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IDRatingCategoryDescriptionScreenshotDate
5959🙂BugHow big can a map get? The lines here are not in the direction of my base where this bot is getting power. Seems this guy gets stuck from time to time for no apparent reason. I have to manually click it somewhere ahead, but it starts back on the trip home at that point.2026-02-03 06:18:01
5958😟GeneralPlease add an easy way to toggle notifications you wish to recieve. "Rich ore expired" is quite important early into the game, but gets old really fast beyond that stage. So having toggle next to minimap or as drop down list will make the process way more intuitive, than looking through options in the main menu especially for new players 2026-02-02 17:34:40
5957😀General各インストラクションの中身がLUAなので、プレイヤーが作ったLUAを動作コントローラにインポートできると良いと思います。LUAは一般的なので、LUAが使えるならJavascript等の他の言語からコンバートして使用することもできるようになるため。
2026-02-02 14:54:56
5956🙂GeneralHello, i want to let you know my experience on this game and what i would improve/add to enjoy this game. I'm an experience player of automation game like factorio/satisfactory/dyson (more then 2k hours), i know this is different, but the concept is the same: automate as much you can, but in a different way of course. I'll start with my conclusion and then i'll explain step by step. I think game is fun and has a lot of potential, it's hard and rare to find a good game like this, but i think there are several things that really should be improved to get a more enjoyable experience. First of all: MINING. I think the mining experience start really well, especially after you unlock the re-simulator (which is not that late) it's a huge upgrade (basically a x2 output with the engineers multiplier), but after that you don't really get nothing, and i'm not talking about the "speed", i will explain this point better because i think it's really important. This game requires a lot of resourses (especially iron) but the resource nodes even if you go really far away in the map are always the same size, but the resources that game asks are in a completly different scale. What i mean is, in early game a rich node of iron is around 10-15k, which is a lot, in late game that rich iron is basically nothing, but you have to mine it really far away from the base. What i would add in this game to solve this problem is some kinda of "productivity" mechanics factorio style, that doesnt boost the speed but gives more value to the resources, some way to transform that 1 iron into 5/10 or even more. Like for example, when i craft that iron ingot from 1 iron, i get 2/3 ingot from that, and when i craft the reinforced plate from that single ingot, i'll get 2/3 reinforced plate and so on. In that way you are giving more value to the resources without incresing the speed. And that way is a really good way to add more optimization on factories, i think a good way to add this would be to give some structure this "Buff" of even implement some modules that does that. Overall i enjoyed the game, but what i didnt like is that the game loop without any significantly sense of progress in terms of tech. Like let's take the refinery as example. When you have to craft the crystal chunk powder ( i dont remember the name ) it's really slow with the refinery, but once you unlock the advanced refinery it gets really better. I would like to see more things like that, because what i feel that game is missing is a sense of progress, every upgrade you get is okish, but almost never "oh this is what i really need to enjoy this game more". Hope this can help you to improve your game because im definitly playing this again in 1.0, and i'm really hopeful you'll try your best to improve everything you can, so my finally feedback is positive, but yeah please do something about primary resources managment, i would say 8 out 10 game so great job!2026-02-02 00:55:54
5955🙂Bugthe log showed:

Error: Dropped item could not be displaced after trying 10000000 tiles

 2026-02-01 02:56:30
5954😀GeneralOverclocking not correctly applied (not just visual).
290% should result in 29/min.
2026-01-31 16:09:40
5953😀SuggestionInclude the ability to save blueprints to a common folder at an account level across all saves. A common blueprint library.

Have a "planning mode" where lay out of bases or buildings can be constructed but not committed to such as a hologram or ghost of the item where bots will not attempt to construc the ghost.
 2026-01-30 08:11:17
5952😟BugIn the tutorial, step 45, you could explain what this "Click the checkmark to exit the Tech Tree window" means...
I click on the only option available and nothing happens the tutorial doesn't advance. This is the 5th time I've restarted it trying to learn, and this part just won't work. Either I'm doing something wrong, or it's actually bugged. You could add a visual indicator or clearer instructions about what to click. So frustrating.

I'm going to have to watch gameplay videos because the tutorial has created more confusion than it helped.
 2026-01-30 00:48:49
5951😟SuggestionWould it be possible to have the component producers {fabricator, assembler, refinery and especially the adv refinery & human factory} not as much power when they are not working/producing anything at all? It seems like overkill to have them using power and yet being doing nothing. 2026-01-29 18:16:44
5950🙂Generalmit dem programmierungszeug komm ich garnicht klar.
da wär mehr hilfe gut.
und die funktionen mancher teile und gebeude scheint auch unklar zu sein.
 2026-01-29 05:26:56
5949😟SuggestionI wish we would see mission updates like we see here in the older version. The tutorial is super boring, and the main story seems to jump way to fast. :/
https://www.youtube.com/watch?v=9Bbi3on_EqE
 2026-01-27 21:26:23
5948😟GeneralIt feels like a paradox game with the amount of tutorial screens. I'm on screen 58 now and I'm feeling so bored, and that's coming from someone with 500 hours Factorio and 200 in Satisfactory. Somehow this should be way more engaging.

