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IDRatingCategoryDescriptionScreenshotDate
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
965😟SuggestionChange shield to be able to charge of a battery and not after all batteries are full 2023-08-21 00:42:29
964🙂BugHi,
Possible bug, the twinbot has a power usage of 10, the worker and dashbot have power usage of 15 each, cub is 20.

If that is intended then all good :)

Thanks
2023-08-21 00:35:50
963😟Suggestionchest act as buffer right now. with automation this makes it so that my different input chests "trade" ressources instead of taking their ressources from 2023-08-21 00:34:13
962🙂Generalmusic does not fit the scifi look at all. Needs more of a techy sci fi vibe to the soundtrack, not this panflute chinese restaurant mood. Other than that. AWESOME GAME! thank you 2023-08-21 00:17:44
961😟Generalon aurait besoin d'un tutoriel pour apprendre à programmer nos bots 2023-08-21 00:13:17
960😀Generalnone 2023-08-21 00:12:42
959😠SuggestionPlease provide a way to see the value of any variable or register in a program while it is running, including when paused/stepping. 2023-08-21 00:05:19
958😟BugThis is the auto-save before RAM went nuts and soaked up 50GB 2023-08-21 00:03:19
957😟GeneralWell that sent too soon. Feedback on the feedback form: make the button to send feedback an explicit "Send Feedback" button, not an emoji.

Radar needs a quantity threshold, as does the Mine command in the Behavior Controller, in order to properly utilize the Blight Magnifier. The Blight Magnifier is slow, so the mining frame needs to swap between nodes while mining in order to not wipe out the magnified resource nodes and allow them to regenerate. This means the Radar needs to filter by resource quantity, only returning nodes with 200 or whatever remaining value, and allowing the Behavior Controller's Mine command (or something similar) to know when the current mining target is below 50 and to get a new mining target from the Radar. Neither can be done right now, meaning mining a resource being regnerated by the Blight Magnifier requires constant babysitting.
 2023-08-20 23:59:13
956😟BugWhen using a behaviour to run a radar looking for loot to pickup.
The "can loot" detects Bug Holes and as such, moves the bot towards danger. These should be flagged as "enemy" or "bug" entities.
 2023-08-20 23:58:19
955😟SuggestionAdding the ability to terraform the hills so all my buildings can be level would be nice 2023-08-20 23:50:25
954😟GeneralIn order for the Blight Magnifier (resource regeneration in the blight) to be useful, the Radar modules need a quantity threshold on their detection. Ideally, a player plants a Blight Magnifier or two in a blighted area to regenerate Blight Crystals or whatever, then uses radar to locate the nearest Blight Crystal with at least 50 or 100 units remaining, and a Behavior Controller to direct their mining bots to mine from that crystal.  2023-08-20 23:48:57
953😀BugSome of the abbreviations are mismatched for buildings. For example, 2S1M then 1M1S. I would expect the labels to be in the same order every time (like size descending L => M => S) 2023-08-20 23:45:47
952😀SuggestionWould be nice to be able to show/hide parameters from showing up on the main interface for behaviors. Many of my programs have internal variables that i do not want to accidentally interact with on the main UI 2023-08-20 23:43:12
951😟BugNeed blue cube data to progress tech tree, cant find any, need an intel scanner for all the ruins I see, seems like I'm bottlenecked. I keep exploring hoping to find one.
Seed: 2359242753
 2023-08-20 23:37:45
950🙂GeneralLooks nice in general 2023-08-20 23:37:39
949😟GeneralSeveral early aspects of gameplay are/appear annoyingly fiddly such as scrapping/moving buildings, scrapping/upgrading units, items on ground 2023-08-20 23:37:24
948😀SuggestionPlease include option to Label hotkey groups (#1-10). Even a short hand 3-5 letter name would be grate so the icon doesn't have to change size. Amazing game!! Thank you for the hard work!!! 2023-08-20 23:36:27
947😟Generalit won't cancel orders!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 2023-08-20 23:35:31
946😀BugCan you build blue powder in the tutorial level? Or is that the sensible point to jump to a real game? 2023-08-20 23:26:27
945🙂SuggestionAllow to change unit base while keeping all the components in place.

Ex.: open library, click edit on some unit, change base: worker->dashbot.
 2023-08-20 23:16:23
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