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IDRatingCategoryDescriptionScreenshotDate
761🙂GeneralI like the game but can you expand the mouse functions a good example would be BAR, its an open sorce RTS has the best example of unit control. 2023-08-20 00:51:16
760😟BugReceiving slots seem to not be addressed by the delivering bot. I'm thinking now that this is due to the bot reading that it needs to deliver resources to specific slots when attempting to make a delivery, and gets stuck waiting for those slots to empty as opposed to filling emptied "pending" slots. 2023-08-20 00:46:30
759🙂SuggestionPlease add a buffer display on signals in and or out of the program interface. This will help a lot if we know the obj type, count, distance, ect... Giving people insight on what function to use and a form of debug.2023-08-20 00:21:47
758🙂SuggestionThe programming needs a way to check if the unit has an active request (and possibly what it is?) so we can avoid cancelling active requests 2023-08-20 00:12:41
757😀Bugnew game also triggers the memory overflow bug once you look at blighted area with your camera.
even if you return to the main menu, memory usage keeps rising.
tested stable and experimental branch. both affected.
2023-08-20 00:06:35
756🙂SuggestionFür die Verhaltensmodule muss es mehr möglichkeiten geben und die Befehlsketten sollten verienfacht werden.
Beispielsweise werden unter Komponenten beispielsweise die Türme auf den Drohnen nicht angezeigt. Dementsprechend lassen sich keine Angriffsbefehle mit dem Spähermodus verknüpfen. Außerdem lassen sich Radarfunktionen auch ohne Radarkomponente programmieren.

Die Reaktionszeit auf erfolgreiche Pings durch Radar sind zu lange. Einheiten flüchten nicht rechtzeitig bei Feindkontakt.
 2023-08-20 00:04:08
755😀General(Following on my prior bug report, I also feel the need to pass along how much I'm enjoying this game. It's a really fun Satisfactory-esque logistics and strategy game and I'm *really* enjoing it!) 2023-08-19 23:58:41
754🙂GeneralI suggest putting a Lua script editor directly for users to encapsulate unit behavior into APIs, so that gamers can learn how to avoid it? At present, most people who play this game have some code knowledge, and this type of game is very difficult to get started, and most people cannot play it. So opening up a code editor directly would actually have more selling points. Because your blueprint system is not doing very well. The type is not clear, I have done a similar one before, and the effect is much better than yours. https://www.bilibili.com/video/BV1JX4y1z71H/?share_source=copy_web&vd_source=52887f197d191e82be4e5d105ae8cfa9 If you are using a fantasy engine, then the Slua Kaiyuan project can directly connect with the blueprint system, and then you can create an open source editor to come in. This way, the swimming limit is even higher. 2023-08-19 23:57:25
753😟BugTrying to set up a system where programmed chests are used to request input materials which can then be transportered around into the machines they get processed in and then spit back out into the output chest. Helps cut down on drone traffic as well make some neatly compartmentalized systems. What I'm finding though, is that they'll work for a while and then stop actually requesting inputs.

The programming that I have in the chests is to detect what the first locked empty item is and how many of it will still fit in the chest, then put out a request for that many of that item. (I also then have it sleeping for sixty ticks because the drones have a stroke if you update requests, apparently; and on that note it'd be *really nice* to know how long a tick was in seconds instead of arbitrarily putting in numbers and seeing if it feels long enough or not). Once I noticed this behavior, I also updated it to change the currently signal being emitted to match its request, so that I could see it wasn't just not recognizing it still had space or anything like that.