Also the music is driving me nuts, I turned it off which I rarely do. I'll give it more of a chance and won't refund because I love the concept.. but first impression is a bit disappointing sadly.
 2026-01-26 21:57:00
5947😠PerformanceHey, unfortunatly game freezes and is not playable anymore.
pleasecontact me on how to proceed. tino.baumgarten@googlemail.com
 2026-01-25 18:41:05
5946😟Suggestionbeing able to change display monitor, as is using window mode allows screen change but everything reverts when launching the game again. New monitor resolution not properly detected. 2026-01-25 13:41:53
5945🙂SuggestionA unit could have multiple signals. 2026-01-24 23:48:26
5944😠General卡在教程中了 2026-01-24 12:26:44
5943😟GeneralMusic Is limited, and repetetive. 2026-01-24 03:22:31
5942🙂SuggestionBe able to flip blueprints horizontally or vertically 2026-01-23 17:38:07
5941🙂SuggestionThe notification behaviour node could have a setting for the played sound, on/off, perhaps some variations to choose from 2026-01-23 17:36:43
5940🙂General你好,就一点任务说明模糊,不知道怎么进行。2026-01-21 08:58:26
5939🙂Bugediting this construction site from a destroyed building brings up an empty editor that can't be closed 2026-01-19 22:18:34
5938😟GeneralI would recommend to replace the AI-generated voice in the tutorial by a voice actor (then credit them in Credits). I cannot play a game that uses AI-generated voices.2026-01-19 21:54:21
5937😀SuggestionIt could be interesting if constructing buildings on specific types of foundations granted bonuses to those buildings.
For example, bonuses to building durability (health), shield capacity, production speed of installed components, weapon firing range, or weapon damage.

This would add more strategic depth and give different foundation types a meaningful gameplay purpose.
 2026-01-19 12:26:59
5936🙂BugI’d like to report a bug with the Portable Radar and Radar

When the radar is set to search within the logistics network for scattered items, it works correctly and finds the nearest tile that meets the conditions and contains dropped items.
However, if I add a third filter for tiles that have foundation placed on them, the radar stops working and no longer finds any results.

Additionally, the radar configuration window is different from the radar configuration window inside the behavior settings, which is confusing and seems inconsistent.
 2026-01-19 11:44:09
5935😟Suggestionnot sure if it can be done as a mod, or an option in game, but to show the current time visibily without having to hit <esc>. on multi-monitor computers it is not such an issue as a clock can be displayed on another monitor, but if you only have one monitor, it makes it harder to check the time quickly. 2026-01-19 04:31:08
5934😟BugLinking the GOTO register to the target teleporter causes the units to jump to a random coordinate in the map, such as -(12, 275123591)2026-01-18 02:04:02
5933😟SuggestionWhen the narrator announces something that is relating to a unit or coordinates around the game world it would be good to be able to focus on that via eg button on the narrator text box. (case when the narrator said theres a unit that reverted to some old programmin or similar and suggested to follow it I have no idea where it was).
 2026-01-17 07:08:38
5932😟BugI dont get anomaly particles, talkes about this in discord. Starter on stable version, had https://steamcommunity.com/sharedfiles/filedetails/?id=3028475425 mod enabled. On stable i got some of them. Then i moved to experimental and dont remember getting any after that. I disabled the mod, waited for ~15 mins, still nothing.2026-01-16 17:10:54
5931😠General 2026-01-15 21:26:03
5930😠General 2026-01-15 21:26:01
5929😠Bugt'his thing wont go away so here
 2026-01-15 21:25:50
5928🙂Bugshooting the alien explorable with the tank triggers this message in the log

[2026.01.14-21.52.49:973][609]Error: Argument 6 (visual_id) was passed an invalid value true
[2026.01.14-21.52.49:974][609]Error: stack traceback:
[2026.01.14-21.52.49:974][609]Error: [C]: in method 'CanPlace'
[2026.01.14-21.52.49:974][609]Error: Main/data/actions.lua:515: in local 'DoPlaceConstruction'
[2026.01.14-21.52.49:974][609]Error: Main/data/actions.lua:622: in field 'PlaceConstruction'
[2026.01.14-21.52.49:974][609]Error: Main/ui/ui.lua:826: in function <Main/ui/ui.lua:822>
2026-01-14 21:55:16
5927🙂Bugthe sentinel regulary takes damage from 'nothing'?
also happens to another hybrid unit
2026-01-14 01:20:27
5926😠GeneralWENN ICH DEN tURM ANLEGE GEHR ESNICHT WEITRER! 2026-01-11 23:27:15
5925😀GeneralHello! I would like there to be a way to check the inventory slot type of an item. Storage/gas/virus, etc. Perhaps as an option for the Get Item Info op. Slot types would of course also need to be made available as an information type.

