Desynced Feedback

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IDRatingCategoryDescriptionScreenshotDate
5614😟BugIn the robotics Assembler I have set up it is making a fabicator when it is just supposed to be making Robotic Assemblers

I lock the items in as they appear.

to see what happens COPY from a blank factory Just below and paste it into/onto the robotic assebler factory, after it is reset, or just select a blank factory and set the ITEM to Robotics assebler and start the integrated behavior. watch to see what shows in the slots, fabricators are not suposed to be there.
 2025-09-13 16:47:40
5613😟Bug"Show local power grid of selected unit" in power panel is being disabled upon loading a save where it was previously enabled. Not sure if it's a bug, but looks like it, as other UI settings are usually remembered. 2025-09-13 12:51:22
5612😀SuggestionRemove the "Recources:" text when not pointing at anything

Don't show the hovered tiles on the ground when pointer is in the UI

When right clicking a resource make sure both miners attached starts mining it, not just one of them.

Right click phase flowers/power flowers/enemies should attack them
 2025-09-13 01:14:56
5611😟SuggestionThere needs to be a simpler way to detect Glitch Bots via the radar. Currently, the only reliable method I've found is checking for Infected and then checking again to make sure it's not Owned, so that I don't target my infected bots when clearing the map. Issue is it's clunky, adds extra tick to the script and overall feels wrong.
One way is adding filter Now Owned, so we can narrow Radar down immegiately, and this filter seems overall quite useful. Another way is adding direct Glitch Bots filter, but it seems too specific to me, so may not be the best idea.
2025-09-13 00:52:10
5610😟GeneralIt would be great for Radar nodes to support OR filters in addition to the current AND. Sometimes you need to broaden filters instead of narrowing them down.

In my case, I need it for patrols, where bots can seek bugs, glitch bots and flowers to destroy. Currently I need to have three Radar nodes one after another to cover all of them, which are very slow and clunky to run
2025-09-13 00:43:01
5609😀SuggestionI LOVE this game! Well done!

You've heard this before but more fully documenting the programming behaviors would be a huge help. Have you considered letting people contribute missing documentation to the various behavior programming commands. Prior to my retirement, I was in software engineering for my entire career and would be happy to contribute. But I also understand that you would need to review the contributions for accuracy and how to manage multiple contributions for a single behavior item would be tricky. Possibly a dumb idea but just trying to "help the cause".

-Best!
2025-09-12 18:45:48
5608🙂GeneralThis is the save that's causing tons of errors in the log2025-09-12 17:45:46
5607😟GeneralAuto arrange should take account comment block size length to prevent nodes from covering comments and making them hard to read/unreadable.2025-09-10 18:13:27
5606🙂SuggestionCurrently there seem to be no way to use behaviour to control another behaviour controller on the same unit, like selecting behaviour, as we can do using "Call", or running/directly stopping that controller. I think it would be great to have such control, as we could create more complex and flexible systems this way.

For example, I have a miner, which has two responsibilities - mine and send radio signal for transport to pick up resources, when it has some above threshold. These are best separated by different behaviours to allow parallel processing to decrease reaction time to changing environment (bugs, node dried up, more bugs) and increase frequency of updates for radio, allowing transport, that listens for the radio, to select new target faster and decrease its downtime.

I'm a lazy person, so I want to set up parameters for just one controller, Miner one. This controller in turn would configure Provider controller to provide specific resource it mines, say, Metal Ore.
I can set up the parameter just fine with Set to Component, but I can't run Provider behaviour on a separate controller, if it's stopped. Instead I need to click Run button on the interface, which would in my example require unpausing and waiting for miner behaviour to run for a couple of ticks and update Provider parameter. This is due to Provider not working correctly if no parameter is passed, which would be the default state. I can, of course, set it up so that it awaits for non-empty parameter(s) to be set before continuing into main body of behaviour, but this is quite clunky and requires blueprint to be set up with behaviour already running, though this is exactly what I'm doing right now.

If we could start/stop/restart neighbour controllers on the same unit, and even select their behaviours, it would allow us engineer more complex interactions between controllers and design more responsive and powerful units. At least I think so :)
 2025-09-10 16:34:27
5605😟BugHi!
I deployed a Command Center a few days ago, and it refuses to be constructed. The progress bar just continues to loop. I can't do anything with the building in progress, can't move it, can't delete it, nothing happens, which is even more frustrating.
2025-09-10 16:19:49
5604😟GeneralThe tutorial told me to "drop the turret." I did, and there was no "next thing" in the tutorial. The upper right tutorial screen says "10-Dragging and Dropping," and the < button is highlighted for me to go back, but not the > to go forward. No idea what to do or where the game is going at this point. (I don't like the emoticons required to send feedback. Neither happy nor unhappy, just sharing an observation.2025-09-10 00:07:51
5603😟BugIn Inventory discoverd, Top Left Display, Circuit Boards and Re-inforced Iron Plates do not display anymore, Also while writing this there seem to be others missing as well, I have built factories for these Items.
Energy Plates
High density cubes

 2025-09-09 12:39:27
5602😠Bugao fazer a logica de pasar 1 item pra outro na maquina ele da erro e não passa o item 2025-09-09 07:56:12
5601😟BugSeems a little odd that there is a metal node being reported when it is crystal being mined.2025-09-08 23:54:02
5600😟SuggestionSituation: I'm trying to check if building I'm working with is a construction, which proved a bit difficult.

