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ID | Rating | Category | Description | Screenshot | Date |
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5631 | 😟 | General | Die Quest "Menschliche Entdeckung" mit dem menschlichen Erkunder lässt sich nicht lösen. Oder ist weiß nicht wie | ![]() | 2025-09-29 20:57:29 |
5630 | 😟 | General | Initially, it seems that anonymous particle can be harvested only by human explorer. I cannot find any component that has a description of similar functionality. After searching on discord, I now know that containment component can harvest that when mining blight crystal. This is not intuitive. Clarification or more storyline hints are needed. | ![]() | 2025-09-25 07:22:40 |
5629 | 😠 | General | italian language please, we are in 2025 and almost every game have every language | 2025-09-24 20:50:40 | |
5628 | 😀 | General | ok | 2025-09-22 20:13:30 | |
5627 | 😟 | Bug | Destructor small component is no longer available. This makes it impossible to remove foundation tiles as they cannot be selected. How does one remove foundation tiles now? | 2025-09-22 06:57:59 | |
5626 | 😠 | General | 多人游戏中,服务器游戏时长70多小时,新玩家进入游戏后,第一波虫子强度过高。根本不容易度过 | ![]() | 2025-09-20 11:41:16 |
5625 | 😟 | General | 資源需求與地圖資源及其不平衡 水晶需求過大 金屬礦多到檔到建築 | 2025-09-18 17:38:55 | |
5624 | 😟 | Bug | The behavior on the selected Worker is bugged. The Mine instruction does not set the Miner's register, and it continues on the "Cannot Mine" branch. Restarting the behavior does not fix it, but giving it any move command does, even if it ends up on the same tile | ![]() | 2025-09-16 16:53:36 |
5623 | 😟 | Bug | When A flying unit enters a double plateau and stops moving, THE flying UNIT will continue to rise and float high into the air. Although the test shown in the figure is on the experimental version, in fact, there is also this bug in the official version, but because the official version of the terrain is difficult to generate a double plateau, it is difficult to have an environment to trigger the bug. If the terrain generation option is set to the highest in the experimental version, there is a high probability of generating a double plateau, so this bug can be easily encountered. | ![]() | 2025-09-16 13:57:57 |
5622 | 😀 | Performance | Im eenjoying everything the game is running great! | 2025-09-15 13:34:27 | |
5621 | 😠 | Bug | I need fused electrodes. The advanced refinery and the fused electodes are both unlocked by the same tech. That tech requires fused electrodes. I cannot make fused electrodes. Consider adding a dependency tree analysis step to your build process to prevent such issues in the future. | ![]() | 2025-09-14 20:02:32 |
5620 | 🙂 | General | Item names capitalization is inconsistent. We have "Metal Ore" and "Crystal Chunks", but "Laterite ore" and "Silica sand". It's extremely minor, but looks unpolished. Yes, it's still EA and in active development, and we are missing a lot of examples of Behaviour nodes, but something as basic as item name could use some love :) | ![]() | 2025-09-14 19:59:02 |
5619 | 😟 | Suggestion | I have several Engineer bots in my fleet, that were renamed. I need to find them all via Units list, but I can't search for "Engineer", as it appears to only search by unit name, not unit type. Using filters is also not good, as it only shows unlocked units. What would be great is also showing units that I have right now, not just the ones I've researched, in the filter selection. That, or searching by unit type too, not just unit name, but that is intended to be covered by filters I suppose. | ![]() | 2025-09-14 13:28:56 |
5618 | 😟 | Bug | Mouse cursor often be invisible(in title) | ![]() | 2025-09-14 03:21:20 |
5617 | 😟 | Bug | Blight Plasma requirements doesn't show Blight gas and number of Blight Extractors needed for constant production | ![]() | 2025-09-14 00:34:06 |
5616 | 😟 | Suggestion | It's currently impossible to paste not researched units to upgrade existing ones. In my case, I created a setup I like for Engineer with Laser Mining Tool and want to apply it to a bunch of other Engineers in my fleet, which I got from Re-Simulator. It's currently impossible, it forces me to upgrade each one manually, which is quite tedious. Could there be any other way to do this quickly I'm missing? If not, there should be, especially when we're given an opportunity to create them very early in the game so easily :) | ![]() | 2025-09-13 18:18:24 |
