Desynced Feedback

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IDRatingCategoryDescriptionScreenshotDate
1306😠BugIf you setup storage with "Store" register of production building, setup production building to use teleporters only and disable "Delivery" option it will stop sending items to it at some random point in time. If you turn off and than on again logistic network it will contine to send stuff for some time.2023-08-23 16:55:00
1305😟GeneralDo not overwrite routine name when saving. Sometimes I want to have a backup, but having 10 routines with the same name is a pain.2023-08-23 16:51:44
1304🙂GeneralIn one most recent patches (last week), a bug was introduced in the "Add" and "Subtract" flows. It seems to lose the type information, even if both arguments had the same type. (It used to take the type from the "From").

Multiply still seems to work as expected. The bug is easy to work around by combining the subtract with "Set Number"
 2023-08-23 16:43:59
1303🙂GeneralIt would be great to have a feature that enables you to order the construction of many blueprints at once (similar to how regular blueprints work in factorio). This would enable me to save my designs that require a bit more setup (e.g. set store register to this storage, set visual based on signal from this other unit, etc.) 2023-08-23 16:19:30
1302😟SuggestionRename "Get location" to "Get coordinates". This will match "Coordinates" feature semantics more. It effectively returns coordinates of an object anyways. It also stacks to the (as understood by me) semantics of "Any variable is a stack of: entity, type, number and coordinates".2023-08-23 16:01:59
1301😟BugI have a twin bot with 2 S bot and 2 I bot components. I put miner bots in all of them, 6 total. When I select the twin bot and right click on a crystal node (probably others too), only the miner bots from the S components start mining. The other 2 from the Internal components do not. I expect all 6 bots should be mining.2023-08-23 15:36:46
1300😀SuggestionJust a suggestion for you. Would it be possible to have a few basic behaviors come as standard with the game to allow people to learn from existing behaviours and adapt for a single persons needs? It's a fantastic game very few bugs (Dev bugs lol) even on experimental and cant wait to see what you update in the future. 2023-08-23 15:35:16
1299🙂GeneralMultiple selection on building and bot requests up to the available slots would be nice for qol... queuing would be nicer 2023-08-23 15:31:04
1298🙂Generalwaypoints for bot movement would be nice to avoid blight and other dangers 2023-08-23 15:30:02
1297😟SuggestionI was trying to make an automated paver but the "Place Construction" behavior Select Building button bring up my entire library with no scrollbar. Can we add a scrollbar? 2023-08-23 14:58:05
1296😠GeneralTwin Bots with second small component do not get it refunded when deconstructed, and it is not left behind. Essentially loses the second item with no refund. 2023-08-23 14:53:39
1295😟Generala possible way to sort in for loops in behaviour. For Example if i loop for Signals, it will go to one corner of the to another, but i can't see why it do this 2023-08-23 14:47:21
1294😟Generalthe "In Power Grid" filter of the radar doesn't seem to work, have a look at the screenshot. Radar matches silica outside the power grid2023-08-23 14:46:54
1293😟BugUnable to cancel dropped item transfer orders. This dropped metal plate isn't able to move to a channel 2 building, because there are no eligible channel 2 carriers. I believe the only way to fix this is to destroy the building it is being sent to, or create a channel 2 carrier. Ideally, I should be able to cancel this transfer request, as I could if it were in a building. 2023-08-23 14:45:20
1292🙂Suggestionfunctions that necessitate a component to work should be highlighted so that the user knows that for this behavior to fully work a component is needed. 2023-08-23 14:22:30
1291🙂Suggestion"Behaviors" currently have a "Has Item" routine. We really need a "Have Equipped" routine. I'm currently trying to code behavior around potentially not knowing whether I have a small turret, medium turret, or repair unit equipped in order to set a "distance" parameter. 2023-08-23 14:17:13
1290🙂BugThe "Subtract" component loses the type (e.g. "Metal", "Silica", etc.) of the"From" parameter when calculating the "Result" part, and only output a typeless value. Before the last update (23/08), it retained the type.2023-08-23 13:18:11
1289😀SuggestionI really like the point that you don't want belts and rely on teh drones. But at some point of the game it gets a little "annoying" (to hard word for trhat, but I don't find the right one for it :D) to just push more and more power "relais" somewhere to expand the pwoer network. I wish there would be someting like electric calbes etc. to expand the network to far away outposts. I know there are the power transmitters but for more and more drones this gets hard to overview which drone has a trnasmitter connected to and which not etc.

