Desynced Feedback

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IDRatingCategoryDescriptionScreenshotDate
1015🙂SuggestionResimulator Upgrade:
When resimulator is upgrading a unit, it would be extremely high upgrade to QOL if the new unit copied settings from original unit [as far as logistics is concerned], and as it seems that all but 1 changes keep the slot layout (or improve it) it might be a good idea to keep the fitted behavior and/or items fitted.

In case of the only upgrade that doesn't [ending in Human Tank] - buff to the latter might be preferable given the overall trade of slots.
 2023-08-21 11:37:44
1014😀Generalresearch buggy.
i have one start, where it was going fine, but i meant, that at some point there is a trigger or so, where i must wait, untill the resching goes on and i kan research the next thing.

auf deutsch weil ich mich sonst nicht so ausdrücken kann wie es notwenig wäre um zu helfen.

das erforschen funktioniert nicht weiter alsbis dahin wo im spielstand die forschung steht.
in einem anderen spiel hatte ich, vor 2-3tagen den eindruck das irgend eztwas triggert poder zögert, bis man das nächste zu erforschende auswählen kann.
im savegame warte ich seit 6-8std darauf das die forschung weiterläuft.
buggs angreifen, diverse änderungen und erkundungen, nicht löst den trigger aus.
 2023-08-21 11:34:02
1013🙂BugHello,
Great game!

I have a little bug : Robot take ressource and deposit on same action and after few try he take well ressource.
 2023-08-21 11:20:00
1012😟BugBots stop picking up materials from source buildings despite orders existing.2023-08-21 10:49:12
1011😟General 2023-08-21 10:04:46
1010😀General 2023-08-21 09:52:23
1009😟BugDear Devs
I really enjoy your game so far.
Something with the Bot behaviour seems a little off to me.
I've requested modules over an hour ago and they still do not arrive, the priority schedule seems to be messed up really bad here.
 2023-08-21 09:37:50
1008😟GeneralResource notes are to small! Already set them big on gamestart. The only thing i do since hours is to expand my energy grid so my miners can find new ressources via behavior. Miners are already daisychained with Powerbots that follows miners. Loved the earlygame but lategame resource farming is a pain :(2023-08-21 09:37:48
1007😟Bugthere is a bug with the storages that contains Laser mining guns....2023-08-21 09:12:39
1006🙂GeneralHow do you rotate a building when placing it? 2023-08-21 09:06:50
1005😀GeneralDisregard #1004 - I am blind 2023-08-21 09:02:47
1004😟GeneralApparently there is a maximum width of behavior under which no further data can be added. Slightly problematic in some cases2023-08-21 09:01:19
1003😟BugIf I make a radar unit searching for unpowered construction sites, it fails to find anything. my goal is to create a power bot that can provide temporary power to a construction site until it comes online. This lets me build a slightly larger city block setup. As is, I can fake it just by searching for construction sites alone, but that finds everything.

A related problem: if a construction site is paused, I would like to either have it not appear on radar or have some way to detect it. My limited bot keeps stopping at a site I have paused for future construction.
 2023-08-21 08:55:59
1002😟BugIf I make a radar  2023-08-21 08:53:30
1001😟GeneralWhen the game is paused, structures do not appear correctly in build mode. I should be able to see the preview of whatever I'm trying to build while the game is paused. 2023-08-21 08:45:28
1000😟BugI've been trying out "Order Transfer to" but it seems to limit what it will transfer to a single stack at a time. So it'll wait for the one stack to be transferred and only then will it mark another stack for transfer, which really limits throughput. It should really be able to set more than one stack to be transferred at once 2023-08-21 08:44:28
999😀Generalhelol
 2023-08-21 08:36:27
998😀SuggestionPlease make it more clear how we can destruct buildings 2023-08-21 08:22:20
997🙂GeneralБоты постоянно ходят по пути, на котором нет энергии, и в итоге встают на месте.

