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IDRatingCategoryDescriptionScreenshotDate
6794😟BugSmall visibility module displays the wrong symbol on the actual model 2026-04-19 21:22:20
6793😟BugBei der Produktion von erweiterten Raffinerieen werden doppelt so viele optische Kabel und KI-Chips benötigt wie angegeben.

To produce advanced Refineries there are double the optical cables and IC-chips neccessary than stated.
 2026-04-19 13:35:28
6792😀BugHi, I made a bug report in discord: bug (casegard) that shows how the signal is not reset properly to null.

This is the save to test it. Maybe it helps a bit.

Good Luck ... Casegard
 2026-04-19 10:17:04
6791😠GeneralПросидел в обучении час времени, дошел до 24го задания... сижу и туплю... настолько всё запутанно и непонятно, что кучу времени просто сидел в поисках нужных меню, строительство очень замороченно, даже не знаю зачем так, в итоге через час я так и не смог запомнить как построить, куда чего тыкать кто за что отвечает... ужас просто.. 2026-04-18 18:02:53
6790🙂Bug我不知道是否是翻译的问题。但是改良组件并不是像你说的那样工作。它不能把一个装置上的组件放入外星人装置,它会把一个无主的组件放入外星人装置,同时消耗外星人文物。当放入s组件时消耗20个文物,i组件消耗10个。
当我在建筑中放入三个改良组件和一个内部储存就可以同时把一个s组件和两个i组件放入图中的装置内。但这并没有完成改良外星人成就。你所说的可能是你们内部测试的完成方式,但是目前是完全不同的方式。
2026-04-18 11:18:49
6789😟BugDesynced Wiki:
If you want to see the list of instructiona as a table just the first page pops up correctly.
When you press the "more" button the follwowing error message appears:
"Error: the string "`" cannot be used within #cargo_query."
2026-04-18 11:12:13
6788🙂BugWhen calling a subroutine and using a Faction Register as an output parameter, the subroutine is unable to write any data to that parameter. Example attached.

Log outputs the following:
[2026.04.17-18.04.32:986][383]Error: Critical error while executing Main/data/instructions.lua:104: attempt to index a nil value
[2026.04.17-18.04.32:987][383]Error: stack traceback:
[2026.04.17-18.04.32:987][383]Error: Main/data/instructions.lua:104: in function <Main/data/instructions.lua:103>
[2026.04.17-18.04.32:987][383]Error: (...tail calls...)
[2026.04.17-18.04.32:987][383]Error: Main/ui/Program.lua:1390: in function <Main/ui/Program.lua:1294>
2026-04-17 18:08:44
6787🙂BugMemory Viewer shows 0 in Elements for which Memory Get returns empty, e.g. an old reference to a Unit that no longer exists. Since 0 is no longer empty, this is misleading. While you're at it, make it so that the Memory Viewer does not close on each Debug Step. 2026-04-17 17:47:33
6786😟Bug改造外星人的成就应该怎么完成呢?我尝试了所有可能,持续了十几小时 2026-04-17 12:53:52
6785🙂SuggestionIn the control center base tab it would be nice to show construction sites as well. On the occation I have to abort multiple identical construction sites across the map they are difficult to find. 2026-04-17 06:20:43
6784🙂BugI am using the behavior "Power field Relay - Auto Expander" on the buildings I in the library call "Power Field Relay" in order to make construction sites of identical buildings at the edge of its range in every direction. Its intended function is to automatically expand the logistics network as i make more power field components. What I have noticed is that sometimes another construction site is created to the right of the intended coordinate. I suspect it happens when two "Power Field Relay" buildings try to place a construction site at the same location, at the same time. I added a random delay to the behavior before it places the constriction site in order to reduce the chances of the mishap, but if someone could investigate this then that would be nice. 2026-04-17 06:03:41
6783😀BugPutting Possesed mobs inside off a bug nest allows claiming them for yourself....

Another thing, the mobs getting hit by a possesed weapon also become duplicated if multiple Virus possessors are targeting them.

Thanks!

-GraphicHiccup and PbnJello21
2026-04-17 05:57:14
6782😟Performance为什么人类发电厂的发电量只有50 这么后期的建筑起码发电量要50002026-04-17 02:07:44
6781😟BugFoundations reclaimed via recycler give back all building materials they are made of.
Foundations built over manually placed foundations are ignored

it makes sense to not consider auto-placed foundations... but when i upgrade the Tier 3 foundation with a tier 4... i would rather get my expensive materials back :(
because of that, i consider this a bug.

but talking about Bugs... eventually carapace worms could digest foundations and recycle them like trilos do with stuff they eat ;)
2026-04-16 22:08:59
6780😟BugThe AI Explorer's popup shows it can be produced by Hybrid Human Factory, Human Vehicle Factory, and Human Command Center. 2 of those can't. The Vehicle Factory can made one calld Human AI Explorer with different stats and appearance from the AI Explorer.2026-04-16 12:02:20
6779😟BugUsing Bitwise Op Shift Right with a negative number just returns zero instead of shifting. Shifting right with positive numbers works, and shifting left with positive or negative numbers works. Only shifting right with negatives does not work.2026-04-16 02:55:03
6778😟BugTutoriel qui bug 2026-04-15 22:19:59
6777🙂SuggestionBonjour,

