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682🙂GeneralSome micro-management inducing annoyances:
- The range with which miners will seek resources seems quite short--if I set them to store in a building more than ~20 tiles from the closest mining site they go idle after dropping things off. Either searching the entire network for mining sites or remembering where they were before storing materials would help immensely.
- Production components don't reserve a slot for their output while waiting for inputs, which makes it easy to fill their inventory with inputs and block the output.
- While behavior controllers are cheap, the fact that components don't stack makes it annoying to mass-produce them. They're the main draw of this game to me among other logistics-chain games, but I rarely use them because of that.
- Within the behavior controller, I haven't found a customizable conditional statement. For a use case--I was trying to make an early-game exploration routine that would return home to charge when out of power. The power flow block only allows switching on 100%/<100%, and I couldn't find a way to switch on the power level variable.
 2023-08-19 15:43:59

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