Desynced Feedback

Search
IDRatingCategoryDescriptionScreenshotDate
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
5909🙂Bugdata stability can be actively exploited.
stability going too far torwards green:
put in virus core
remove blight core
remove virus core
stability = 0

stability going too far torward purple:
put in blight core
remove virus core
remove blight core
stability = 0

i think the issue is that there are limits. even if you raised the limit higher, another blight or virus core can be put into the resimulator to max the limit until the cores are removed, essentially resetting the stability to 0. not sure if this is intended.
 2026-01-05 05:43:40
5908🙂BugThis wall is confused. It is trying to connect to nothing. It has two really good neighbors as alternatives.2026-01-05 05:17:41
5907😠PerformanceUnclear why the saves cause a freeze other than the file is getting larger. Perhaps the contents needs split out, so its not having to write a very large file every autosave. Outside of saving, things are fine for now.  2026-01-05 03:56:27
5906🙂BugSo, I was away when this happened. But, I now have this nice silica tree where the anomaly bots were housed. Apparently, it appeared and then they became enemies to me. At that point, the perimeter defences eliminated the "threat". Why did the tree appear here on its own?2026-01-05 03:55:35
5905😟Generalthe funcion name Get location is misleading, as it gives a coordinate. It is hard to find by name.2026-01-04 16:30:25
5904😟BugConstructions window with many ingedients (e.g. upgrade of full building storage) is much than UI. Buttons are out of window.2026-01-04 12:33:22
5903😟BugHuman Transport is listed as unlocked but no recipe is available. If a building is required that is unlocked on a different branch, it should be moved to a prerequisite on the same branch instead.2026-01-04 12:19:35
5902😟BugThe mothership is showing as repaired but ejecting a drop pod does not drop any of the cores. The mothership still has some stuck infected obsidian from an earlier repair order. There doesn't seem to be an apparent way to remove these, although during that repair it did drop the cores after. This most current repair is not dropping any cores.2026-01-03 17:11:56
5901😀GeneralSilicon deposits can block ramps to the plateau. In case this is reported a a bug by someone else, I want to add that I like this feature! It's not hard to just mine the silicon to open the path, so it adds an interesting little challenge. I believe it should not be changed or fixed.2026-01-03 13:12:07
5900😟BugUsing a component producing units from a "most recent copy" template as the "data source" (click and drag) for a second component causes units produced by the second component to not have the loadout or settings from the copy data. Instead, component-less versions of the unit are produced whenever that component does the production.2026-01-03 11:02:42
5899😟GeneralHow am I supposed to fix this problem without deleting the units? The flower teleported them into a closed box!2026-01-03 06:51:00
5898😟BugSuspect the new fusion reactor is expending particles instead of rods like the human reactor since that is what this reserves.2026-01-03 04:50:36
5897😟BugCurious why this human explorable lab is trying to complete research.2026-01-03 04:21:15
5896😟SuggestionBeing this is expiremental and you already have changed a lot of the receipes over to using a "previous" model {power poles, capacitors, etc}, why are the health, speed and effeciency modules not upgraded in the same manner?

Seems it would fit the the rest of the manufacturing if those modules required the same methods of upgrading.
 2026-01-02 05:43:07
5895😠BugObservation / difficulty....
in the past, when selecting multiple units or buildings, one could change the logistic parameters of all of the selected items at once. This would make changing the channel, or even where buildings were moving materials a lot easier.

That option is no longer available. I feel this is a bug. Please bring that option back.
 2026-01-02 02:34:06
5894😟GeneralI am wondering why the change in receipes for robotics assembler?
Logically, one would require the previous building to make the next, such as fabricator -> assembler -> robotics assembler -> refinery.

To me, it would make more sense that way. At a mimimum, require the assembler for the robotics assembler instead of the fabricator. It just seems like an arbitrary requirement for the fabricator.
 2026-01-02 01:03:49
5893😟Bugthe plan:
the behav in this visual range 120 building loops dropped stuff in an initial smaller range and sets findings into the signal
human shuttle picks up signal and collects stuff

if the 3x2 doesn't find anything in the set range it increases the range in steps of 2
problem is: it increases range until it finds something and when the goodies are looted the 'compare register' will always exit to the 'is different' even when the 'loot' variable is empty
2026-01-02 00:52:56
5892😟BugCurrently, the programming option to scan for dropped items *in the logistics network* does not prevent the bot from going outside of the network to pick up dropped items.

In the save game, I have a worker bot loaded with the integrated behavior of "Roomba on grid". It is currently searching outside of the logistic network for dropped items. This should not be happening. It does not happen on the stable branch.
 2026-01-02 00:52:44
5891😟BugThe workers stopped moving items, for some reason, all orders dont proceed?, thnk you. 2026-01-01 15:08:05
Next Page

EULA    |    Privacy Policy    |    Presskit


© 2025 Stage Games • All rights reserved