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5714😠BugDue to OCD seeing this is absolutly triggering me, why? because i selected flat exactly to avoid this. Please create an ABSOLUT flat, as in a 3rd option, aka keep the current ones, and the 3rd options means: no water, no plateau LIFTED, aka plateaus still exist but no wind bonus, no ramp, no clif, and of course, no rocks. Aka, as long as we keep destrouing everything, to be able to build with absolut 0 restriction whatsoever, a perfect terraforming. That or the tehnology to do so2025-11-04 01:12:27
5713🙂SuggestionQuestion, this is a massive game change question: can you make units go through other units? They levitated, so they just "fly" (levitate) over each other. Why? to get rid of anykind of path block issue caused by units, and just own units, nothing about allies, nothing about friends (real life people, mutiplayer, whatever), nothing about building or terran (aka they won't fly), even if it's just the bots (and the human need an I equipped or something to do the same, aka the bots will be "superior" breed since they will be able to "fly" over human units but not reverse), because as far as i can tell, a lot of frustration is due to them blocking each other. From delivering or recing items, from trying to go through, from having a group of them, from a unit that you programed to move away from enemy if taken damage but the other units are blocking the way, aka so much issues, so much Work that needs to be put to sort this out, would never even exist if the units can pass through each other, you know, just like how they can pass holograms, actually, is that not even better? because again, the levitating animation is not need, what is needed is for them to not block each other. This is one of the major issues in anything to do with automation, and it is NOT enjoyable or fun, it's a real life event that in a game should not exist making it more enjoyable. And now that i rember some train games did the same, they actually did a tick box. If one, realistic logic, aka trains block each other. Un tick, trains can go through each other even if it's clearly impossible in real life, but that is exactly what this game would benefit, the abilty to make it more pleseant to play 2025-11-03 23:10:15
5712😟BugWow... i don't know how much i looked for it and this was the keyword, disconnect... using the search function in this game is like playing scramble or what that game is called, you need to guess the word, words you know, you know how they work and their meaning, you just need to figure out which one is needed.. Anyways, i duble check with channel 2. When it was ticked on, channel 2 was added. When ticked off, nothing, both chananels are still ticked on despite this setting. 2025-11-03 22:25:54
5711😟Bugthe logistic ones... what does untick do? because currently it does NOT untick the unit from channel 1. The unit is still in channal 1. Also, is there nothing to turn off the whole logistic? i will experiement a bit more, but, what it's shown here, is not working, btw, can you please make MOVE to actually wait until unit arrives because yes, it just skips to the next one... it's so tiering that for each time i need to put move, i need to add, get coor of self, or, is moving? Please just add move to: here is the coordanance. Under it is another thing for range (aka withing this range, 0 means you need to be exactly), another 2 for wait till arrive, stay in network... i will repeat this one, the second tick box is STAY in the logistic network, do NOT go off it, and of course, here the little white dot saying arrive, path blocked, so one... because honestly, do you know how much of a massive pain it is to check what when wrong and you don't even know where to look because there are chains everywhere and every last one of them use the same white line? Highlithing does not help unless you click one by one, and this is exactly why having so many chians in a massive pain, you need to check them. BTW, what in the wolrd does the debug do? i clicked on it, it has a little icon and i though that now it will start from there exactly to test what is not working, except it is not, it start from the beggining. BTW continues, when i change program for multiple units, can i get an option to turn all units off (from the network or power)? alternativly, when i modify something, and want to exist the programing to check the "real world", an 3rd option (yes no) called just this unit, termporarly. As in, what i change on the current unit to not affect other units until i am ready to run the final product. This is why i said, either a way to turn them all off, or a save temporary, click on that little screen bottom left, will switch the screen, as in the program is just minimised, like a mini map, but not closed. I thing this might be the best solution? no clue. Honestly, i spend more time looking how to make things work then actually programing, let alone playing the gamer2025-11-03 22:21:12
5710🙂Suggestionwhy is there a request for everyone but not the share to storage? also, if all units are exactly the same, is it possible to add a meniu? like this are miners, all have 2, so beause of this to have the 2 miners and be able to set them2025-11-03 20:32:20
5709😟Buglast, i hovered the mouse over. This is what i mean, (almost) everything is empty, i restarted the beheviour many times but nothing until i manually change2025-11-03 20:24:52
5708🙂Bugfollow up for the previous bug. As you can see from the aler icon, this bots still have the previous parameter, yet if i open the beheviour, the new coordanace are showing,no this one. BTW, i also deleted everything else, so yeah... it is a bug. BTW 3 or how much, can we get a sort and sort lock in the behevoiur? i have no clue how it can be implemented so i just focuse on saying: we press that button, everthing gets locked = nicely organised2025-11-03 20:22:38
5707🙂BugAll bots with the crystal visual have the exact same beheviour. Except, there is a bug. The 1st prametar was something else. I removed it because i want them all to move, regadless where they are, to a new location so i can replace them. So, why is just one bot (left) moving while the others are staying? That is because i manually removed parameter 1 from this unit, undid it's link. While the other bots, i did not touch them. So even if their link got cut, and now it's just looped to go to the location, actually, it is not working, because despite me removing parametar 1, the bots (right) still read the previous parameter 1 (no location) and not the new, location, prameter. Suggestion: parameter 1 to not be deleted unless there is no place that uses it since this will be a massive hint and reminder that we need to adress said areas. BTW: regarding CALL: why can't we just create INside? As in a new call. Call start, call end. Only 1 single of this 2 can be done in order to not confuse (plus we can just add brances inside or just use the current call for more). I deea is very simple, you place the call start, there is nothing that can be link to it but this one can be linked to others... except it is already connected to call end. This is so to ensure it does not get mixed up by accident with other as we create. Aka they are their own little separate, but, insted of creating a separate beheviour, it's insite. Also, i request 2 buttons: 1: to delete beheviour and blueprints, i made copies since i did not know how to overwrite or whatever, so now i have to many and i am not sure where i need to go to delete them... because i assume there is but i can't find. whatever, moving on to the second on: Undo construction we (manually, not via programing) just made for when we accidently build something and well, human error... especially if we do the forced overbuild (aka what exist gets overwritten, replace, or deconstructed, so the undo button will redo it). Bonus: we can't build over an unsolved building (or solved with items), but if we build over an solved building, said building vanishers in the air (or just add a new option, auto dissapearing of solved and empty buildings).2025-11-03 20:19:32