5615 | 🙂 | Bug | When moving a node and releasing it with cursor over drop down button, list will open, dragged node will disappear and overall it appears broken. Can be fixed by dragging other node and is quite rare, so not a major issue, but still happens from time to time. | ![]() | 2025-09-13 17:42:25 |
5614 | 😟 | Bug | In the robotics Assembler I have set up it is making a fabicator when it is just supposed to be making Robotic Assemblers I lock the items in as they appear. to see what happens COPY from a blank factory Just below and paste it into/onto the robotic assebler factory, after it is reset, or just select a blank factory and set the ITEM to Robotics assebler and start the integrated behavior. watch to see what shows in the slots, fabricators are not suposed to be there. | 2025-09-13 16:47:40 | |
5613 | 😟 | Bug | "Show local power grid of selected unit" in power panel is being disabled upon loading a save where it was previously enabled. Not sure if it's a bug, but looks like it, as other UI settings are usually remembered. | 2025-09-13 12:51:22 | |
5612 | 😀 | Suggestion | Remove the "Recources:" text when not pointing at anything Don't show the hovered tiles on the ground when pointer is in the UI When right clicking a resource make sure both miners attached starts mining it, not just one of them. Right click phase flowers/power flowers/enemies should attack them | 2025-09-13 01:14:56 | |
5611 | 😟 | Suggestion | There needs to be a simpler way to detect Glitch Bots via the radar. Currently, the only reliable method I've found is checking for Infected and then checking again to make sure it's not Owned, so that I don't target my infected bots when clearing the map. Issue is it's clunky, adds extra tick to the script and overall feels wrong. One way is adding filter Now Owned, so we can narrow Radar down immegiately, and this filter seems overall quite useful. Another way is adding direct Glitch Bots filter, but it seems too specific to me, so may not be the best idea. | ![]() | 2025-09-13 00:52:10 |
5610 | 😟 | General | It would be great for Radar nodes to support OR filters in addition to the current AND. Sometimes you need to broaden filters instead of narrowing them down. In my case, I need it for patrols, where bots can seek bugs, glitch bots and flowers to destroy. Currently I need to have three Radar nodes one after another to cover all of them, which are very slow and clunky to run | ![]() | 2025-09-13 00:43:01 |
5609 | 😀 | Suggestion | I LOVE this game! Well done! You've heard this before but more fully documenting the programming behaviors would be a huge help. Have you considered letting people contribute missing documentation to the various behavior programming commands. Prior to my retirement, I was in software engineering for my entire career and would be happy to contribute. But I also understand that you would need to review the contributions for accuracy and how to manage multiple contributions for a single behavior item would be tricky. Possibly a dumb idea but just trying to "help the cause". -Best! | ![]() | 2025-09-12 18:45:48 |
5608 | 🙂 | General | This is the save that's causing tons of errors in the log | ![]() | 2025-09-12 17:45:46 |
5607 | 😟 | General | Auto arrange should take account comment block size length to prevent nodes from covering comments and making them hard to read/unreadable. | ![]() | 2025-09-10 18:13:27 |
5606 | 🙂 | Suggestion | Currently there seem to be no way to use behaviour to control another behaviour controller on the same unit, like selecting behaviour, as we can do using "Call", or running/directly stopping that controller. I think it would be great to have such control, as we could create more complex and flexible systems this way. For example, I have a miner, which has two responsibilities - mine and send radio signal for transport to pick up resources, when it has some above threshold. These are best separated by different behaviours to allow parallel processing to decrease reaction time to changing environment (bugs, node dried up, more bugs) and increase frequency of updates for radio, allowing transport, that listens for the radio, to select new target faster and decrease its downtime. I'm a lazy person, so I want to set up parameters for just one controller, Miner one. This controller in turn would configure Provider controller to provide specific resource it mines, say, Metal Ore. I can set up the parameter just