What I want to show with the screenshot is a "problem" I currently see. I have 4 drones with Transmitters connected. They should gather some ressources and bring them back to base. They do, but sometimes they just stop at the storage and do nothing, because they can't find the crystalls. I manually send them to the ressource spot and assign them again to the spot. Then it works for a while.
I would be a nice QoL feature to have the possiblity to define an area where a drone shoudl gather all (or specific) ressource. Then the drone can bring the ressources to a storage and move back to the defined area. I know it's moire efficient to let the drones mine and have a hauler who just bring ressources from A to B, but yeah, just a hint from my side.

You have a fantastic idea with this game, I enjoy it playing and keep looking for the future content to convince my frineds to play togehter or in teams against each other :-)
Especially the programming part is a very cool thing and I hope there will be fancy and cool additions in the future. Keep going, this gamne is very nice so far! :-)
2023-08-23 13:08:16
1288😀GeneralFor your own enjoyment,
Uses Behavior Start mod, not sure if it changes anything
Just press start behavior on the CC and enjoy life
Research Reinforced plates when you unlock it

Only thing missing is automating research :D
2023-08-23 13:07:07
1287🙂GeneralPlease add behavior that allows modifying scripts. For example. To allow script to detect old version and update itself or to allow a bot factory that includes pre-loading script onto the bot when it is created.2023-08-23 13:02:11
1286🙂BugWhen trying to update multiple selected building with a behaviour from the library, the "Right click to upload to selected unit" from the last game update doesn't do anything.2023-08-23 12:34:54
1285🙂Bugbot won't throw in powerpole into construction - iamgrunt 2023-08-23 12:34:04
1284😀SuggestionWhen creating a blueprint directly in the library, can there be a way to change the base unit (without deleting the current blueprint and creating a new one) if there are no component on it?2023-08-23 12:33:14
1283😟Bugbehaviour move not working like it should2023-08-23 12:27:19
1282😀GeneralI have encountered a virus but it is not showing up in my assembler.

Enjoying the game though!
2023-08-23 12:15:20
1281😀GeneralIt would be wonderful if we had a better way to mass select units insted of one at a time in the controle center. when i wanted to deconstruct all my old dashbots i had to select each one at a time send it somewhere and powere it down so i could deconstruct them. a button next to the serch bar to select all units you have serched for would make it so much easyer.  2023-08-23 12:12:11
1280🙂Bug我应该在之前给你们发过有一个bug, 2023-08-23 12:01:03
1279😟Bug我遇到了一个bug。当我使用便携式运输器的时候,原本正常是把储存快中物资运输到相应位置,但有时候会失效,便携式运输器无法运输。 2023-08-23 11:59:22
1278🙂Generalthe multipayer is async  2023-08-23 10:57:22
1277😀GeneralI love this game, its so addictive and the behaviour system is an endless font of fun trying out crazy automation ideas. Love your work! 2023-08-23 10:52:45
1276😟BugEscape works to leave the behaviour editor (top level) but not when editing subroutines under it. I would expect escape to do the same as clicking confirm, bringing me back up to the call site I was editing just like escape or clicking confirm on that top level of the editor does the same thing but in subroutines escape does nothing. 2023-08-23 10:51:21
1275😠SuggestionThe behaviour editor could really benifit from a bunch of keyboard shortcuts like maybe the number row selects a param number when you click on a variable so instead of going up to the top and clicking P1 for that variable I can press 1 instead.

