Desynced Feedback

Search
IDRatingCategoryDescriptionScreenshotDate
1502🙂SuggestionGive us an option for bots to auto pickup items off ground. If there is such an option I was unable to find it. 2023-08-26 00:06:29
1501😟BugThere seems to be a memory leak for me runnig this map in multiplayer. I'm not hosting the game. I susepct that opening the ocmmand center is linked to triggering it to climb. It goes from around 2GB as usual all the way up to 24 GB at which point the game crashes/freezes due to my pc running out of its ram. 2023-08-25 23:52:07
1500😀General 2023-08-25 23:46:32
1499🙂SuggestionFor the instruction that gets the ingredients to craft an item, it would be great if you can also get the time it takes for such an item to be crafted. What I'm trying to accomplish is a rate-limited script for a bank of assemblers. Which means basically making a request of resources times the number of assemblers every Y seconds. Right now, I need to set Y manually in my script. 2023-08-25 23:33:03
1498🙂SuggestionFor the instruction that  2023-08-25 23:30:54
1497😟BugThe math instructions work just fine with inputs that have an item & number value like 10 metal ore but the result strips out the object. I would at least have expected it to match the one I put in the top slot! 2023-08-25 23:23:15
1496😟SuggestionPlace construction should take coordinates. Currently contructing something is not tied to units (I can place buildings anywhere manually, and specifying coordinates explicitly will avoid unit moving during construction.2023-08-25 23:23:04
1495😠BugWhen I set number value to 0, item sets to null. As a result I can't show a notification with value 0.2023-08-25 23:20:29
1494😟SuggestionIncrease default density of behavior layout or make it configurable2023-08-25 23:17:59
1493😠BugCannot put a static value in behaviour outputs when the only reason it is an output is that I check if it was not set and give it a sane default like the result of distance to Get Home result but that setting it in the fallback scenario removes every option when I call it and click the box for that parameter except for variables and params so how I could I use it? 2023-08-25 23:14:04
1492🙂Generalgreat game so far but really needs more speed 5X and 10X would be nice. 2023-08-25 23:06:01
1491🙂PerformanceStuttered WASD map movement when playing on remote server.2023-08-25 22:55:18
1490🙂GeneralPlease implement a way to index into inventory like so...

data.instructions.get_inventory_item_at_index = ...
 2023-08-25 22:49:45
1489🙂BugBot scouting in blight right after getting access to being able to harvest blight gas2023-08-25 22:39:06
1488😟GeneralAdd a search to the library or at least invert sort order, chances are I am looking for one of my recently saved behaviours, scrolling past my 50 ancient/temp copies sucks! 2023-08-25 22:28:27
1487😀SuggestionMore of an exasperated plea, a prayer for the sake of my poor hands!

Allow either copy and pasting a selection of instructions like I can click drag to select multiple bots) the very least create a favourites section at the top of the instructions panel on the left so I can keep common ones at the top instead of creating mouse macros to type the search prefix to show some common ones.

Maybe the favourite section even gets auto populated with the instructions used in the currently open behaviour/subroutine so I can really easily favourite them... a counter of how often I used that instruction in this behaviour might make me consider a fav I hadn't previously... since I often use only a few repeated instructions at least over a short time span anyways anything to make this less of an RSI hazard would be epic
 2023-08-25 22:26:09
1486😟SuggestionWhen under attack, I often think the attack is over when instead I'm also being attacked from a completely different area. This is because the notifications only increment a number and it's hard to notice the difference. An indicator on the minimap or a noise while taking damage would help a lot with that frustration 2023-08-25 22:25:07
1485🙂BugThe scout function seems to be able to enter the blight even though my units normally can't 2023-08-25 22:23:54
1484😀GeneralIT BURNS... off center. Literally unplayable.2023-08-25 22:23:02
1483🙂SuggestionSorely missing from the instructions a way to tell if this unit is currently moving, the go to register is not always given a value when moving a unit around or if another instruction executed move async etc.

Also missing ofc is ways to handle the same component in multiple different sockets.
 2023-08-25 22:14:50
1482😟GeneralI went through the tutorial because the game really wanted me to go through the tutorial, and then on starting a new game I have half of the tutorial messages again? Is there any way to disable the tutorial ELAIN messages? 2023-08-25 21:49:13
1481😠BugKurwy jebane mie atakują śmiecie 2023-08-25 21:47:32
1480😟BugI had all the dots lit up and it doesn't unlock, I know your goal is to have everything lit, but isn't the dots the end goal? Personally I think this is a one and a million fluke, but it is still a solve.2023-08-25 21:47:10
1479🙂GeneralDas Programmieren sollte besser erklärt werden 2023-08-25 21:32:42
1478😠GeneralBlight Magnifier don't works at Blight Zones created via Alien Terraformer (Crystals and silica don't regenerate)2023-08-25 20:59:03
1477😟PerformanceGame locked up while looking through units in the control center view (unfiltered). I'm guessing it might also be related to the number of ongoing foundation constructions which also slows down the game generally. 2023-08-25 20:46:00
1476🙂BugWEDws 2023-08-25 19:27:20
1475😟Bug"Gamma" slider does not persist correctly across closing and reopening game.