Un onglet pour régler un type de formation offensive peut etre un + lorsquel'on envoit nos troupes au combat (par exemple, formation en ligne, formation en chaine, formation en carré, formation en triangle..). Cela pourrait permettre d'éviter que seules les unités a l'avant du groupe soient focalisées par les ennemis.
 2026-04-15 14:55:49
6776😀SuggestionLittle Details, that make base look more alive -
Batteries could have a stick like a fuel-gauge raising out of the top to display their charge status
2026-04-15 11:44:14
6775😀SuggestionIn terms of programmable components, I think there should be more distinction between the Behavior Controller and the AI Behavior Controller. Beyond the current differences in available instructions, there should also be a difference in computational capacity after unlocking—for example, the Behavior Controller could execute 5,000 instructions per tick, while the AI Behavior Controller could execute 10,000 per tick.Additionally, there should be new instructions to retrieve the component and index currently executing the code. At the moment, there is no instruction that can determine which component the code is running on. 2026-04-15 09:55:46
6774😀General123 2026-04-14 18:25:07
6773🙂SuggestionCannot directly set Range in Loop Units (Range) to infinity (but can drag infinity from somwhere else into Range). Would be easier to be able to set Range to infinity directly. Would be more clear if Range had the default value 1 in it, when placing a fresh block into a behavior, and not empty. 2026-04-14 14:45:56
6772😟BugAnother bug with Loop Memory when given no ID as input. Demo behavior attached.

Any arrays using coordinates as their IDs work inconsistently.

Negative X coordinates become positive, preventing access to those arrays.

Negative Y coordinates make the output appear blank, but that blank output can still be used as a valid ID and will fetch the correct array.
2026-04-14 14:01:13
6771😟BugThe behavior command Mine doesn't follow the Cannot Mine path when the there is no target in range. The target of the miner component is even displaying the yellow exclamation mark but the code doesn't branch as expected. 2026-04-14 03:55:25
6770😟Bug人类探测器处于无法接触的地点,无法完成任务2026-04-14 03:34:59
6769😟Bug`Loop Units (Range)` unit output is bugged.

Observe the pictured behaviour. If I do not use the `Get Location` and `Get Unit At` nodes to refind the unit output by the loop, and instead feed `A` directly into the `Drop Off Items` nodes, they don't work. The `Move Unit` works fine, it's specifically the drop-off that's bugged. If I use the loop output to re-detect the unit, that output `O` works as expected.

I have no idea what the issue is, but presumably the `Loop Units (Range)` unit field is outputting some subtly different data-type under the hood in a way that cannot normally be detected by the player.
2026-04-13 21:09:42
6768😟SuggestionBased on the latest patch notes, apparently the anomaly/magnifier bug was intentional. That makes anomaly particles the only resource that can't be scaled in the end game (because let's be honest, the Particle Forge is WAY too expensive & slow, both to build and to run, to be considered scalable), which is a significant balance problem. Either revert that change, or make the Particle Forge more scalable, or make another way for alien tech to produce anomaly particles. As things are now, the end game is far too tedious. 2026-04-13 18:24:09
6767😀SuggestionCan the "Produce Unit" instruction get an optional component input?

On the Command Center, I am trying to produce some runners using the built in Robot Factory component. But instead it uses the equipped Assembler (which I am trying to use to make other things).

This is another example of a situation where blueprints as registers would be very handy (so they could be passed directly with Set to Component) but I understand that's a larger undertaking.
2026-04-13 17:57:47
6766🙂BugLoop Producers and Can Produce does not work with Blight Gas. I swear it worked recently (within last two weeks or so). Not sure exactly when it changed.2026-04-13 17:51:18
6765😀GeneralThank you for putting the voices back it is GREATLY appreciated.2026-04-13 12:14:43
6764😟Bug"Get Research Requirement" freezes when trying to look up Alien Discovery research. 2026-04-12 23:04:08
6763🙂SuggestionAn instruction loop for all completed research would be very helpful. Currently, you can only get research that is available to start, currently running, or a requirement for one of those.

Being able to loop the completed research means you can loop over its unlocks to check all unlocked items and units.
 2026-04-12 23:02:02
6762😟BugA radar is unable to find foundations (already constructed). That makes automated deconstruction of built foundations impossible. Also building another (upgraded) type of foundation over preexisting foundation deletes the previous one, making upgrading foundations wasteful. 2026-04-12 11:37:38
6761😀Suggestion请求加入【获取最远装置】的功能! 2026-04-12 10:58:53
6760😀BugThe motion animation of Assembler and Robotics Assembler are slow on the first item they produce, and faster, based on Efficiency, only for all subsequent items of a production. 2026-04-12 06:30:10
6759😟BugAfter the latest update, it's impossible to specify a unit for mining; the miner always mines the first one nearby. I ask it to mine from a unit with 200 remaining, but it mines from a unit with 99 remaining.2026-04-12 04:04:06
6758😟BugSeems to be an enemy unit "underneath" the map. Between the bug hives.2026-04-12 00:35:47
6757😟Bug母舰需求感染黑曜石块,但是卫星并没有病毒插件,我给卫星设置了病毒插件需求后并没有办法将插件传递给卫星, 导致发射并不会将感染黑曜石块发送给母舰, 所以目前没法继续推进。 2026-04-12 00:12:49
6756😟BugIn the default logistics network (not custome behavior) with this setup, there is a soft deadlock for some buildings. Although they are technically able to transfer the items, they almost never get their turn. Also, if the building did get a turn, but wasn't able to transfer all of the items, it might not get it's turn for a very long time, even if it was able to transfer only a small amount and is very full.