5706😀SuggestionKeybind for Relocate building please 2025-11-03 19:37:59
5705🙂SuggestionFor the infinite resource: Is it possible to remove all, and i mean all resources, and insted, a new building (exist already in inventory, if someone someone lose it then restart game, and cost like, don't know, 1 crystal?) that works just like that building that converts one resource to another, except, it needs no imput (no material, free). Like this we can have infinite resource and also no infinite notes that might or might not be in our way. Meaning it gives us maxim flexibility. BTW, insted of a replace, how about making this a new options so it fits for everyone 2025-11-03 17:50:53
5704🙂Suggestionthis dashbot when around collecting silica sand from mutiple units until it had 20 (no clue what it did that is now 19), but, there is still a slot avalable, why are the bots not filling up automatically without any programing more then 1 slot? 2025-11-03 15:10:24
5703🙂SuggestionI do not even know if the following is even possible: when a bot trys to mine, but it can't because other units are there mining already... mind you, this is just 1 single comand, no chain, the bot to then automatically, on it's own, no imput from us, check the avalable free place where it can mind. IF there is none space avalable, this mining place will not be used for this bot and it will go to look for a different one. Best exemple: you have 3 metal chuncks, 2 are completly occupied but one still has one place open, the bot detecs the 1st one, it's full, goes to second, full, and insted of getting as result the 1st 2 (aka what happens right now), it wil lactually find the 3rd one. and if that one is also occupied, it will go to look for a different one or pause or something. Also this is different then what already exisit because what exist always goes to the 1st one and to do what i just wrote means we need to create tons of chains. Best exemple i can give is starcraft, warcraft, so on, you select mutiple workers, if there are to many at one ore, they will go to a different one, same type, and continue going to that one until it's empty. but again, no ideea if this is even possible in this game. ideea is that this is something almost no one will bother doing so havign this as a ready to use will be a massive QoL 2025-11-03 15:02:24
5702😠GeneralKI attach the game, the one I play. I like it. I like it easy and peaceful, but. every map I download or regenerate come was only crystals, no iron. So I know this is glitch or you guys change the game to make it only crystals. So how are you gonna progress with only crystals? So please fix it soon as possible.  2025-11-03 03:28:42
5701😟Bugitem on the floor can NOT be mined. It picked up the resource, and since it canont be mined, next step should have been to pick it up via thecannont mine, but insted, the dropted item, on the ground, non mineral, is something the program thinks it can mine it despite no, it canont be mined2025-11-03 02:22:46
5700😟BugThe second bot maker creates normal, Default, units when it should make the one with equipments like the 1st one2025-11-03 01:24:33
5699😀Suggestioni do not know how the map is generated. the fact that at every x distance are the same thing over and over again, and other stuff is ok in the central area. like seriosly, please keep it like this. however, what i want to suggest, is a new tick box, why tick box? because everyone has a different preference. IF on the more we go away from 0 0 (not the starting area but 0 0, this is to be able to keep track, plus, i don't understand why 00 is not the starting area anyways). So any of the biome will become larger and large, massive even. One exemple is if you start the game with Biome ajusted to an extreme.... i mean i did it because i wanted grass everywhere..except there was just grass, no metal no where. So yeah, that one is exactly how i wanted, except, the starting area to be mixed.... Now that i think about it, what if a second option (aka this to be a drop box insted of tick box?), we start at 00, and each corner (SW, SE, NW,NE) will have a completely different biom. No mix. It's just endless. And the X0 Y0 will work perfectly to tell apart each section.also, please disable anything to do with enemies aparea only on x or never on y biome. let them be everywhere no matter what biom 2025-11-03 01:22:13
5698😟Bugso, i will say bug because i have ticked to be in the network and to serve building. meaning that it should NOT have the 1st 2 on exactly because the unit should only give items to building that are being build with the tick box i have enabeled2025-11-02 23:18:45
5697😟Bugthe place construction took so long that the chian looped and caused an issue. To fix it i needed to add a wait. Meaning that the place construction needs a little extra wait time by default because the flow continues while the bulding has yet to be constructed, because the chain goes to what type is on that location, and the fact that it came back to construct, means there was NOTHING there, but at the same time, it gave an error because it can't construct since well, something is blocking it2025-11-02 22:55:52
5696😟Bugi used compare registers. But, it's compare items. Not compare unit, not compare register, but compare items... wtf. Sorry, please rework this because this is absolutly conter intuitive, this is guessing level for people who do not know whatever you know in order to create this labers. Also, no, it's not about renaming them, it is really about combining them because it is just to much. For any fine tuning, just use the extra function2025-11-02 22:32:23
5695😠Bugcompare unit: the building that was constructed and the building that is at that location are different.... is it because it says compare unit? is it because it's a bug? i have no clue. But one think I 100% know is no one, abolutly no one will know why this is not working exactly because it should work without needing a dictionary of terms and codex. This is exactly what i keep saying in the last few feedbacks, please have people who never played this game, including children, try programing, do NOT tell them anything, you will see for yourself how massively the diference is between people who have no clue and thoes who know2025-11-02 22:27:28
5694😠Suggestionwhy was this, get unit, not in the unit category. why?????2025-11-02 22:14:48
5693😠SuggestionRequesting Items should block supplying that item to the network, watching units transport the item to the storage to it immediately be removed from the stoarge makes no sense at all. alternative allow supply/request per channel 2025-11-02 20:53:05
