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IDRatingCategoryDescriptionScreenshotDate
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
711😟GeneralThe Signalslot doesnt work as intended, the Container Lagerblock (7) and Lagerblock (6) and the Twinbot Mesh-LN have a script that should force the bot to go to one of the containers and pick up material and drop them of at the other container, the communication is vial the signal slot however the bot script cant aquire (internal script state) any of the containers as the signal value beeing read by the script is wrong 2023-08-19 19:12:02
710😟BugThe drawing is not copied, the first hand creates according to the drawing, the second creates ordinary bots.2023-08-19 19:05:41
709😀SuggestionGet from component should be able to return two values from constructor objects: The current object being built, and the currently missing component. This will allow for better automation of production chains within the unit. 2023-08-19 18:52:28
708😟BugThe game was set to hostile mode on creation, however in the tooltip that displays the game settings, it states that peaceful mode is set to "Passive".

However, when investigating and finding hostile enemies, they do in fact act hostile as one would expect with the "Hostile" setting.
 2023-08-19 18:49:09
707😟Suggestionbetter selection of in game music or an addition to be able to play and control your own music from an in game player 2023-08-19 18:38:04
706🙂SuggestionWould it be possible to make each 1x1 building graphic a little different and the foundation different? Perhapse trim the slots with a different color.2023-08-19 18:36:52
705😟BugScout command able to move into blight.

I have a behavior which uses the Scout command, and that command is able to move into the blight even though other commands which move the unit cannot. This results in getting stuck on the other side of blight and having to manually move around it to get home.
 2023-08-19 18:22:41
704😟GeneralNeed to seperate screen drag from execute action it's hard coded in with no way to rebind it. Can cause units not to recive commands when moving mouse. 2023-08-19 18:12:42
703🙂GeneralFor some reason, the view keeps scrolling. Fixable by restarting. 2023-08-19 18:04:31
702😟BugGame won't unpause, ive tried saving and reloading and its still paused. 2023-08-19 17:57:59
701😟Generalfollow up on previous feedback.
Radar set to Construction, Unpowered
Not detecting the unpowered build location in the lower right of the attached screenshot.
2023-08-19 17:42:36
700😟BugHave Item node requires an amount to be set to work (with 0 it always says has item). However, the entry dialogue does not have the set number part. As a workaround I copied the item with number from a different slot.2023-08-19 17:40:54
699😀BugWhy do item requests time out before completion?
If a behaviour chip is installed in a storage building and programmed to, check assigned space and then make a matching request for materials every x tics, why do the requests time out before bots have had a chance to deliver the item. Bots will get half way with the delivery and then turn away when the request times out.
Great game by the way. Thank you.
 2023-08-19 17:31:20
698😠GeneralHave no sound 2023-08-19 17:30:15
697😀GeneralThaanks 2023-08-19 17:23:37
696🙂Suggestionmore keybored operations
my finger hurts in cliking
 2023-08-19 17:20:48
695😠Suggestionbots should keep mining no matter what if set to mine resources. very annoying to have bots default to running materials if they finish mining one node 2023-08-19 16:53:40
694😀SuggestionColor or Tint the buildings and vehicle frames.

it would be nice to be able to visually see some sort of classification, or grouping without having to hunt through menus or poking around all the bots.


The bot menu should be a bit better for how many bots are in the game:
it should remember it's filtering at a minimum (so if i click on one and come back to find others with the same filter it should remember it)
it might be nice to be able to sort the list and have more filter options.

possibly have a follow at range option for bots (so that they follow at max range of their main tool - eg repair, or power)

Really enjoying the game, it is a great take on the factory game with.
 2023-08-19 16:53:21
693😟GeneralBug report about invisible buildings placement. I found partly a cause of this. As long the game is running in pause modue the buildings ghost you have on mouse is invisible or work only partly.

As you see in the screenshot the buildings is not visible and orientation as well.