I would suggest having a priority queue of transfers from nearby buildings based on how many items are stored at the sourse. Or at the very least, a guaranteed round robin should work better than the current random algorithm.
2026-04-11 22:25:04
6755😟GeneralWhen looking at the production ratios in the the popup (see screenshot), the ratio assumes I am using an advanced refinery for cable production instead of the normal refinery. I don't even have the advanced refinery research unlocked, so this information is not very useful. Is there a way to choose what buildings are shown in the ratios?2026-04-11 22:04:57
6754😟SuggestionI think the game needs a tool that can level the terrain so that the construction would not be this ugly. Or at least, level it properly when so many buildings are next to one another.2026-04-11 22:02:38
6753🙂SuggestionPlace construction does not return a reference to the placed construction (if succesful). Using "Get Unit At" at the location of the placed building does not work, because if there's a dropped item, it will return that instead (and that operation does not have filters). I tried looping through nearby construction sites instead and check if any are at the location that I just placed a building, but that does not seem to be reliable either. I do at least need to wait a tick for the construction site to appear to those two instructions at all.

In any case, it would be useful if (1) place construction could return a reference to the placed construction site; and if (2) get unit at could be passed a filter.
2026-04-11 17:56:51
6752😟BugThe has_like_component doesnt distinguish between Integrated Item Transporter Range 1 and Integrated Item Transporter Range 2 2026-04-11 16:57:02
6751🙂BugBehavior on Command Center: When a Breakpoint is set, the yellow frame leaves the Call too early. Without the Breakpoint it marks correctly. 2026-04-11 12:23:50
6750😟BugTutorial schritt 17 Produktionskomponenten hat einen Bug.
Es lässt sixh nicht abschließen oder es fehlt an einer besseren Erklärung.
Vieleicht auch ein Übersetzungsfehler.
 2026-04-11 11:50:55
6749😟SuggestionGigakaiju stops for too long before attacking. If you can, let it hit the ground where a mobile target was, if the target ran away, instead of stopping. The blast might then still hit targets, and this might avoid the stopping for attack it does too often. Attacking ground (a coordinate) can be usefull for other Blast type weapons, too. Right now, I might beat the Gigakaiju with only a handfull mid tech units, if they make no mistake (see save). 2026-04-11 08:10:20
6748😟BugCombine Registers uses unset Koordinates but not the unit anymore. Worked before the current update.2026-04-10 22:06:01
6747😠Bug"Combine register" loses the "Unit" parameter. This breaks everything for my previous game version behaviors.

A simple example:
DSC6n2jeWAy3kY0OZ0ffOPE1zvtA81LM9J73FbeQe2xN4ky012CwL3sHqP20qp0q23PHz5v1Ql3wH1MDRSX0rzRDo0osPAA02TF781m1KQr05ZTLF0sLpmo1pXtWH24c4uI4DtpKc42uY0U1XdwGa0VnoFZ0qKBoV3P53WW4XA4Z60WHM1q3yVnMM3Q2ZGa2lgCm81no6nB4TMJ662gQ9Il0gf1Uq3xTWAb1RLRB23ig
2026-04-10 20:55:58
6746😀SuggestionCan "Get Unit Info" work with unit types? It would be nice to be able to look up the default values for a unit type without needing a world reference.

On a related note, could it also get another output for the unit dimensions?

I am making a behavior to automatically place buildings. Currently, it is able to look up whether a unit type has certain sized sockets by using "Can Equip", but it can't see how many, which would be fixed by the first suggestion. "Count Slots" now works for types (thank you!) so the behavior can also check the number of slots.

This lets me dynamically select a blueprint based on whether the building has the storage space for ingredients and slot capacity to equip a production component. But placing it is proving challenging since I can't dynamically adjust based on the size of the building. Either the small buildings are too far apart or the large buildings extend outside the area.

If I could look up the width and length of a building type, then I could adjust the placement based on the size and arrange them very efficiently.

Not a big deal, this is probably way lower priority than something like the Place Construction issue with Multi Blueprints, but it would be nice to have. Thanks either way :)
 2026-04-10 20:23:02
6745😟BugItem transporters does not fullfill recurring requests.
I have a factory with logistics set to item transporters only and a recurring order for blight crystals. Next to it I have a storage with lots of blight crystal, and en item transporter.
The request is not fullfilled.
 2026-04-10 18:03:51
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