5692😟Generalget unit type: still blank. So i need to add extra steps to find out something that is on that coordanance, because this is not intuitive. BTW, for the zoom in and out, i changed the imput in settings, but the one in here is still mouse scroll, can it please be changed to match the imput? same with the hold ctrl to register shortcut, as in, the ability to change CTRL to another botton, And no, you don't need to add another 10, just one single where it asked which one to be hold to register.2025-11-02 20:24:42
5691😠SuggestionUnit type.... is this not exactly what i wanted.... like exactly... why is something called unit type in flow and not in the unit category. Please re evaluat the criteria, if it has to do with unit, put it in unit even if it's related to flow, whatever that might mean. BTW, i see tons of loop option, i honestly have no clue how to use any of them but at least i now know that that was exactly why i could not find this one... and i actually bothered to look. i do not even know why i keep repeating myself. The way the options are presented is working for people who know, anyone who knows will just close the programing, play a bit, close the game, never come back2025-11-02 20:17:54
5690😠BugNothing? reaally/???? absolutly nothing? and how many of them exist? Why are there so many? this is not a criticism but a geniun question because i don't understnad what is the difference between each one of them. Just like how get self, you know, the unit, is in math and not in unit section. i honestly do not get what is going one. BTW, loops X, thanks, i just wanted to know what it does in a way of what can i do with it so i know what i can do to make it work. the current explanation of what it does, only is relevent for people who know how to use loops, signals , and whatever it is. and thoes people don't even need that little instruction. This is honestly very difficult... 2025-11-02 20:13:11
5689😠BugWhy are world coordanace possible but get unit type does nothing... there is a building there... i can't get the info of what type it is via the coordance... do you get that the issues is that i am wasting a lot of time to do some very very simple things because i have NO way of know what, how, why, nothing, abolutly nothing, and i am bothering to figure it out, i do NOT know how many people would just stop2025-11-02 20:03:04
5688😠BugI honestly do not even bother with the correct whatever. This is exactly what i am keep talking about. There are 3 compare, none of the work. Why? because there are to many criterias but none that actually allow things to work. The thing is extremly simple, i use the bot to place a construction, so now i want it to automatically check if the building was build or if it's still a construction stage. But none of them work. Absolutly none. So after 10 mintes or maybe more? i figure that maybe the issues is that i used as a filter the construction, you know, exactly what that building is, and insted i should use the final product, like i did inpreviously to check.... ahhh wait, the reason why i did not do this is exactly because i want to be notified if something is blocking the construciton, so of course i can't use the wait till the construction is finished, because the bot will wait ther for ages unless i construct other chains on how to nofity me if something is not working. The compare should have been 1, only 1 single thing. Just add a drop box for the type if it's that important. And best part, if you selected a drop for one box, the second box will reduce the option if some cathegories can't be compared due to software limitations or something2025-11-02 19:45:15
5687😟SuggestionI wanted to see the unit but you know, forget what i wanted: why is this not 1 single thing???? The network one is the best exemple: you have a button: what to show: battery, frame, type, unit (including if it's land, like water, cliff, rock, mineral, whatever it is), energy, really, you know, get unit INFO! Including inventory and equipment. Why is every last one a separate thing when you could create a single long (deep) box where everything is every nicely located. Ah yes, i forgot, coordanance, and so much more. To make it a bit more clear: get info -> any info that can be registered into a parameter. So health, battery value, location, all of this (if they are enabeled) can have their own little box for result (aka where we put parameters), and be one under each one. The ones that should not be in this massive box: is moving? because depending on the condition (yes, no, blocked, so on) different actions are made. So the get info, is really just that, getting the information + setting this info into parameters) but nothing more aka just 1, and just 1 single bot to connect to the next one.... ok ok, look, i am writting while iritated, so of course this 1 single might not be ok if there is a "can't get info (no clue why) or similar. ideea is to not complicate the things while still combining stuff2025-11-02 19:28:51
5686😟SuggestionSelect on map.... why does this option not exist while i am INSITE the programing the behevious?2025-11-02 19:19:08
5685😟Suggestioncan we get lock component? this is my pick up bot for now, and it auto equip stuff. actually, is the auto equip not a better alternative? as in, to be on or off. Exemple, we have a unit who's inventory is full or locked. We press the request and insted of getting the current option, we see a new on that will be for auto equip. repeat: the current request = item will be in inventory, error if no space. The new request: will reserve a slot in the I, S, or whatever it is, so even if the inventory is full or locked, it still will be fullied. BTW, i get to auto equip if we requested an item, why are items we don't request, like storages with I slots, or units that pick up from ground, also get auto equiped? Speaking of this, in the tutorial, mind adding the option to select mutiple buildings and copy paste them? aparently people don't realise this. Including copy, paste, and drag to build multy. Speaking of selecting more, why is the send to shared storage not avalable as a button? BTW forgot what number. Is it possible to add a "ctrl +" funtion to the send to share storage? as in, when pressed, the items, regadless if there is actually or not a shared storage, the items in the inventory will just be requested to be emptied. This is for the following scenario: i selected mutiple units i want to take to mine for crystal let's say, but this surplus of units just mined metal. So i press the (new i guess...) send to share storage for all the units i selected, but the shared storage is full, so i hold CTRL + press again, and the runners (or whaever bots are used) will come to empty everyone's inventory. BTW forgot what. I do not know if you plan on creating a new game or whatever, but did you even consider creating different campain? expansion? So insted of releasing a new game, you just create a new campain mode. Why I am asking, insted of creating a new game, why don't you use what you already have? Plus with AI (real life ones) will the work not be improved? <- this is a geniun question since i honestly have no clue and am just hoping2025-11-02 19:05:35