Можно сделать настройку логистической сети более гибкой. Например вместо 4 фиксированных групп, возможность самому создавать группы, выставляя соответствующие иконки.
 2023-08-21 08:11:53
996🙂BugUX issue: This UI modal should close when I hit the ESC button. It is a modal with an "X" to close button - it should close when I hit ESC.2023-08-21 08:09:00
995😟BugExplorable despawn behaviour not reliable. Sometimes, when you take everything out of an explorable, the explorable despawns. However, most of the time, this doesn't happen.2023-08-21 07:48:24
994😟BugPressing 'take all' didn't take all the items, despite having enough inventory space.2023-08-21 07:46:48
993😠BugNot being able to disable the uplinks in these Research Labs makes researching difficult. I may have hacked 6 of them, and without being able to move them, they aren't on a logistic network that can be serviced, so they hold pips of research hostage.2023-08-21 07:25:32
992🙂SuggestionDon't collapse the units menu automatically when used to select an individual unit 2023-08-21 06:54:48
991🙂SuggestionIn the control center:

Units: List instead of thumbnail/tile style, gets ridiculous with more than 50 things - also would be nice if it remembered whether menu was collapsed or expanded.

Items: Actual number/avg min instead of eyeballing a graph
 2023-08-21 06:53:19
990🙂SuggestionOption to show which channel/item transport only on the building in Overlay mode (maybe a set of 4 dots, colored differently based on item transport/no item transport mode) 2023-08-21 06:40:37
989😟BugMy scout requests 10 circuit boards to solve some exploration, 802 are available, but when i click on the menu in the scout it says: 0 available and nothing is delivered. 2023-08-21 06:37:01
988😟GeneralWhere goodies?2023-08-21 06:28:05
987😟SuggestionIn the behavior screen, under the "Mine" option, it lists Blight Extraction.

The problem is, because it isn't being mined like the other resources with a target, it doesn't register correctly and process in the Mine option. So it always defaults to "Can't Mine"
2023-08-21 06:23:22
986🙂BugAfter adding the blight container from the lower left building to the upper one, it disappeared and now im able to unlimited copy the extractor if i try to move it out of the equipment slot? Problem is fixed when i try to remove the container 2023-08-21 05:42:11
985😟GeneralLOD crossfade 2023-08-21 05:39:16
984🙂SuggestionPlease make icons that are assigned to bots/buildings etc more visible. It's hard to differentiate them quickly. Outline, glow etc. An option to enable/diable a background color or transparency effect would also be good.2023-08-21 05:35:01
983🙂SuggestionPlease add more icons that can be assigned to bots/buildings etc. Images associated with tasks. Building, Transporting, Idle, Waiting, Parked etc
2023-08-21 05:32:57
982😟GeneralProblem: Move Away (Range) has strong South-East bias (check blue on the map).

Current: You can check logic on power pole bots. They spread out SE ignoring the fact that I try to force them go up.

Current attempts to negate if positioning was the case:
1) bot moves away from nearby power-pole bot
2) Bot moves a bit closer to the main base (It's to the north-west of the cloud atm)
3) Bot moves 2 squares to a random direction

Steps 2 and 3 were added to negate Move Away (Range) SE bias.