For example: Launch game, from main menu, slect options, adjust the gamma sldier. Leave that menu, and then close the game.

Relaunch the game from stea. Gamma slider is back at default 2.2
 2023-08-25 19:02:08
1474😟BugMy mining controllers get stuck all the time. The are supposed to move to minerals, which means that they often end up in spots where they are surrounded on three sides by minerals. The forth side is then blocked by a miner which wants to deliver but cannot because the controller is full. the transporters cannot reach the controller because the path is blocked. in principle, i guess it is possible to write a behavior to fix this but this kind of pathing problem should not be solved by players.

Note: i cannot move the controlling unit by hand either because (a) its blocked (orders are ignored) and (b) i would not know the direction

The move-away command does not work. If its would, it would solve the problem
 2023-08-25 18:48:57
1473😠GeneralGame occasionally freezes - every few minutes now. Some of the freezes are just for a couple of seconds, some are for much longer. Not sure if it's related to any programs I've set up, the size of my base, or something else, but it's making it difficult to continue progressing.  2023-08-25 18:48:56
1472🙂Bugzooming in on lasers going off both mining and combat makes the music skip  2023-08-25 18:37:34
1471🙂SuggestionIt is possible to put at 1st place buildings with selected recipe of interested item? Not "can produce", but "already producing".2023-08-25 18:34:29
1470😀Generalhaha bier 2023-08-25 18:31:17
1469😀SuggestionSetting or getting the name of a unit via instructions would fantastic! setting for self and getting for self or other entity ideally 2023-08-25 18:12:17
1468🙂SuggestionFor behaviors that require a component, like radar, it would make sense to say (requires Internal Radar) or something on the behavior name or tooltip info so you know what's required. Also, via behaviors you can read signals from other units even without a signal reader 2023-08-25 18:04:41
1467😀SuggestionCan you add a function in order to set the drones to builders, so that not all drones try at the same time to build a wall? If the function is already ingame, perhaps propagate this somehow? Perhaps like a tooltip Pop-Up if like 5 or 10 drones build a wall segment at the same time (ok not building, but delivering the construction site, but I guess you get what I mean ;) ) 2023-08-25 17:13:45
1466😟BugThe extended tooltip eg. holding control, does not take into acount how many of the item I am looking at. I expected it to show me how many plates I need for 37 circuit boards for example but it only showed 1 2023-08-25 16:26:55
1465🙂GeneralTerrain is too complex for the pathing implementation. Bots often get stuck. This problem gets worse as you mine out nearby resources and have to search further out. Also, areas that are totally unpathable sometimes have resources that scanners will pick up on an bots will just get stuck trying to reach.

Resource cost for later ingredients grows too quickly, often leads to hours of time where active play is totally pointless. Buildings cost too much across the board. Mining before access to laser drills is far too slow. I respect the decision to avoid the use of belts, but high throughput methods of transportation are absolutely necessary with current resource costs. Gas extractors are too slow.

Being unable to remove resources like laterite from the starting area makes laying a base a huge pain; deconstructor should be able to delete them. Resources on the map probably run out too fast. It's fine if they run out quickly near the base, since I want that space cleared quickly, but further out, transport times start to become an issue.

Many components are borderline mandatory. Behavior controller and portable radar are the only two internals you can fit for any scout bot, for instance. This means others will almost never see use. Internal slot needs a more accessable power generation option, otherwise, a solar panel or wind turbine becomes mandatory unless you want to spam power transmitters. Beacons do not seem to work with visability modules. That might extend to buildings too. Repair components are far too slow. I would suggest, if the desire is to keep the player from regen tanking, allowing them to act faster when damage has not been recently taken. Shields are honestly terrible with their current numbers. Small radar is almost never justifiable without having an internal slot power source.