5684😠Bugthis is getting ridiculous. I set the building to build itself and then to continue doing this unless path is build. What happens? nothing. Why? because the beheviour does not start on it's own, and i am wasting, i will repeat, WASTING time and more time and more time trying to figure out how comes this one does not start when the building was constructed but the other building, the solar panel, that s pretty much the same set up. work. Is this like some kind of intentional mecanism to make people use units insted of buildings because the person who decided this needs to explain why others are forced to pla-.... WORK in a video game as they intened insted of letting us program the bots and building to beheve how we want. Since i assume this was not intentional, i will just select category bug because again, the build constructing themself works, it's just that the newly building does not start it's behevious. BTW, since we use he construct, can we get options like high priority, notify if build and, the construction failed. This on actually to have a second version: building (the one that was selected to be build) already exist. Exemple: i run this on for turrets let's say. If the turret uses a older model or the path is blocked: Construction failed and i would get a notification that i add after. The new option: construction already exist, well then i will do a "wait" since i do want this to continue looping in case it get destroyed. BTW, oh you can create a unit that checks it and add coor.... what did i just pointed out about making other plays a game how you want, especially since it's complicated, sorry but it's easier to just drag without programing if we need to spend 2+ hours figuring out how to do something.2025-11-02 18:53:42
5683🙂BugBugs path finding buged out2025-11-02 17:29:37
5682😟SuggestionI have absolutly no clue in any way or form what memories do, how can i used them or for what, and where to find a guide to explain to me what they do. Sorry, the short info is the same as saying to someone you sit in a car and drive.. when they have no ideea how to drive2025-11-02 17:06:38
5681😟PerformanceVerbindung zum Server im Multiplayer nich möglich. Spielstand erstellt und als "für freunde" deklariert - kein beitritt möglich wegen netzwerk timeout 2025-11-02 12:50:20
5680🙂Bug用中型太陽能電廠的藍圖,更換小型太陽能建築會不會多出小型太陽能會直接消失2025-11-02 11:41:43
5679🙂Suggestionit would be cool if we could get longer ranged attack drones with that drop an explosive payload on top of the target and turn back to their carrier, wich would make carriers more usefull that just a fleet protection asset. 2025-11-02 06:33:59
5678🙂Bug圖中的8格儲存槽鎖定了水晶粉末,隔壁的粉末產工廠明明就溢出了
但是不會產生訂單
2025-11-02 04:08:22
5677😟SuggestionSo... i can set someone's signal to something very specific, this is extremly good. But the signal reader can NOT read the signal that is emmited and the Radar can... i will try again... IF, i have a radar to check for dropped items, enemies, whatever, and i chain the radar result to signal, the signal, with the exact location info, since the radar found it, will be emited by a unit or building. IF a unit with the reciver equipment has exactly that, aka looking for dropped items, looking for enemies, looking for whatever, it will automatically recive the info regadless where, just like how it works when you drag the arrow to an entity. And then, the reciver will dragged to the apropriate box, like attack. move to, pick up, deconstruction. Also, to save FPS and our sanity: Only one info can be send, and until that info is done, not more. Imagen i use radar for mineral, and i place couple of buildings with radar. well they all will send the same signal, so either they will instantly switch in between or only 1 will be send. Secondly, a hidden tracker, when the signal is send, every second only to check if it's still valid, if it's not valid, the only the next signal will be send. Because again, it's on the ideea of FPS won't get overloaded because tons of signals are send all around. So this hidden table essentially just allows 1 single signal of this time (like signal A with a value of 10, and a signal A with a value of 11, but not 2 signal A with value of 11), this will also ensure no going around randomly. Honestly i do not understand why are there so many equipments and you need to figure out how to use them... or are they in the codex? i forgot it exist. ok let me try to see 2025-11-02 03:17:11
5676😟GeneralAlmost... randomly i found this, i though that ok now i can scan for tiles with no fondation via putting the reverse... except it still looks for fondations but the ones with units on it and i honestly can't tell what to use it for. I will experiement more since maybe i can figure it out. no clue but for now, i s2025-11-02 02:28:46
5675🙂Generalabort construction.... what kind of extremly specific situation is where we need to use this? i start: i test autoconstructing, so, due to NOT knowing where it will show up, i will use this, as in, construct, wait a second so i know where it is, then abord construciton. BTW, can you add deconstruction? because i want to construct thing but, if i don't need them anymore (aka i send a signal or other trigger), for all of them to automatically deconstruct themself. well, for now i will just stick with having a bot run around and deconstruct said enteties, still ok. Speaking of automated construction. can you create a new one that has the following function: place fondation (or whatever tile names they have) on any network covered area. This is a combined effect. This effect will essentially do many many things and the bot will not be able to do anything other thing. It's a full time job. To start with, the title to place and then the area. why? to get rid of needing to loop every last tile. Especially due to issues. also, is it possible to work on layers? the tile construction are covering units above it when, the units should be visible and only when they move the ground to be visible. Anyways, back to this tile thing, another thing that happens, is that this unit will pick up tiles until it's inventory is full to minimise time wasted due to transport. Secondly it build on the spot, no hologram meaning no other unit will pick up tiles because there is no request. This is why i said it will become a full time job because i don't know if you realised, any possibility to do this via program is more time consuming then in 1 - 2 seconds quickly laying a large area... repeat, it's more time consuming to progrem this beheviour due to how many chains needs to be done and avoided, reason why i suggest such a multitask full job beheviour2025-11-02 02:10:04