Expected: Move Away (Range) should have no bias.
 2023-08-21 05:04:12
981😟BugNot sure if this is a feature or a bug, but after hacking the human explorables, I'm unable to put only two of the buildings into a deployer (to move to my base). Both the warehouse and the science building gives me the error "Target not valid for re-deployment", but I had no trouble taking the power plant and factory. Is this intended? I think I did unlock the Power Cell technology, and I haven't unlocked the large storage yet, so maybe I can take the warehouse once the tech is unlocked. But I wanted to have a better uplink in my base (although I thought it also acted as a data analyzer), instead of making a bot bring things out here. All puzzles have been solved with the mini-game, the item, and the data key (science buildling).2023-08-21 05:01:55
980🙂SuggestionWhen unit is lost, show what unit it was so player knows what to rebuild.2023-08-21 04:52:11
979😀GeneralTutorial has been pretty good so far. One suggestion would be to mention you need a small building during the small power field step, it wasn't obvious at the start but I figured it out. 2023-08-21 04:14:32
978😀SuggestionRotating building structure would be a wonderful typing or if it possible > should be little more explaination stating so... 2023-08-21 04:11:00
977🙂SuggestionAbility to blacklist an item from going into a building via a behavior 2023-08-21 04:04:45
976🙂BugI hacked the anomoly faction's base, and I don't think the fabricator is supposed to make -1 Metal Bars.2023-08-21 04:02:20
975😟SuggestionRename "Shutdown" to "Turn Off". Since we have "Turn On". This non-mirrored name throws off greatly every time. Not only me.2023-08-21 03:53:54
974😟SuggestionAbility to lock internal component slots, because when trying to transfer internal components between storages, they just get equipped instead of going into storage
 2023-08-21 03:35:04
973😟SuggestionAmount of items in faction should be per logistic network, not per faction. Effectively, if you have items in one logistic network, another logistic network can still starve and has no means to know it's starving. 2023-08-21 03:23:02
972🙂SuggestionDeconstruction Tool (make building into "construction" site, that orders bots to take materials from)

Blueprinting whole set of structures (with portable transporters, it's more of a headache to build another set of buildings)

Precision mining (Way to tell a mining tool, what resource in the world it should mine without need of a radar.)

Built-in behavior controller in all units ?

Order of buildings (built 2S 1x1 building way too many times, when I wanted to build 1S 1x1 building. Suggested way of order: Largest slots available, from least to most, then size of the building, smallest to largest)
 2023-08-21 01:51:53
971🙂GeneralProduction and tooltip stuck on top right screen (Production). I can't remove it.2023-08-21 01:51:08
970😟SuggestionWhen at an explorable building and I press ESCAPE, the window should close instead of it opening the Save/Load/etc menu. I've lost multiple bots to aliens because the box was in the way when they appeared and started attacking. 2023-08-21 01:45:37
969😠BugMy repair bot is trying to repair foundations?? 2023-08-21 01:17:04
968🙂BugAfter placing a bunch of 2M buildings and loading them up with Uplinks some of them show a weird symbol instead of the current research. 2023-08-21 01:10:57
967🙂GeneralFeedback on the math of resource consumption and resulting need to constantly manage resource acquisition instead of deciding how to spend it: In my experience it takes about 10 laser miners spread across 5 Twinbots to keep up with the crystal production needed for constant Datacube Matrix production and still have a little left over for other projects. Datacube Matrixes of various colors are needed for all high-level research, so mainting that crystal income is required to keep up smooth progress in research. Other Metal-intensive past research projects have need similar income from Metal miners, so "10 laser miners" feels like a good benchmark of the resource consumption rates needed to maintain constant production of key mid and late-game items.

The largest crystal I've seen in this medium-resource-level map is about 6,000 crystal. Laser Miners harvest every 2 seconds, which means that enormous crystal lasts for 12,000 seconds. With 5 Twinbots each equipped with a pair of Laser Miners, we're looking at just 1200 seconds, or a mere 20 minutes, to completely mine out that giant crystal and force seting up a new mining base. If the resource dropoff point for the miners is appropriately close and delivery frames are keeping the dropoff point cleared out for new dropoffs, wait time at the dropoff depot and travel time from crystal to dropoff depot is negligible. That 20 minutes far, FAR too short. At the game's default resource levels a crystal of that size should be lasting the player for a good hour, three times as long, allowing the player time to explore, improve base efficiency, or build newly-research objects. As is, the late game player time is mostly spent on locating new reseource piles of Metal, Crystal, and Silica, setting up the nearby structure to provide power and storage for the miners, and swapping over the miners and delivery frames bringing the resources back to base. There's just not much time available to spend on expanding combat parties that clear plateus or hunt aliens, scouting ruins, or employing newly-research tech to improve your base and frames.

Short version: Triple the resource values for all mineable resource nodes across the board. And since from my quick look the High resource setting is unnoticeably more than Medium, High resource should be double what medium resources provides.
 2023-08-21 00:55:01
966😀GeneralGreat start! 2023-08-21 00:45:52
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