Would be nice if you can see "blueprints ghost" when pause mode. Thanks! Please deleted bug report ID 690 is the same issue. Was my first try to report this bug.
2023-08-19 16:51:17
692😟GeneralI added a Small Visibility Module (+10 visibility range) to a Hound (15 visibility range), but it still has only 15 visibility range, rather than the 25 I was hoping for. 2023-08-19 16:49:29
691😟SuggestionHaving collision on the scouts will become a problem when there's a lot of them. Removing the collision would alliviate the problem 2023-08-19 16:46:46
690😟GeneralHi, i have a bug with visual of placing buildings down. Basicly it just dont show the building location for the building so i have to place the building blindly. From time to time it is on the mouse so i can see the building but most of the time i have to build blind (without knowning the roation of the building). I test it on 2 different PC so the issue was reproducable on both system however im pretty sure it is not a save file issue but some kind of visual gitch since it show up from time to time or get stuck on a location even if the mouse is not anymore near that location. So i suscept it is a focus issue with the game. I will try to use now different screen mode like borderless and see if that solve it for the time being. 2023-08-19 16:34:49
689😠SuggestionI dont understand how to produce building and play the game, things i try are not working, example tutorial ask me to make a assembler, i make it but i cant use it say it medium socket and i can only have access to small socket but tutorial ask me to install it, please have someone who nevber played the game try your tutorial as its confusing and what was a fun interest to try your game is turning to be a headache and frustration where i dont enjoy trying to understand how we are suppose to play the game.... 2023-08-19 16:31:02
688😟Bugthe chinese translation of "can loot" doesn't make sence, which means "can't loot" in chinese 2023-08-19 16:29:03
687😟SuggestionThe lighting is a bit too much during the day, meaning it's very bright. Adjusting the gamma doesn't help because then during the night it gets too dark. 2023-08-19 16:17:33
686😟BugSo, I am running production chains like this:

[Requestor Storage] => [Producer] => [Producer] => [Producer] => [Output Storage]

Where Requestor Storage:
- Is on the network (request only)
- runs a simple script to request goods
- Has a Store register set to the first Producer
- Has a Portable Transporter component
And Producer:
- Is NOT on the network
- Has a locked slot for each input, and all remaining slots are locked to outputs.
- Has a Store register pointing to the next Producer in the chain, except the last one points towards Output Storage.
- Has a Portable Transporter component
And Output Storage
- Is on the network (supply only)
- Has all slots locked to the production chain output item

I am having three issues with this:

1. Sometimes Requester Storage will pull items back from the first producer in the line, despite that producer not being on the network. Suggestion: prevent requests from being fulfilled by buildings not on the network?
2. ometimes a Producer will reserve all slots of an item type for its production, not passing materials down the line to the next building. Suggestion: prevent production components from reserving items if it does not have enough ingredients to fulfil a production run?
3. Sometimes a Producer will a slots of an item type with "Reserved for incoming order", not getting materials from the upstream building that has them available. This can be fixed by temporarily toggling the building back onto the network, then toggling it back off. Issue: I think there is a weird unintended interaction between Portable Transporter components and network requests. I have not figured out what triggers this.
2023-08-19 16:09:59
685🙂GeneralI werk ITSupport and people are going to have afeild day with the TUT, instructions are bootay, took me quite a while to figure out on my own, im sure i could have found youtube vids but thats besides the point 2023-08-19 16:01:48
684😟SuggestionIt would be nice to have more than one uplink going at a time to speed up research 2023-08-19 15:56:22
683😀SuggestionSome suggestion:
Upgrade building and unit. A small component who behave like the destroyer
Have one queue for each type of research like robot, virus, etc
Recicle components like power field
Transform one building to another
A way to tell when a building is not receiving ingredients
A tutorial on portable transporter
Big Transporter later
 2023-08-19 15:49:53
682🙂GeneralSome micro-management inducing annoyances:
- The range with which miners will seek resources seems quite short--if I set them to store in a building more than ~20 tiles from the closest mining site they go idle after dropping things off. Either searching the entire network for mining sites or remembering where they were before storing materials would help immensely.
- Production components don't reserve a slot for their output while waiting for inputs, which makes it easy to fill their inventory with inputs and block the output.
- While behavior controllers are cheap, the fact that components don't stack makes it annoying to mass-produce them. They're the main draw of this game to me among other logistics-chain games, but I rarely use them because of that.
- Within the behavior controller, I haven't found a customizable conditional statement. For a use case--I was trying to make an early-game exploration routine that would return home to charge when out of power. The power flow block only allows switching on 100%/<100%, and I couldn't find a way to switch on the power level variable.
 2023-08-19 15:43:59
681🙂Suggestionhi, guys, i'm french sorry for my bad english ^^ i think we need a better explications for all elements and reduce time for build components and a better trad for french people ^^ so many texts are not traduce in french :) thxx for this good game and good lock for the finish :)  2023-08-19 15:30:10
680😟Suggestion希望可以给机器人设置优先移动区域,总是到处乱跑

