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IDRatingCategoryDescriptionScreenshotDate
4869😟Generalitem transporters being funny2024-11-13 11:01:43
4868🙂BugI really like the new "production time with overclocking" tooltip (the green number in the tooltip shown). But I have noticed that the tooltip for Satellite Uplinks specifically shows the wrong overclocking for oversized sockets. The Uplink is actually overclocked at 250% (200% from the 3M1L building and another 50% from being an L socket), and is running at 250%, but its just a display issue in the tooltip showing 200% speed (or more accurately, 1/2 duration). It doesnt appear to affect Refinery recipes or other production buildings.2024-11-10 19:36:40
4867🙂BugWhy does the Iron Bar Distributor large beacon not supply iron bars without the warehouse directly feeding the beacon?
The Metal Ore Distributor large beacon exhibits the proper behaviour and all other settings are the same on beacons, warehouses and fabricator buildings!
 2024-11-10 16:30:11
4866🙂SuggestionHi again, I have few suggestions:
1)can flyers work same as shuttles, that is to not just stay in logistic area but just consider if everything is in same network? Thing is that when I build some building outside of power area, shuttles which are set to help with construction sent items to said building, but flyers even human ones and also land units cannot leave powered area as shuttles can.
2) It would be great to add few behavior logics, namely:
- Count all set items in inventory, not just requested or remaining, all present in units storage.
- To be able to change settings of logistic network of unit controlled by behavior.
- To be able to reserve items, that is block them so they are not considered free to be used in logistic network unless released or used by building (almost same as construction components which reserve required number of items for construction.
- To be able to create own function blocks with different input or output contacts (create function which works in called behaviors as input points or output points so we can make our own functions)
3) Maybe add more buildings, either one with 2 L sockets or one with 1 L socket but also 3 S sockets.
4) Also maybe do something so power cores, power cells and such permanent power sources fluctuate (maybe through blight storms or new solar flares or something) because these are unlocked pretty soon and at same time as batteries which makes those almost useless (at least L one is pretty useless because it is too big).
5) What about some more flying units especially with S slots? For humane use of coarse :)
6) Oh yeah and re-simulator feels little bit underwhelming to me. Not many usable recipes there and few of them when you can use them you also can craft them through research (laser extractor, blight charger, blight crystal chunk, infected circuit board...) others are however very good, especially light mining laser, engineer and human flyer.

Thanks and also thanks for such great game, fun to program my own automated base, not just build buildings and connect them but also give life to it. Can't wait for full release.
 2024-11-09 19:33:09
4865😟GeneralHi, I believe that logistic networks have serious flaw, for example it looks like they ignore some settings. In this example I made behavior in first building which takes signal which is item to craft, takes it's resources, fix all slots in building storage as necessary and then requests them. This building (input) is set to logistic network 1 and only for requests.
Then signal is sent to second building with transporter, which also divide items from recipe plus one slot of crafted item and then takes these items (not requests them) from first building storage. This building it set to logistic network 2 with deliver and supply option only through teleporter. It is set as this so crafting buildings can request from this building necessary ingredients and then through store command set to third output building crafted items are sent to it (this building is in logic network 1 and 2 so my shuttles set to network 1 can distribute these items freely, building is set only to supply).
However with this setup I noticed rather constantly that input building receives through request items from tranporter building even though these two are in separate networks.
It looks like there are three types of storage requests, by component (which works fine), manually (which also works fine) and through behavior (which sucks, because it looks like it ignores network settings).
 2024-11-09 19:06:07
4864🙂SuggestionTL;DR:
- Automation tech too late in content to be truely useful
- Storge tech too late in content to effectively rebuild/re-design,
- player path fixed to get late into robotics first otherwise no automation available

Feels that the automation and storage related tech could benefit alot from being positioned earlier in the tech tree.

my point of view if that the the mats that require mass production are the once benefiting most from automation and programming, which is the main feature of this game. Automation for mass production, programming for fine tuning.

while programming become available at almost the very beginning proper automation require transporter tech well into late game, or atleast large beacon. ater large beacon unlock, there is no more mats that require large scale production, with ic chip, electrodes, fiber and matrix left, which can all be managed with a single building each, with matrix probably requiring most production, but say 8 assembler worh of production power is more than enough, which you'll only need 2 of the 2x2 3M building and that will be enough.

The problem with this is that automation is needed the most for mats that require large scale production such as energized plates where to be comfortable you'll likely need aroud 40-52 assemblers worth of production power or cables anywhere between 20 - 40 depending on play style. 140+ for metal bar and 100ish for plates by late game, as you can see, by the time players get to crystal powder and frames there isn't much large scale pdoruction left.

this led to the best use for the technology would be to tear down parts of your base and re-design. this brings us to the next point, storage, to effectively re-design or utilise the upgrader a very large storage space is required to juggle the goods, unlike games such as factorio or statisfactory, storage in this game is much smaller and large storage are only accessible very late in game. now I like the new challenge this brings but to a large extent it defeats the purpose of the game

Because what this is feels like to me is that I have to design my base 'perfect' from step one and because when I needed the most, the only automation tech I have access to is small beacon and portable tranporter I am being forced to design my base in BIG square blocks as you can see in my saved game.

yes, there are others production chains such as human tech and alien tech, but I can see the team is trying not to have a single fixed progression, which I greatly appreciate, and currently I feel like I 'have' to get to late robotics research before I explore other tech tees.

