the deconstruct for it to work properly. | 2026-04-06 15:06:19 | |
| 6714 | 😠 | Bug | 黑曜石已经解锁,但是无法采集 | 2026-04-06 13:14:28 | |
| 6713 | 😠 | General | 黑曜石已经解锁,但是依旧无法采集 | 2026-04-06 13:14:12 | |
| 6712 | 🙂 | Suggestion | Turning units on or off remotely would be massive. | 2026-04-06 12:22:43 | |
| 6711 | 😟 | Bug | Batteries/Capacitors losing charge: Batteries and capacitors seem to lose their charge when unequipped, meanwhile shields retain their charge. Not sure if this is an oversight or intended, but one would assume batteries to retain their charge when unequipped too, just like shields, at least that would open up some interesting gameplay options. | 2026-04-06 12:14:33 | |
| 6710 | 😟 | Bug | As you can see in my screenshot, the LOD of the sand item that is shown on the storages is having problems at certain zoom levels. All of the storages are full, but it only shows a hand full of the items actually on the storage. For the crystal storages it seems to work fine. | 2026-04-06 09:54:31 | |
| 6709 | 😟 | General | Дублируется одинаковый текст в двух раздела справки "Подключение к сети" и "Как это работает". | 2026-04-05 21:12:36 | |
| 6708 | 😟 | General | Для открытия расширеных настроек управления сетью нужно нажимать не ЛКМ(LMB), А ПКМ(RMB) | 2026-04-05 21:05:14 | |
| 6707 | 😟 | Bug | Späher einheit (und Begleiter) nach soeichern nicht mehr im SPiel...habe alles abgesucht, finde se net. vlt eine einheiten Ünbersicht einbaun? :) LG! | 2026-04-05 19:34:43 | |
| 6706 | 😟 | Bug | изображение в самом низу раскрытого раздела Справки не имеет никакого отношения к разделу. Возможно оно должно находиться в каком-то другом разделе | 2026-04-05 18:49:24 | |
| 6705 | 😟 | Bug | Radar Filter, loot + != Virus Source code, always tries to lock onto virus source code as if the filter was not there. | 2026-04-05 18:40:50 | |
| 6704 | 😀 | General | 请问如何创建一个自己的资源节点?我使用病毒复制器复制一个节点后,他就无法在选择别的资源节点了。 | 2026-04-05 17:20:51 | |
| 6703 | 😠 | General | hé vasy les mobs qui agro et qui sont intuable pdt qu'on a des tourelles de pd faut aller se faire foutre mdr | 2026-04-05 16:19:14 | |
| 6702 | 🙂 | General | ignore my last feedback about plasma turret, i got confused about the slot sizes | 2026-04-05 15:40:29 | |
| 6701 | 😟 | Bug | Blight Turret vs Plasma Turret: The blight turret has basically the same stats as a plasma turret when you put it into an M slot. 55 DPS on both weapons kinda sounds like somewhat of an oversight and needs rebalancing. | 2026-04-05 15:37:10 | |
| 6700 | 😟 | General | Engineer View Range: Engineers have a rather lousy view range compared to other units like twinbots, which is kinda bad for their automation, consider rebalancing this. | 2026-04-05 12:57:27 | |
| 6699 | 🙂 | Suggestion | 我不太清楚你们具体的任务分配算法是如何的,但目前看起来,当我有多个金属锭的存放地点,当别的地方有请求的时候好像只会找最近的存放地点,即使这个存放地点是空的,也不会去找较远的但有很多金属锭的地方,毕竟是自动化类型游戏,这会严重耽误产线生产效率啊。 I'm not sure about your specific task allocation algorithm, but right now it seems that when I have multiple storage locations for metal ingots, the system only fetches from the nearest storage when there’s a request elsewhere — even if that nearest location is empty. It never looks for farther locations that actually have plenty of metal ingots.Since this is an automation game, this seriously hinders production line efficiency. | 2026-04-05 04:29:15 | |
| 6698 | 😟 | Bug | in a trilobyte with an anomoly container, i am attempting to convert anomaly particles to unstable matter. the trilobyte drops these on the ground along with some anomaly particles. when the anomaly particles are attempted to be dragged back into the trilobyte, it may work the first time, but afterwards you cannot drag the anomaly particles as it will pick the unstable matter two boxes to the left every time. | 2026-04-05 00:06:23 | |
| 6697 | 😠 | Bug | Support Bot Behavior: When doing an attack move, bots without weapons start following a random unit, this is very annoying and messes up combat behaviors, please add an option to turn this off. | 2026-04-04 19:07:00 | |
| 6696 | 😟 | Bug | 異星人科技無法研發 | 2026-04-04 19:06:21 | |
| 6695 | 🙂 | General | Il y a vraiment un besoin pour un speed controlleur Voir le mod - MERCI | 2026-04-04 18:37:25 | |
| 6694 | 😠 | General | 教程死档了 | 2026-04-04 15:21:15 |