DPS of weapons scales quite poorly compared to the difficulty of bug hives, and the energy cost is too high to run without power transmitters, making these mandatory. In Stellaris, there was a time where players utilized what was called "naked corvette spam". This came about because higher tier equipment cost scaled higher than their numerical values. I could understand if the point of some weapons was to act as static defense, but that only makes sense with "aggressive" on. Large slot weapons would be cool (though I haven't seen if they're available in the human or alien trees)

Behavior functionality needs IN GAME documentation and usage examples. Many do not specify things like "this can take a number to set a distance". A way to read a unit's inventory would be very useful. Behaviors are obscenely tedious to update. Having the option to make one shared universally would prevent me from having to copy paste one 60+ times. Alternatively, a way to paste ONLY the behavior on a bot would be appreciated. Goto and Store registers probably shouldn't be overriding behavior commands. I'd like to be able to use them instead of defining a parameter. Notifications should allow defining custom messages; maybe leverage the comment on them? Array parameters and functionality would be greatly appreciated. Scout functionality needs a better description, and needs to be able to cancel if hostiles are encountered. The ability to set event subscriptions (like something to notify my behavior that the radar found an enemy) would be very useful. I can't seem to stop my units from pathing into blight clouds.

We need a way to get rid of obsolete or excessive counts of components. Right now, my storage is far too full of stuff from my last swap of logistic bots, and I have no way of managing it but to build more storage.

Demolition is far too tedious. I should be able to mark groups and have a demolition bot on the network just handle them, or be able to queue up demolitions, something else array support might be helpful for.

The tech tree is weird in what becomes available and when. Obsidian is only mineable with human tree techm which requries the scanner, but it's specifically in the blight tree. This makes no sense. Scanner should probably be available sooner to allow earlier access to the various trees.

Re-simulator probably just needs recipes added to it. I don't really mind the additional constraints of avoiding overloading it though. I would very much appreciate a double L slot building.

Blueprint functionality (like multiple building copy/paste). You need it. Add it.

End game bots are very whelming. It's basically just the hound show, since nothing else sports multiple S or larger slots.

Being unable to set registers to items I don't have access to isn't great. Laterite, for instance, is something that's easy to get your hands on early and exceedingly annoying to try to put anywhere.

This game is really GPU hungry. You might want to figure out a way to handle that.

Anyway, fun game overall. It definitely needs a lot of work to get to a complete state though.
 2023-08-25 16:26:13
1464🙂SuggestionWould really like to access the orders queue of the logistics network by behaviors 2023-08-25 16:01:15
1463🙂GeneralWhen you discover a re-simulator recipie by trial an error, it gets added to a codex entry list, so you can reference it for recipie material counts.

 2023-08-25 15:33:32
1462🙂BugSubtract (and probably add) command no longer remembers the original type of the data set (Eg if you have A as the location of a unit, and you do "Add 3 to A" it will replace the entry to just 3, and not A+3 2023-08-25 15:14:36
1461🙂General 2023-08-25 15:00:51
1460😟BugScattered resource on a unaccessable plateau and makes my janitor bot consistently stop.
Please do not put resources here....
2023-08-25 14:27:01
1459😟Bugrobotics assembly rallypoint from robotics to storage does not work with energized frames.  2023-08-25 14:07:53
1458😟Generalbots should prioritize their own requests when connected to the logistic grid. 2023-08-25 14:00:32
1457😠BugSeems to be no way a behaviour can detect if a component is equipped. Sure you can equip it but what if you already had one of those components equipped or if you have no slots free, both cases are indistinguishable from success, I could unequip it twice and then equip it again to see if it went away but that won't work unless there is inventory space to spare for similar reasons of being indistinguishable, even if it wasn't I would also have to equip it back on again which may stop something that component was trying to do when I all I wanted to know is if this unit has that component equipped or not! 2023-08-25 13:59:55
1456😟BugI think I managed to duplicate a scout using a Deployer 2023-08-25 13:50:31
1455😟GeneralIt is currently more desirable to not deploy a base, you get the following benefits:
- no bug attack events
- two medium slots utility vehicle with big inventory -> best combat support with medium tower and heal pod

The base needs to be more powerful or the base vehicle should continue to exist
 2023-08-25 13:21:59
1454😟GeneralPlease add more detailed descriptions of what each of the behaviors do. I'm trying to train my miners to seek out the nearest resource node of the appropriate type, but I can't work out how; they just sit still and oscillate through their program steps unless I move them closer manually. 2023-08-25 13:07:41
1453🙂SuggestionSeems some behaviour instruction inputs have of a specific type so the picker only lets you put a subset of values in. It would be really nice to propogate these through params in nested subroutine calls or at least let us set the input type on a param.

For that matter please please let us override which params are "outputs" since you do not get any static value picker (except coordinates werirdly) in those however there are cases where I want a variable on the right when you call the subroutine since it corrolates more as a potential output value even though its often dynamic it is still more of an input
 2023-08-25 13:04:43
Previous Page - Next Page

EULA    |    Privacy Policy    |    Presskit


© 2025 Stage Games • All rights reserved