In the picture, you can see three rows of these modules (top: silica -> silicon, middle: metal ore -> metal ingot, bottom: metal ingot -> metal plate); the input chests are the left ones and the outputs are the right. You can see both looking at then in world and with the one I have selected that it has room for more ore, and it has requested some, and you can see the miner drones on the top of the screen packed full of ore (on network, set to supply only), but the chest isn't actually registering that its request is going to be fulfilled, and none of my runner drones are doing anything either.
2023-08-19 23:57:12
752😀GeneralThis is the first game I've played that had such an easy way to submit bugs or otherwise get in touch with the devs. 2023-08-19 23:56:46
751😀Generalasd 2023-08-19 23:53:23
750😀General
 2023-08-19 23:31:10
749😀GeneralGiant Beast. Got DAMN he's a big boy. 2023-08-19 23:30:34
748😟GeneralExplorable Research Lab returns on using a Microscope are genuinely terrible. A Microscope consumes a significant chunk of resources, including 6 Aluminum Rods. Using a Microscope on 4 explorable Resarch Labs has thus far returned 3 Laterite twice, and 3 Aluminum Rods twice. That is a spectacular waste of resources, the drops should be a Human Research datacube or multiple Microprocessors to be worth the resource and player time investment. 2023-08-19 23:30:03
747😀Bugmemory bug while playing 2023-08-19 23:19:54
746😀GeneralMight be nice for the "Get Ingredients" instruction to also work with research, so you can automatically fetch items for research.  2023-08-19 23:16:28
745😟GeneralThe description of the twinbot should say "complementary" rather than "complimentary." 2023-08-19 23:15:12
744😟SuggestionAdd more internal slots to "command center" bot as, as of right now they only have only 2 internal slots and no built in capacitor 2023-08-19 23:15:02
743😟SuggestionAdd more internal slots to 2023-08-19 23:13:42
742🙂SuggestionAfter changing the network settings on a bot (channels, or to deliver items) there needs to be an "x" in the corner of the menu to close it. Currently, you have to delect your unit as it's running away from your cursor in order to click back on it to adjust other settings or toggle on and off the network or power just to get the list to go away when you're done.2023-08-19 23:10:20
741😟SuggestionIt's not clear what the beacon does. Some flavor text about its function would be very helpful. 2023-08-19 23:05:55
740😠Bug"Compare Number": Any number is bigger than infinity.
Expected: infinity is bigger than any number.
2023-08-19 23:03:59
739🙂BugTypo in description, double usage of the word "power"2023-08-19 22:52:41
738😟BugLoop Signal instruction

attempt to index a nil value (local 'unit_sig')
 2023-08-19 22:07:15
737🙂SuggestionAllow me to see which vehicles are delivering to a storage - several times I've had a container fill up with some resource and not know where it's coming from.2023-08-19 21:44:12
736🙂Bug1st 2 items in storage of energized plate factory do not get fulfilled. Order cannot be cancelled either so it is kind of blocked.
2023-08-19 21:33:39
735😀Generalhow about hiding some programming techniques or templates in explorable buildings for people like me who have no clue? or great factory templates, i realise its an exploration and discovery game but a bit of help would be good, otherwise one of the best games of this type i have ever played, and I started with a ZX Spectrum back in the eighties so i am not a beginner at this. also enable in start to be able to change research rate to speed it up later in game as it is tedious to wait over an hour to advance when all parameters are ready. 2023-08-19 21:31:06
734😟GeneralYour tutotial is horrible, no idea on what to do 2023-08-19 21:29:22
733😟Suggestionallow to select all bots of a type ie. all prefab miner bots 2023-08-19 21:21:55
732🙂SuggestionAdd "freeze bots near cursor" / "unfreeze frozen bots" toggle (possibly with a frozen-bots cursor), I'd use it by making the space bar be the bot-stopper and put the pause-game toggle on ctrl-space but that might be confusing as a day-1-new-player default.

When I want to pause the game it's almost always to get some hyperactive little bot to just stop for a bit so I can calm it down, and pause-the-whole-engine is a big damn hammer for that job, kinda not what you want to use in mp.
2023-08-19 21:17:05
731😟SuggestionDeleting buildings and removing stuff from inventories is way way too complex.

Delete key should delete buildings.
Make a right click context menu to destroy resources and inventory items.
Allow us to drag and drop items out of inventory onto the ground to drop it.
 2023-08-19 21:08:06
730😟Suggestioncould it be possible, that the algorithm which creates the map has some flaws? on my current seed some rescources arent even there or so extreme far away that its nearly impossible to get them? this is a bit annoying 2023-08-19 21:05:32
729😀GeneralWhen selecting a storage unit and requesting in item, like Metal Bars, it should do the same thing as using the Store function. Currently, the request ends at some point... either a full stack of requested items maybe. 2023-08-19 20:39:57
728🙂SuggestionFigured out my last issue, but the 'orders' panel could use a column that tells you where an order came from (Such as "item request", "unit store", etc). Had no idea that the 'store' slot on a building works without being connected to the logistics network.2023-08-19 20:33:03
727😟GeneralIt would be great if the `Get First Locked Id` respected the current requests, or there is a block that allows us to know how many requests are open for a given item.