This would be useful in, for instance, clean-up scripts. I have noticed mine getting stuck often now that bugs can drop Virus items. Filtering on the Virus item itself is clunky, and being able to filter on slot type would be much more general purpose.

Thank you!
 2026-01-11 17:05:59
5924🙂SuggestionA Notification Log is needed. I clicked away something important  2026-01-11 05:26:45
5923😀SuggestionSuggestion: Add a visible "working" animation for the hybrid human factory and advanced refinery.

Why: Other production components like the assemblers have animations/particle effects that show when they are producing something. This helps seeing if the facility is idling and being inefficient or if it has all the resources it needs.
2026-01-10 21:03:47
5922😀SuggestionSuggestion: Better drag selection options.

Why: With how many buildings and units there are it is often hard to select only the units that you want. Especially when they involve multiple types of unit and Ctrl+LMB doesn't cut it. This is particularly most useful when dealing with lots of drones.

How:
--------------------------------------------------
Option 1: Add something similar to Ctrl+Drag Select to ignore buildings in the selection.

Option 2: Use Ctrl+LMB on a unit icon on the list of selected units on the left of the screen to isolate only the units of that type within the current selection.

Option 3: Add filters to the selection, like it is done when searching for units within the control panel screen.
2026-01-10 20:57:46
5921😀BugBug: attempting to relocate more than 1 hacked human structure at a time locks the game in building placement mode. The ghost models of these buildings also don't get displayed.

Reproduction: Just select 2 or more of these human structures that I captured, right click, and hit relocate. The buildings were captured using a hacker bot with a scanner + hacking tool (control group 2).

Excuse my messy base :)
2026-01-10 20:46:58
5920😀SuggestionIs there any plan to create a mode of the logistics network where material can be dropped off at a storage location (storage block or building being used in that fashion) but is not immediately made available to the storage network again but is usable by other buildings in vicinity (ergo, one-way input behavior for a small factory block that allows raw materials to go in and be processed by the buildings in the block, but not be constantly dropped off and then extracted by your bots for use in other buildings or factory blocks.)

Please reference included save file, where the logistics bots are constantly moving metal ore from the input block at the circuit factory block west of the command center to the input block of the reinforced plate factory block northeast of the command center. I have watched the same ration of metal ore bounce between those two factory blocks some six or seven times before the logistics bot was reassigned by the network.

Thank you!
 2026-01-10 19:14:08
5919😟BugI believe most every component can be broken down via the "Component Recycler". Why is the beacon also not recyclable? What makes the beacon different from a component?

I believe the beacon should be able to be recycled instead of destroyed to get rid of it.
 2026-01-10 02:50:31
5918😟BugBright plasma does not show gas ingredient component when attempting to determine how many blight extractors are needed. 2026-01-10 01:59:56
5917😠BugCopying and pasting larger chunks of behaviours as unlinked blocks sometimes freezes the game (soft lock). See the attached screenshot for an example of a chunk that has caused this on more than one occasion. I will give more feedback if I can identify the exact cause.2026-01-09 17:33:00
5916😠BugItem continous requests triggered by integrated behaviour never go away even after removing the behaviour 2026-01-09 14:40:38
5915😟BugStorage Block (16) blueprint won't construct if it has an Integrated Behevaiour Controller since it can't be provided with that component 2026-01-09 10:33:10
5914😟SuggestionCopying unit settings should include any recurring requests - those are essentially part of how the unit functions, so copying settings without including requests causes the resulting unit not to function correctly. 2026-01-08 20:25:43
5913😀Performancethe bugs are struggling to find a path, maybe you want that save for profiling 2026-01-07 15:19:54
5912😟SuggestionIt'd great if the blueprint editor for multi-block blueprints would allow copy & paste between the individual structures to streamline entire production lines from a template.
Currently you have to select each building individually and change the settings per building, even if multiple building in the same blueprint use the same settings (think multiple fabricator setups with a resource hub utilizing transporters in the center)
 2026-01-06 17:01:36
5911🙂Bugthe two cunstruction sites wont finish building 2026-01-06 16:45:26
5910🙂GeneralWas "The Simulator" meant to cause the anomaly particle effect when anomaly storage was around it? That is happening here. Quite fun. I am not getting the particles :(.2026-01-05 05:56:35
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