5674😠SuggestionWhy is it a circle? do you have something specific reason other then real life logic that should not be present in this game? the circle is not even perfect circle, all it does is create a massive headach how exactly to set up this one perfectly. I do not get, people who don't have ocd won't bother with this game, people who have ocd and love this game will get triggered because this is round shapped insted of being a perfect square or other form that allows placement where you don't sacrify anything. You want variety? how about not forcing people. I don't like the plateau, the water, rocks formation exactly because it interupts my base. You want us to do automation but you are making the enviroment in a way that automation of it will not work unless we further ajust? Which one is it??? Just like how you give us the ability to chose flat or not (thank you for that, really thank you, i can't even play the game in non flat because it's just absolutly horrable, for me at least, i assume?) please add the option: 0% water (btw, any reason why plateau and water are combined? because at 20% i can't find any plateau unless i set the second plateay to large and they are then massive), no rocks, no cliffs because even the plateau are flat (yes, enemies to still be there, and yes, I gladly will sacrify the wind turbine bonus energy if it means i can have a flat world). Or at least let us destroy them, so even if the floor is uneven, at least there is nothing obstructing from bulding..... btw, now that i calmed down, if, later in the game there is landfill (for water cover), destroyction of rocks and cliff and so one (no, flying units don't count, this is an OCD issue not a how to solve a puzzle), the yes, sorry... i have no clue what to say. sorry,.... ahhhh i forgot!!! please give us an option to make this ranger extension square. Even if it means to cut the extra. Aka the range gets reduced to be a perfect square, that is an ok compromised if it means it will be a square!!! 2025-11-02 00:54:47
5673😀SuggestionYes! this is it. This is exactly what i keep saying in my last feedback!!! you have something, 1 single thing, but you can do multiple thing. No need to chain every little thing one by one. This is exactly how all (most?) of them should be.2025-11-02 00:00:18
5672😠PerformanceThis is one is extremly annoying, extremly. Unless i manually disconnect the bot from providing items, making the whole automation i try to do here useless, the bot get the item, but instanly provide it for another unit that also runs the same program so the bots will take the item and then this bot runs the Request WAIT, and will NOT go to the next step to actually equip the item it has in it's own inventory because the bot waits to get a new one... this is exactly why i said, making chains chains chains chains is massively backfiering because you know exactly how to make them, and i will say again, exactly. It's not possible to do it any other way unless of course you KNOW how to, i don't and most people will not even try to figure out. Like i will try to disconnect, but how do i get the item? request item then disconect? i can't find how to enable or disable the supply items for network. As i said in my previous feedback, this system is absolutly amazing and wonderfull, sadly it is NOT user friendly. You need a guide, you need a dictionary, and you need to do puzzles and even more connections. Do you know how tons of people did not like the mini game? the chaining is worse.... and sadly, it is just because it's to much work that, in the end, you might not be able to solve, making you want to never touch this ever again. i am very sorry, this game's tutorioal is useless for the programing aspect. The tutorial needs to have sections where we activly are being taught how to use each and everything. as in, none of of them to not be used (please add a little button or whatever where we can jump to section of tutorial so we can jump to where we need more to learn). And now that i wrote all of this, i just now re realise, what am i talking about, most people will not bother. Sorry, the tutorial would be amazing, but the real thing that is needed is the presentation, it's just to much. And again, it's about we need to do to many chians and because it's not intuitive. Honestly, i have absolute no clue. i really don't know. Why, because i have no clue how the programing work, i am struggeling. And what i am trying to suggest is that if you have a save file, heck, mutiple save files, where such beheviours are clearly used, please make them as a "macro" version, aka 1 table where you just add the parameters. And the current one will be a "micro" where we can fine tune everything. Because as i said, the fun of the game is automation, but, we fail to figure out how to. Heck, what am i even saying, people don't even understnad why this exist and what it is used for exactly because it's to much. This is why i said, invite people who have no clue about this game, even children, if they can figure out without being told anything, including not telling them to read the info or instruction, then this game will finally be recomended by everyone who plays it. Like this, i can only recomend it to people who are wiling to spend time to learn it. And i do NOT know anyone who fit this. And this is honestly making me sad as i enjoy playing this game2025-11-01 23:55:37
5671😟GeneralI want to make the bots check if they have an item in the inventory, and check all of them (since will use this for units with more slots) but i have absolutly no ideea what each on does and what they don't do or how to use them or how to tell what i am doing is correct.... sorry, i have no clue how many other people are willing to bother to learn how to use this ones. Also use of exemples in explanation might be helpfull? i honestly don't know. the ideea is that this programing takes more time and effort then manually having all units deconstructed and reconstructed from 0.... just to get the same result.... this is seriosly not good... i am sorry, i love when i know how to do thing. it's just very very tedious to make things work. Any little misunderstanding and it does not work.... please create an overhaul, not REMOVE, not REPLACe, NO, just redo the presentation so that one of this can do mutiple things. there are to many chains. to many elements. way to much. if we want to fine tune it, ok, but, that should be like a separate tab, exactly how in build we have default and separatly the blueprints. So let me try again: we need to have default comands that do mutiple things in one single thing, no chain. And, if we click on it, we can open it to actually see all the chains and ajust them. Aka the presentations. PLUUUUSSSS by default we only have access to this simplified, muti function actions beheviours that are a massive QoL that no other game can offer. But if we equip the I beheviour equipment, well, now we can open this and see and modify further. Aka all the completx elements. Like get componet, the combined default will have check if has, if not request, if has then equip, so on, but, what we see, is just a little box saying what equiptment we want for the unit or building to equip. and if we use the I, we can change this ones, like add chains. And here comes the thing why i said about default and blueprints. The defaults are default, but, if we changed the default beheviours via the I equipment, we can save them and use them just like how blueprints work. Aka exactly what we have now, we can just load a beheviour, even if it's a combined. No chains, no setting everythng, just a simple parameter and everything else will be set2025-11-01 23:29:17