还有就是希望信号的可选内容更多(比如可以手动选择研究选项的信号而不是需要读取当前研究选项)
 2023-08-19 14:55:02
679🙂GeneralPromising 2023-08-19 14:50:48
678😀Generalsaas 2023-08-19 14:50:32
677🙂SuggestionI would really like a full screen map 2023-08-19 14:44:09
676😟GeneralOn starting a game, one of the bots is stuck in an ore deposit. Should implement some calculations to prevent ores on spawn location.2023-08-19 14:43:55
675😟GeneralCan't figure out how to deconstruct a building - is it possible? 2023-08-19 14:42:49
674🙂SuggestionPlease allow GetIngredients to work on Research.2023-08-19 14:17:56
673🙂Generalle jeux est très bien et il a un bon débu 2023-08-19 14:03:18
672😟GeneralLooked at behaviour editor, there is a lot of stuff that can be improved there

First of all, its overwhelming to anyone who hasnt seen a similar thing before. There are too many building blocks, especially in the "flow" category. I feel like many of them can be generalized into more useful ones(why are there so many types of loops, collections that they iterate over should be a drop down menu in the component itself or something)

No way to see current variable values or output text as a notification, only predetermined set of symbols. And speaking of notifications, I can display one, but have no way to close it.

The window has a zoom feature which is nice, but its zooming around top left corner of the graph for some reason. Which makes it very bad and useless/unhelpful when working with large graphs

Subroutines feel like something designed with little thought. There is no way to create functions.
 2023-08-19 13:47:04
671😟GeneralMy first produced worker doesnt mine ore,it says, it has no space to gather the ressource... 2023-08-19 13:40:38
670🙂SuggestionAdd a flow node for subrotine calls. Add a extended 'label' node that will return to its caller flow when it reaches the end of the callee flow.2023-08-19 13:34:57
669🙂SuggestionShow what values are being populated in fields when programs are running to allow better debugging and also understanding of what fuctions are doing. Visual feedback is far better than any documentation. 2023-08-19 13:32:20
668😟BugSomething strange2023-08-19 13:20:23
667😀GeneralOMG i UNCLICK THE LOGISTICS NETWORK ON MY MAIN HUB DISREGARD...

Though... it might be a good idea to have a small highlight icon for logistics disconection

my bad my bad.
 2023-08-19 13:16:29
666😠BugNot sure if bug...
My scout here (the one without the mining lazer) won't move goods to my construction. Not sure why? seems to be conencted to logistics network and should be moving goods... gonna try to cancel construction and try again.
 2023-08-19 13:15:27
665🙂GeneralGreat game so far, just one annoying thing:
Playing the Tutorial, the training tasks started way too far into the game and now are stuck at controls. The actual task of selecting a scout with lecft-click and moving it with right-click is not able to be completed and its impossible tp move on to the next step.
This way important information is inaccessible.
 2023-08-19 12:54:35
664😠GeneralTask priority system is still a complete mess!! Some orders will take excrutiatingly long time to complete since newly created tasks get prioritised first2023-08-19 12:30:41
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