fine with Set to Component, but I can't run Provider behaviour on a separate controller, if it's stopped. Instead I need to click Run button on the interface, which would in my example require unpausing and waiting for miner behaviour to run for a couple of ticks and update Provider parameter. This is due to Provider not working correctly if no parameter is passed, which would be the default state. I can, of course, set it up so that it awaits for non-empty parameter(s) to be set before continuing into main body of behaviour, but this is quite clunky and requires blueprint to be set up with behaviour already running, though this is exactly what I'm doing right now. If we could start/stop/restart neighbour controllers on the same unit, and even select their behaviours, it would allow us engineer more complex interactions between controllers and design more responsive and powerful units. At least I think so :) | 2025-09-10 16:34:27 | |
5605 | 😟 | Bug | Hi! I deployed a Command Center a few days ago, and it refuses to be constructed. The progress bar just continues to loop. I can't do anything with the building in progress, can't move it, can't delete it, nothing happens, which is even more frustrating. | ![]() | 2025-09-10 16:19:49 |
5604 | 😟 | General | The tutorial told me to "drop the turret." I did, and there was no "next thing" in the tutorial. The upper right tutorial screen says "10-Dragging and Dropping," and the < button is highlighted for me to go back, but not the > to go forward. No idea what to do or where the game is going at this point. (I don't like the emoticons required to send feedback. Neither happy nor unhappy, just sharing an observation. | ![]() | 2025-09-10 00:07:51 |
5603 | 😟 | Bug | In Inventory discoverd, Top Left Display, Circuit Boards and Re-inforced Iron Plates do not display anymore, Also while writing this there seem to be others missing as well, I have built factories for these Items. Energy Plates High density cubes | 2025-09-09 12:39:27 | |
5602 | 😠 | Bug | ao fazer a logica de pasar 1 item pra outro na maquina ele da erro e não passa o item | 2025-09-09 07:56:12 | |
5601 | 😟 | Bug | Seems a little odd that there is a metal node being reported when it is crystal being mined. | ![]() | 2025-09-08 23:54:02 |
5600 | 😟 | Suggestion | Situation: I'm trying to check if building I'm working with is a construction, which proved a bit difficult. First I found "Is a", which works only with items. While description says that it works only with items, the title does not. When compared to "Is Unit a" it reads more like "check whether this object is of that type" and makes it look generic, despite being similar to "Is Unit a". I'd suggest renaming it to "Is Item a" to keep it consistent and prevent confustion. At least it confused me, so much that I wanted to report it as a bug first. Second one, I tried using "Is Unit a", following an example. It still gave me false, even though as seen on screenshot, both are construction. Description says "unit frame type", so I suppose it compares in terms of Worker, Scout etc, and construction is not that. If this node is specific to unit frames, it would be nice to rename it to "Is Unit Frame a", or I could be understanding it wrong here. Finally, what I needed was "Match", which works perfectly, but finding it is a journey, and somewhat frustrating one. I basically found it randomly, because it is named so differently from other similar nodes. I'd say something like "Is of Type" or "Compare Type" would work better, as it would show up when looking up for these types of nodes. While descriptions usually contain useful info, it works when I've already found the node I needed. But when I'm in discovery stage, I first need to find it by name, and that was hard. | ![]() | 2025-09-06 22:12:47 |
5599 | 🙂 | Suggestion | Having a behaviour node to rename unit would be great as it would allow automated renaming of fleets of units, which improves organization. Also, when unit naming conventions change, we could update just several scripts instead of renaming one and having to manually copy it across other units. Though this would require string manipulation in behaviour, so I see at least one reason why it's not implemented yet. | 2025-09-06 21:23:05 | |
5598 | 🙂 | Bug | With reference to Bug Report 5596: I have determined that enabling the Resynced Mod is the cause of the error. | ![]() | 2025-09-06 10:54:11 |