5670😀Bugthe move syn behave like it's a sync. Btw, i honestly do not understand the term sync so, via play test, i assume sync means wait until arrive and async means to towards but don't (the beheviour) wait till arrive and start other stuff. Because this is why i report a bug, i don't get what it means. So the bug is the following: i have set up random scounting for mineral, it is still very bad, i still need to figure out how to get this working. Sorry, you made it way to complicated, i loaded the beheviour templer and it was just to much so i tryed my own but major fail. I don't get why must this be so ocmplicated insted of having the option to further refine if needed. Whatever, sorry, so the bug, i set it up so that they scout the area, however in order to ensure they don't leave, if the batery drains = they left the network. So then to go back to the beacon, i checkj, the beacon's value is clearly the coodance, except, they just ignore this step. the step is clearly shown with a ligher blue (is it not possible to use different collour? like yellow? why? because it's hard to keep track if everything is green bluish, teal? and the active on is light blue) for a second or so, but then it goes to the next step, with the units not even reacting. And actually this worked until i added the scout randomly. Yes, this worked fine, no issues, but, after i added the step, to scout a random range, this messed up everything. Speaking of the scounting, and here comes the combine more in on: the scout, aka NO other connection, just on it's own, to have filters: layer network (aka this is perfect for souting the base for dropped items, need to repair, and so on, without needing to create radar at every x and y disatance), layer not network (aka outsite), and of course, this continues with dangerous areas, including to not go on plateaus. And on of the options: if taken damage to imideatly do something. Aka the scout to be infinitly looped until it finds a target -> next chain, or get's attack -> need to go somewhere, no? so we add the chain where. BTW, did you know that Ikea or what that is called, only has a few selection, like colours? why? because that is better when making choses. This is why imentioned in a previous feedback, everything you have do NOT need to be removed because this is absolutly amazing. What however needs to be done is a simple presentation, a combined effect of mutiple of them. and, via extra option, we can manually ajust, fine tune, modify and change what we want. However, invite someone you know, maybe family members, including children, and have them sit down, telling them to try and do some of the things the play test will be. And observe, because one of the 1st things you'll notice is NO ONE will read the instructions in game (sure, they might ask you, but none of them will read unless being pointed out or is the type to alwas read instruction). Aka yes, this play test, just ask them to do certain things, don't tell them how aside form opening the beheviour. And this is where you will understand that this game is like driving a car. If you know it inside out, you don't get why others can't drive it. So the simple options seriosly means the following: someone who is not sure what to do, adds a box (that they have no clue what it does) that says something, and it will automatically set many of the things. Like a simple questionier. Let's say miners: they put the box, you'll get asked, shall the unit get the latest miner equipment? pressing yes will automatically set everything needed, all the chains, pressing no, will allow you to change whatever you want, like getting a specific equipment. BTW, setting this questionier on the right side of the screen will help via people can visually see the chains being added, plus effect of impresions. Plus, like this, even if they pressed yes, they can always change it. Heck, even change the default of what will automaticall happen. But yes, this is next step, for now, going back to a more simple version that even a child will easily manage. After selecting for the miner equipment, you are asked something like, what resource, default is any, but you can also chose specific and a new option, the one we need more (aka we have tons of crystal but not enough ores? well they will go for ores. We have low both? we go after both, again, all settings can be manually ajusted, for now a simple, less then 100 units should do the trick for people who play this game for the 1st time). Then the more tricky part: should unit look around or wait to be told: look around is the scout where, by default they are not allowed to leave the network. And the being told, you'll get options like manually and the second options will be called Advance... why? as a way of warning new people that they will not be able to understand what they will be asked if they select advance (signal, read signal, send signal, location, where to deposit, so on) unless they take their time to learn more. Anywaysm this was an exemple. how to implement can vary in many many ways. So i strongly suggest to make categories like simple programs, basic programs (aka you have many chains but it's simple stuff like picking items, mining, finding), advance (you need to know how) and expert RIP if you don't konow one of them as it will mess up everything. But again, this depends of how well people who never played the game manage. because what i wrote might still be to much. Because as far as i can tell, this is why so many people do not get how amazing this game is. And i honestly don't get just wait. Please, even if this game does not do well, please reuse the assets and more in further games. And, even if you will add less to make it more simple, please add the option to still be able to add the more advance stuff. Like on the left side bar, have little tab boxes. The everything has everything, the simple it means you don't know to much. The advance means you need to understand how it works. Ideea is that if a new game will have only simple and basic ai stuff, still leave the more advance option even if we need to press a different tab to see them. After all, they will be only for really specific situations. BTW, I just now came up with another ideea. I keep seeing people post is programing needed. So i am 100% sure they will NOT bother with this, thuse they won't realise how amazing this game is. How about creating a new building? with mk tiers to not overload new players. Ideea is simple, you move a unit to that building, and the beheviour will automatically be set to the unit via that building. Aka a center, actually why new building? we have the command center, this is actually perfect. And new research adds new beheviour. And here are the differences: said unit can NOT be controlled. It is fully automised. However, the comand center, will have a new button to see all units, and there, you can select said units to call them back, revert them back to normal units.... with the beheviour IN the beheviour set. Aka they are not reset back, what actually happens is the automation gets disabeled, so now we can control them, we can open the beheviour and change what was created. However, this exemple was for prople who do not touch the programing, so the units being turned into automated via comand center is good for them since they won't touch the programing. And, if they want to control the unit, all they need to do is have the command center disable the automation..... ok, is the not being able to control the unit not to far? am i trying to punish them for not liking the programing? yeah... the comand center giving them auto programing will also start the beheviour automatically, so no need to make said units "non controlable". Well whatever. i honestly don't know what else to say but i will keep thinking because i really love the programing part of this game and i really hope more people will enjoy it.2025-11-01 17:43:27
5669😟BugHello, thank you for adding the recurring requests feature. I am, however, having difficulty putting it to practical use.