For the purple local variables maybe just their corrosponding letter keys selects those? then I only have to go through the whole big item/info/variable etc picker with my mouse in the few cases I need an actual item or something.

The behaviour system is amazing but its so damn tedious it can get physically painful especially when the param counts get high!
 2023-08-23 10:49:26
1274😟SuggestionThe behaviour editor in general and that stepping mode is super useful unless you use call a lot like me and it seems to go into a black hole for X steps and all I can do is edit the subroutine which stops execution entirely! 2023-08-23 10:45:27
1273🙂SuggestionWhen a Building is set to build an infinite amount of an item, the Bots should transport entire stacks of ingredients instead of only the amound required for a single item. Would drastically reduce the amount of transports necessary.

 2023-08-23 09:22:51
1272🙂BugI previously reported that the "Loop Signal" bug was caused by my beacons, turns out the issue was the beacon had a signal with only a number, so the issue appears to be signals with only a number and no image component2023-08-23 09:05:18
1271🙂BugThe "Loop Signal" stopping behaviours bug, seems to be caused by BEACONS (i had big beacons)2023-08-23 08:59:44
1270😟BugThe "Loop Signal" node crashes the behaviour... The loop signal node also ignores the number on the signal which makes it loop through loads more entities than it needs too, and then you have to check the number on each one. Also, construction sites seem to give out a signal for the materials they need which is unhelpful and should have a toggle somewhere. 2023-08-23 08:56:35
1269😟BugCan't progress Blight Power research. Buildings with uplinks wont try and request the materials. I've specifically requested the items into the command center for testing but, it doesn't try and use them, nor do the uplinks show that as the research goal. Other research works fine.2023-08-23 08:41:35
1268😟GeneralShow "0" as default value. Same on value selection slider. This will be less confusing.2023-08-23 08:20:36
1267😟Bugclicking "-1" on number selection should set number to "-1", not infinity.2023-08-23 08:19:58
1266😟Bug"Copy" should allow to define all data types. Add "Coordinates" here as well.2023-08-23 08:04:41
1265😟GeneralWe got "Unit type":Bot, but there's no relevant Type in selection screen.2023-08-23 07:54:34
1264😟BugAnother instance of a Hound suddenly refusing to move and having a blank unit status, this time on latest experimental.2023-08-23 07:46:58
1263😠Bug"Get location" doesn't work with coordinates. It seem to just ignore the value and does not crash or change the output register at all.

Expected: "Get location" should return same coordinates.
2023-08-23 07:45:00
1262😟SuggestionAllow to drag "Program" start node.2023-08-23 07:20:21
1261😠General"Set number" works with coordinates, but "Compare Number" does not. Operator has the same data type name, but doesn't work in one of the cases.

Expected:
We need separate operand "Set coordinates" and relevant comparison operations (optional) "Compare coordinates" (yes/no).

We have "Compare Entity", "Compare Item", "Compare Number" for different data types and coordinates are effectively a different data type, so it deserves the same treatment.
2023-08-23 07:16:15
1260🙂GeneralHigh priority supplier option in logistics network! this would help with the getting rid of junk situation. 2023-08-23 07:06:50
1259😀BugMore of a typo than bug: for the 'Count Items' node in the behavior controller, the tooltip reads "Counts the number of the passed item in its inventory." I believe that, after testing the function, "passed" is a typo and should read "Counts the number of the possessed item in its inventory." The function give the number of items of a specified type currently in the inventory.
Thanks for a great game so far! learning to love the programming mechanics!
2023-08-23 06:23:42
1258😟SuggestionWhen hovering over a variable/parameter, highlight all places where it is used.2023-08-23 06:17:07
1257😟BugReading from the radio receiver using "Get from Component" doesn't seem to work. I need to link to an input parameter to successfully read it. 2023-08-23 06:11:05
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