5597 | 🙂 | Suggestion | L'objectif "configurer un itinéraire de transport 2" manque fortement de clareté. Il serait judicieux d'améliorer la description de ce qui est attendu pour progresser. | 2025-09-05 11:29:44 | |
5596 | 😟 | Bug | ince the Experimental_UE5 0.1.16086 update on 1st September. all my Save Games refuse to run. I receive the Message: Startup Error, script error while setting up scenario and mods. i have removed an active mods but the same message returns. | ![]() | 2025-09-04 14:23:05 |
5593 | 😟 | General | The Bug Hive expansion mechanism of the experimental_ue5 branch version seems a bit excessive. Many Bug Hives also carry viruses. | ![]() | 2025-09-03 14:40:47 |
5592 | 🙂 | Bug | Lil bug in the middle has a pathfinding problem I think | ![]() | 2025-09-03 12:27:57 |
5591 | 🙂 | General | I think the logic module should really support directly assigning values to the registers of an object.In that case, we can use the logic module to control the logistics network. | 2025-09-02 16:29:40 | |
5590 | 🙂 | Suggestion | The logic modules used for production robots are not very easy to use.We should ensure that after the production equipment manufactures the robots under the control of the logical module, the logical module can acquire the variables of these robots in order to facilitate further control over them. | 2025-09-02 16:23:47 | |
5589 | 🙂 | Suggestion | It is suggested to add the functionality of 'retrieving incomplete orders' to the logic module, as I have now found that the logic module can only retrieve active orders.I needed to know what was missing from the building and thus design the automation program | 2025-09-02 15:16:47 | |
5588 | 😠 | General | This message pops up all the time and I can't get it to go away without copying and pasting a building at random. It's really annoying. Please make it stop. Confirm Do you want to upgrade this unit? Hold down the control key to skip this confirmation. | 2025-08-31 21:25:33 | |
5587 | 🙂 | Bug | Linked teleporters sometimes causes bots to fail their pathfind - displaying path blocked, despite having a viable path. It happens somewhat randomly... | 2025-08-30 22:50:41 | |
5586 | 🙂 | General | Make Attaching the save game state to feedback the default setting if it isn't to heavy on your resources | 2025-08-29 09:34:43 | |
5585 | 🙂 | Bug | Hi ; I use a behavior in a storage to distribute the goods around, in other storage. To do that I use parameters that points to the destination locations (up to 7). With behavior launched, if I give a value to the signal (that is not used in the behavior), the first parameter of the behavior is cleared, and the behavior crashes. To be able to analyse, I leave you the current state of the game. The behavior is called 'Distribution équitable' in the 'Bus' folder. Thanks an other time for the good game! | ![]() | 2025-08-27 19:32:06 |
5584 | 🙂 | Bug | IT would be very well if the behavior instruction could be better commented (what it really do, types of parameters etc...) and eventually corrected (for example 'Loop Nearby Resources' should be renamed 'Get Nearby Resources Amount' and the explanation belonging corrected). | 2025-08-22 11:14:00 | |
5583 | 😀 | Suggestion | Control Center - Units: Additional filter options by unit status would be helpful, such as logistics network, idleness, if running a behavior, damaged etc. | 2025-08-21 20:19:03 | |
5582 | 🙂 | Bug | Ai research center is bugged it will not build human resimulator core saying it missing materials curenlty stoping entire mission | 2025-08-21 16:41:22 | |
5581 | 🙂 | Suggestion | Hi! It would be very fine if there was more explanations attached to the behavior instructions, for example 'Get ressource Num' what does it ? Extract simply the number from the variable or does it really get the count of ore in the patch? Nothing said yet and very hard to know or verify ingame... | ![]() | 2025-08-21 07:11:25 |
5580 | 🙂 | General | Hello there, I'm enjoying Desynced a lot. Thanks for such a great game! I have a small suggestion. When upgrading a storage chest and the original storage chest was locked for items, it would be awesome if the newly available slots after the upgrade would be at least locked to an empty item, or if all the originally locked items were the same, they could be locked to that item. I know that I can specify the locked items during upgrading, but it is easy to miss and can cause some headache. Cheers | 2025-08-17 19:59:38 |