Regarding orders created by recurring requests, carriers ignore the requested amount, prioritize the nearest storage, and move only a fraction of the requested items, rather than going to another storage containing a sufficient quantity of the requested item.
This behavior makes the recurring request feature impractical when using a factory-blocks design.
2025-11-01 08:20:09
5668🙂GeneralVery little add: i lied, it's not little. FIlters. Add filters for the automated behevious for more accesable and easy find. I don't use all of them but i sure waste a lot of time finding them. Also, why is copy paste not working, or how do i copy an existing task? Secondly, please add a drop box for the wait: ticks, seconds, minutes, i think it's self explained that essentially that if the ticks is selected, and the value is 10 = 2 seconds,but if i change to seconds the value will be 10 seconds, and 3rd 10 minutes... continuing with what i mean with filters: is there any way or form possible to add different style? As in, combinations (essentially the load but it's it's own little box, no separation). Like let's say one single tab saying move to units. By adding this one, and adding the unit (i mean on map, not type, but an existing one) this will automatically do everything, as in, set find and set the coordance and really, everything, so no need to load any chain or otherwise.... AAAAANNNDDD has extra options, like: empty, mine (see what i mean? automatically checks if miner exist, if not will request and equip), follow (the extra is actually how many steps away to ensure the unit dosen't get surounded if mutiple are following it), deconstruct (yep, once again, check, request, equip, the deconstruction). So this is what i mean, an absolute combination of stuff. HOWEVER, this is only possible via the I equipment of the behevior (sorry, i honestly don't get why it even exist and i feel so sad for it because it is one of the core elements why this game is so fun to play...speaking of which, why are there 2 radar types? sorry, but really, why? we can get signals without it, if we want 1 filter well we just add 1 filder. what i try to point out, there is no need to have 2 unless there is a massive difference in range...something that still won't justify using the 1 filter since units can move so i hope i make clear that when i say different range i mean to move one of them to a later tech but with larger range, however, please do NOT be lazy and make the 1 filter into a 3 filter exactly because the 1 filter is useless unless you want to do simple task or just to periodically scan for something... going back to the combined), this of course includes the radar automatically scanning for such items or enteties. Like we can have a "check how many exist in storages", so that there are always at least x items, so like this the assemble will stop producing more, and there will be enough storage space in the storages if some of said items we get more via deconstruciton. And of course this list can continue. Ideea is that insted of loading chains, said chains are just one and single table (i honestly don't know what you call them) and are exclusive to the I beheviour so that there is a trade off for the convinience. BTW, did you ever used one of the free ais to generete chains and then add them to the game as samples? because the current ones are nice, i manage to learn from them, yet, there are just so many. And since it's a free ai, why not take the time to have it genereate many many versions, and the ones that are actually good, to add them to the game. 2025-11-01 01:56:44
5667🙂SuggestionHello. i want to talk about early game: it drags on to much if you know what you are doing. If you try to figure out, it takes time, but, once you did, you still wait and wait and of course, wait. Why? this is what i don't get. But i did figure out a possible reason. When the game 1st came out, of course all the current early items make sense that they tock x amount of time to be made. But, now? sorry but you wait way to much for any simple thing to be crafted. So here comes the suggestion: rebalance crafting speed. Early items to be quick, like less then a second, no more waiting for anything. Later in game items take longer so module would and will be needed. But as it is right now, we waste a lot of real life time waiting. We just wait. We wait to get the materials, we wait for the assembles to craft, then finally we got an extra thing, but we still need to wait and wait and wait even more. Anything that is small should take a few, very very few, from a few ticks (less then a second) towards max 5 seconds. Anything medium (i am talking about the assembles types, what they craft) to take 5 to 10 seconds, not more because again, it's the waiting and waiting that kills the game. it makes it unbalanced. you need to construct more? how? i don't have anything set up, i am new and don't know how to set up units and now the enemies are attackign me destroying the fun. or something like this. This is what i try to say, this waiting and waiting is just ruining the enjoyment because it's so slow you don't notice you are producing something new. And because it takes ages, you constantly have bottle necks unless you are a veteran and know how to do thing. Why? why is this a game play "feature" when the whole point of the bots and building is to constantly change what they have, what they do and more. Menaing if everything is fast, we will be playing more dynamically to ocnstantly improve the whole base exactly because we can craft everything in time. What do i mean in time? in time before we unlock the next things. The research are so easy that you can skip a few tiers, few structure, and such, because the little advantage it gives you does not justify how much more time you'll waste to get all the resources for it. Aka on paper, on their own, said buildings are better for sure, but in game? it's better to ignore them because you wait to long for the items to be crafted. Also, is it possible for advance crafting? i find it so silly with some of the resources are turned into material A, material A is turned into material B and then A and B are used to create C, insted, what if the ore itself can be used to craft material C? this will further increase the quality of life of the factory since you don't need to have everything run around or items jumping around. Mind you, i am talking about the basic items, not the advance one. So yeah, a lower crafting speed for start of game items will make the game more acceseble early game since you can easily craft tons of item to test everything out, how they work, and so on. BTW 2: just like how the fondation work, aka you construct and they get combined, why can the storages not work the same? aka i put mutiple next to each other and they become one storage (the space is simple added together) so this will make them even more accesable since we don't need to put them in wierd shapes to be accesable while bots still can go around. Also the I for the storage, why is that still a I insted of being a default option for the storages? do people deposit exccess stuff in anything but the storages? because if people store just in storage, that I makes no sense to have and this combined storages will further win from this. Aka the storage will have a I option, you click on it, it will lock all slots to the item you selected (while also kicking out any that don't match). BTW 3: all ruins, including human building, after you looted them, ok sorry, let me retry, before start of game (or in game like you did with the mini games) can there be a new tick box? if on (and only if on): any structure that has been looted, will automatically dissapear (i mean, i left some of them, i did not do anything... but nothing ever happened... so i started destroying them... and that's it... so yeah...). BTW 4: make the startign units extremly fast to craft. i forgot this. this is extremly important. you always want to have such units you can just swam (plus it's not game breaking since they have low stats, low storage, and won't last long against enemies and will just cause traffic).2025-10-31 22:15:48
5666🙂Suggestionany change to create "default results"? Currently whenever i select self, i need to slect and name the result. Ideea of default results: i select get self, automatically i get result, new parameter, self. And nothing more then then, aka if i click on it i can create a self 2 self 3 whatever. Ideea is for a small but extremly QoL via autonaming.