The attached behavior would be great to have. It would allow a frame to keep all it's currently locked slots full.

The behavior here will request all the locked slots ... unfortunately when it re-runs the `Get space for item` does take into account requests and then returns '0' and then the behavior requests 0 of the item, thus clearing all the requests.

I have tried using a compare block to only make the request if it is not 0 ... but then this runs into the issue where it would ping-pong between values. For example:

1. Lock 100 metal bars worth of slots
2. Behavior requests 100 metal bars
3. Behavior re-runs, and calculates 0 free space for bars, so we don't request 0.
4. Bots deliver 60 bars.
5. Bots take away 10 bars.
6. The behavior re-runs. At the start we still have 40 bars requested and we have 50 bars in the inventory.
7. The behavior calculates how many bars we can hold => 50 bars in inventory - 40 bars requested = 10 bars
8. The behavior requests 10 bars, clearing the 40 bars requested.
9. The behavior re-runs. At the start we now have 10 bars requested and we still have 50 bars in the inventory.
10. The behavior calculates how many bars we can hold => 50 bars in inventory - 10 bars requested = 40 bars
11. The behavior requests 40 bars, clearing the 10 bars requested.
12. The behavior re-runs, we have 40 bars requested, so GOTO step 6.

So above you can see that we will bounce between 10 and 40 bars requested.

I am getting around this by just having a script per frame that just requests a hard-coded amount of resources but I'd love to be able to automate this into a behavior.
2023-08-19 20:24:19
726😟Bug> Not on logistics network
> Has outgoing orders

How does this make any sense?!
2023-08-19 20:22:18
725🙂Generalit's nice 2023-08-19 20:17:54
724🙂SuggestionConcrete/path shoudnt count as a unit for the purposes of minimap display as it dilutes information and makes it difficult to use the feature. 2023-08-19 20:00:03
723😟GeneralThe unit list you get when controlling multiple units blocks part of the chat.2023-08-19 19:59:42
722😀SuggestionWhen clicking on +10 initially, we get the number of items to build set to 11. As a quality of life improvement, I think it would be good it was set to 10. One less click to make things even numbers :) 2023-08-19 19:58:34
721😀SuggestionThe latest update (18-august-2023) added a minimap animation to the "pings a unit" command. Can a checkbox be added to disable that in the behavior? I use them for my mining fleets to show what resource it is focussing on. So since that update the minimap is constantly showing notifications.2023-08-19 19:55:29
720😀General 2023-08-19 19:51:51
719😠BugI'm running into an issue with the item transporter (medium component) where it won't execute a "pick up item" command in the behavior and the behavior gets stuck there. With the small variant of the transporter this works correctly.2023-08-19 19:42:02
718😀Generalhi. really enjoying the game, just a suggestion, maybe an option as in other games of this type to change the speed of research. first level is really fast then suddenly advanced level goes to nearly an hour to research  2023-08-19 19:39:41
717😟SuggestionNeed the "Reserved for outgoing order" status to display what that order is and who is requesting it. It would help immensely in debugging logistics issues. 2023-08-19 19:38:24
716😀Bugcant change from fullscreen to borderless, clicking yes or no of the "do you want to keep these settings" changes it back to fullscreen 2023-08-19 19:31:47
715🙂SuggestionAbility to set image for the blueprints so its more visual and one does not need to read the name of the blueprint when you have the same bot/factory as base 2023-08-19 19:28:09
714😟SuggestionApologies for previous one, sent early by mistake. Was going to say, the blueprints for flooring should be considerably less visible than this in my opinion. They're bright and glaring, and can even make it difficult to see where my bots are going.2023-08-19 19:20:54
713😟Suggestionthe blueprints2023-08-19 19:19:44
712😟GeneralI'd like a Sandbox Mode so I can program and test behaviors without having to advance a real game and test it there. 2023-08-19 19:17:01
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