I don't usually write this much, but I love this game and want to see it succeed and want to see the team succeed
 2024-11-09 09:25:37
4863😟BugConstant looping error referencing 'Error in extra_data table'2024-11-07 09:40:36
4862🙂Generalordering the build of a Miner Mk II unit at the HQ Mk II building at this state crashes the game right after leavig pause mode. 2024-11-05 16:22:59
4861😀SuggestionRequesting a feature to select a building and then context menu to select all units that has this building in a behavior register. not just goto or store register. thanks! 2024-11-03 04:24:52
4860😟BugThe Behaviour Controller in the 2x2 Building at (-79, 81) contains a script that reads the recipe from each production capable component.
The first iteration works as intended, the second iteration with the assembler doesn't update the recipe variable "c" to the large wind turbine.
This seems like a bug.
 2024-11-02 14:42:20
4859🙂BugUpgrading a unit from clipboard does not copy behaviour. 2024-11-02 09:04:46
4858🙂General Bonjour
Lorsque l'on utilise un déployeur sur un bâtiment 2S qui contient 2 déployeurs de drone avec des drones à l'intérieur, lorsque l'on pose le bâtiment, il n'y a plus les drones à l'intérieurs... Ils disparaissent ;-;

Merci! (:(:3)
 2024-10-31 12:20:15
4857😀GeneralPonjour,

Le "send developer feedback" marche pas :(
Sinon j'aime beaucoup le jeu :pouce:

(:(:3)
 2024-10-31 12:18:30
4856🙂Bugpotential bug or am I just blind?
why is the 2x1 1M with a porter on #1 not droping the stuff into the 1x1 24 on storage on #2?
different channels were no problem so far
 2024-10-31 11:11:53
4855😀Suggestionthose critters should try to walk around a phase flowers if they did get pushed back... I dunno, 10 times?
or make the 'port back' coords a bit more random?
 2024-10-31 09:18:07
4854😀SuggestionPlease make the behavior description multiline so we can create readme to describe shared behaviors thoroughly. Thank you! 2024-10-30 23:54:19
4853😟BugSolar pannels work during the night and wind turbine stop during the night and resume during the day 2024-10-30 20:36:42
4852😀Suggestionfesfasefasefrsef 2024-10-29 22:12:57
4851🙂BugThe center bot is stuck. This happens very often. Games like anno don't have this problem.2024-10-29 20:33:36
4850😠GeneralUnable to kill Mothika since update using photon beam. They shoot but not hit anymore?! 2024-10-29 17:02:04
4849😀GeneralThe icon of resource on miner bots are incorrect. The resource is being sent using signal from Miner Scout Bot to the Miner Bot.2024-10-29 13:29:57
4848😟BugTransporter order not being fulfilled:

I have buildings linked with transporters / beacons acting as transport belt

becaons also acting as distribution to feed and empty the production buildings.

in screenshot yo can see orders go on unfullfilled, same logi channel, locked to transporters. within beacon coverage, but nothing happens.

now, the interesting part, if I toggle high priority on my building acting as belt link, it works again.
toggle off high priority, it stops
2024-10-29 08:18:52
4847😟GeneralAdd automatic desconstructor bot/attachment

Currently deconstruction takes too many steps or programming. Similar games have easy ways to deconstruct.
 2024-10-29 07:35:19
4846🙂SuggestionFilter building based on attachment.

Context : I am trying to create a dropped items pickup bot that will move around the base. I am looping through entities of type building but it will loop through previously visited buildings that are in it's range, thus it takes a very long time.