If you know how to play you know, if you don't then not even the devs know you don't.... or something like this, looks like i try to act smart but don't konw how so insted i will tell you a second thing that i just realised as i wrote the above. 1st of: this option to be a tick box in the settings. Why? preference and well to make sense for a second one. Whever i select a go to unit, nothing happens. I don't know why because when i put coordanance it works. When i do the find unit, get coordanace, it does not work. So, here is the thing, muti suggestions. Do you know when you type something in a meesage app and you get text suggestions? yeah i hate them so i turn them off, this is why i said about tickbox. However, (and please make it a default since new players will not know left from right, let alone check options), what if, i select something, drag it, and then, ghost like (transparatent non existing) suggestions pops up? Well here is the thing, this is extremly important, not just for the Quality of life use, but also because it will actually go backwards as well. Like: i have get coordanace, and now i see few ghost option before, and a few ghost option after. But if i select a building, i will get an error and one of the ghost will be highlithed, clicking on it will transfer that item to the correct box, and result will be coornance and then the one that i initially did, the move to, will be changed to the coordanace of that building... or something like this? ideea is that, you add something and a chain forms that needs to be filled in in order to work. Like, trying again with this go to thing. And sorry, i honestly don't know how it works so i just write assumetions of how it works, so i selected that one. I disconnect it from previous actions, so now ghost options show up, aka stuff that are only relevent to it (don't forget, you don't need to add all of them exactly because we can always search for them, this is just to be a massive hint what you could use and speeding up creation since we don't need to search for this). so i press on target and select something. well now the previous ghost changes to something that is related to the getting the location of said building. However, what i think i do wrong, is i don't have the radar. So another previous chain will happen (since now i the previous ghost is not a ghost anymore, so of course it will have it's own ghost), that will have already pre set the specific building to be scanned for. And once this scan option was transformed from a ghost to a real thing, another chain will apear, but this one is very tricky. If the unit has a radar, what i will write won't happen. But if unit does not have a radar, the ghost will show a get or request item, the radar. This is what i mean, the game will activly show you what you can do, what you need, and everything. PS, i think it's a good ideea to give my text to an ai to further explan since maybe it can explain better? But the ideea is simple, before and after, to have automatically shown what options you could do, that are directly related to this (key world is direcrtly since we can combine stuff how we want but i think this is what is preventing people from understanding what works and what not) and auto filling in certain aspects of the game. I mean, this whole suggestion only happened because i wanted to suggest to auto fill in results with name of the current "task" insted of A B C. Anyways, thank you for this game. I don't know if you'll ever do another game like this one, but please do strongly consider to reuse the behevior because it's so amazing to have
2025-10-31 19:38:49
5665🙂Suggestion2D visual? The game is nice and all. The music is also nice even if it's way to repetetive since now enough. But, there is something i noticed. It's way harder to tell and work and orginize things when looking at it as a side view. And looking at it bird eye view is much better , easier to ell what you are doing. Plus, the side way looks is kinda killing it for me because i see clearly ULTRA stuff in "front of me" but anything ON screen but further away is unclear, unfocused, it actually is stressing my eyes out since i look trying to figure out what is there not realising that i should really move there to see better. And since the pinch camare (forgot what it's actually called) is not even a perfect bird eye view, i wanted to know if it's possible mplemen a 2D version fo the game altogether. But yeah, i do NOT know how many people you losed because the side view was not that user friendly and they did not realise they could have changed the camare to see birds eye view, making everything easier. and mind you, i am not talking about a 2d mode start of the game tick box or similar, just that, just like how we have camera reset, there to be a perfect birds eye view (because even if i pinch in max, it's still not a perfect 90 degree view), so when i say 2d i mean actually about looking at everything as if there is no 3d element to the game. Btw, regarding the music, can you at least add a tick box that if one, the same song will be looped (please ensure to make it a perfect loop) for x times (aka in the box we put a numeric value) before chaging to a different song. Also different sounds based on season to make us "feel" the changes. Also thank you! I hope there will be a DLC (not music or other silly things) with more stuff (even if it's some cheat stuff like extra I, S, M, L slots, better modules, or similar) because i do want to further suport this project, and i hope more people will and more people will come back to this amazing game. 2025-10-31 17:44:01
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