An alternative approach would be to find buildings based on attachments. That way I can find powerpoles and loop through them.
 2024-10-29 07:19:11
4845😟General请抓紧时间完善游戏内容。中国还是有很多玩家喜欢这个游戏的 2024-10-28 06:59:10
4844😀SuggestionIt would be really nice to select multiple buildings and copy paste them. The same for the deconstruction. At some point you have to rebuild/refactor your factory and just to think about deconstruction all the buildings makes me quit. 2024-10-27 14:13:35
4843😟Bugit started to spin and i don't know how to stop it 2024-10-27 13:26:41
4842🙂Bug科技研發卡住不動,說明是寫說缺乏原料,可是沒有找到或提示缺乏所需原料的圖示。2024-10-27 05:10:35
4841🙂Bug176, -35
The scout can climb up a horizontal cliff.
 2024-10-26 18:33:46
4840😠BugSee the screenshots I put in discord. Its getting annoying that people say they cannot see what the issue is... I came on this game tonight to relax. Even though Factorio has been update and has a dlc I wanted to spend some relaxing time on your game. Unfortunately these bugs are stopping me playing the game. Hopefully you can work it out soon because I do enjoy the game and dont want to leave negative reviews.... 2024-10-26 18:16:43
4839😟BugLarge human re-simulation commponent not working2024-10-26 17:35:38
4838😟SuggestionI've already researched Blight Visibility, so can you tune down the blindingly bright neon pink glow and lightning a little please? Or atleast make it an option for people who play at night? 2024-10-26 12:32:47
4837😟BugSome gates won't turn to correct orientation.  2024-10-26 09:26:38
4836🙂BugThe symbol on top of the building is different from what the building is producing.
I think this happend through copy paste the production building.
2024-10-25 18:17:39
4835😠Suggestioni'm pretty sure that when i create a big construction order, system is analyzing which free bots are closest to the command center or something. i have construction site and materials and free bots all next to each other, but game rather uses flying bots that are on the other side of my base to pick up materials and deliver to construction.

I believe that game should check from where is the material for the construction and then check for the closest free bot measuring from the material storage.
2024-10-25 16:27:39
4834🙂SuggestionI know that Shift + click a teleporter's target will select that target, but can you make it also move the camera to the target please? 2024-10-25 15:55:16
4833😟BugIn beahvior i can't seem to make work with "Enable Transfer Route" and "Disable Transfer Route". They do not switch the register in my unit. 2024-10-25 15:51:46
4832🙂Buglaser can't hit the power pole right next to it.
damage was from bugs earlier the defense was built next to it
2024-10-25 10:43:02
4831🙂Suggestionthe towers could need some upgrade be smart enough to hit them...
or the pathfinding of the bugs could be better ;-)
 2024-10-24 21:37:40
4830😟SuggestionOverall, I lke this game. I find myself really wanting to love it and show the beauty of programming to my children. However, I find that the programming aspect is just too unpredictable to be fun programming.

Two or three suggestions:

1. Make it clearer how functions behave, especially with edge cases. If I get an inventory slot contents, can I directly feed that value into a number comparison? Or do I need to extract the number first? What if there is no item-- will the inventory slot number be 0, or a "null" of some sort? My biggest suggestion is to add a bit more documentation to each function that goes into these details.

2. Introduce a visual typing system to parameters to indicate what "type" a function returns and what types a function accepts. An add function expects a number or coordinate and returns a number or coordinate. A coordinate can't be fed into an "get inventory" function.

3. Constantly hunting for the function along the left menu is really painful. Let us have another way of picking functions (typing names, perhaps?)

4. If parameters can't be typed, give us a way to specify a different visualization so it isn't all purple icons with just letters to differentiate.

There are still some rough areas (e.g. debugging), but this level of visibility and expectation would go along way to eliminate a lot of the friction around the game.

P.S. I'm glad to see the additional functions slowly getting added. I'm looking forward to where this game goes.
 2024-10-24 08:15:35
4829😟Suggestion茶白です
エンジニアについて提案です。
再シミュレーターでのワーカーからエンジニアへの回収のコストがロボティクスデータキューブ15個に下がらないでしょうか??
ご検討下さい
 2024-10-23 13:05:13
4828🙂GeneralPulse Laser Turret Lighting seems wrong2024-10-23 08:49:02
4827🙂Generalcool game boss  2024-10-23 08:24:01
4826😟BugWhen I select a unit, it won't move when I right click anywhere else. It makes an small short dull error sound. I am able to use right click to open up menus and such. I even tried switching bindings and it looks like its a problem with the right mouse button action. 2024-10-22 02:43:33
4825🙂SuggestionEine Einheit, die sich um x Felder in eine Himmelsrichtung bewegen soll, sollte nicht den Teleporter nutzen.  2024-10-21 11:30:04
4824😠BugДень добрый, играли вчера в с приятелем в КООП Десинкед, я хостил, он подключался. Обнаружили огромные проблемы, несколько раз между хостом и гостем происходил дичайший рассинхрон, разница в том видел я и видел он составлял по ощущениям минут 10-15! То есть уже до фига чего построил, стройки закончились а но видел только голограммы. Реконнект лечил но не надолго. Прикрепил два скрина сделанные в одно время в одном месте с хоста и клиента.2024-10-21 09:00:16
4823😀GeneralFinished the tutorial! It was well put together! 2024-10-20 14:34:41
4822😀Generalhh 2024-10-19 05:43:03
4821😠BugErrors appear if I go in one direction over them, ie the number of iron plates. They disappear when I reverse direction. So that is a start to fixing it.2024-10-18 15:40:00
4820😠BugWrong icon, related to previous bug report2024-10-17 17:30:16
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