First I found "Is a", which works only with items. While description says that it works only with items, the title does not. When compared to "Is Unit a" it reads more like "check whether this object is of that type" and makes it look generic, despite being similar to "Is Unit a". I'd suggest renaming it to "Is Item a" to keep it consistent and prevent confustion. At least it confused me, so much that I wanted to report it as a bug first.

Second one, I tried using "Is Unit a", following an example. It still gave me false, even though as seen on screenshot, both are construction. Description says "unit frame type", so I suppose it compares in terms of Worker, Scout etc, and construction is not that. If this node is specific to unit frames, it would be nice to rename it to "Is Unit Frame a", or I could be understanding it wrong here.

Finally, what I needed was "Match", which works perfectly, but finding it is a journey, and somewhat frustrating one. I basically found it randomly, because it is named so differently from other similar nodes. I'd say something like "Is of Type" or "Compare Type" would work better, as it would show up when looking up for these types of nodes.

While descriptions usually contain useful info, it works when I've already found the node I needed. But when I'm in discovery stage, I first need to find it by name, and that was hard.
2025-09-06 22:12:47
5599🙂SuggestionHaving a behaviour node to rename unit would be great as it would allow automated renaming of fleets of units, which improves organization. Also, when unit naming conventions change, we could update just several scripts instead of renaming one and having to manually copy it across other units. Though this would require string manipulation in behaviour, so I see at least one reason why it's not implemented yet. 2025-09-06 21:23:05
5598🙂BugWith reference to Bug Report 5596: I have determined that enabling the Resynced Mod is the cause of the error.2025-09-06 10:54:11
5597🙂SuggestionL'objectif "configurer un itinéraire de transport 2" manque fortement de clareté. Il serait judicieux d'améliorer la description de ce qui est attendu pour progresser. 2025-09-05 11:29:44
5596😟Bugince the Experimental_UE5 0.1.16086 update on 1st September. all my Save Games refuse to run. I receive the Message: Startup Error, script error while setting up scenario and mods. i have removed an active mods but the same message returns.2025-09-04 14:23:05
5593😟GeneralThe Bug Hive expansion mechanism of the experimental_ue5 branch version seems a bit excessive. Many Bug Hives also carry viruses.2025-09-03 14:40:47
5592🙂BugLil bug in the middle has a pathfinding problem I think2025-09-03 12:27:57
5591🙂GeneralI think the logic module should really support directly assigning values to the registers of an object.In that case, we can use the logic module to control the logistics network. 2025-09-02 16:29:40
5590🙂SuggestionThe logic modules used for production robots are not very easy to use.We should ensure that after the production equipment manufactures the robots under the control of the logical module, the logical module can acquire the variables of these robots in order to facilitate further control over them. 2025-09-02 16:23:47
5589🙂SuggestionIt is suggested to add the functionality of 'retrieving incomplete orders' to the logic module, as I have now found that the logic module can only retrieve active orders.I needed to know what was missing from the building and thus design the automation program 2025-09-02 15:16:47
5588😠GeneralThis message pops up all the time and I can't get it to go away without copying and pasting a building at random. It's really annoying. Please make it stop.


Confirm

Do you want to upgrade this unit?

Hold down the control key to skip this confirmation.
 2025-08-31 21:25:33
5587🙂BugLinked teleporters sometimes causes bots to fail their pathfind - displaying path blocked, despite having a viable path. It happens somewhat randomly... 2025-08-30 22:50:41
5586🙂GeneralMake Attaching the save game state to feedback the default setting if it isn't to heavy on your resources 2025-08-29 09:34:43
5585🙂BugHi ;

I use a behavior in a storage to distribute the goods around, in other storage. To do that I use parameters that points to the destination locations (up to 7).
With behavior launched, if I give a value to the signal (that is not used in the behavior), the first parameter of the behavior is cleared, and the behavior crashes.
To be able to analyse, I leave you the current state of the game. The behavior is called 'Distribution équitable' in the 'Bus' folder.
Thanks an other time for the good game!
2025-08-27 19:32:06
5584🙂BugIT would be very well if the behavior instruction could be better commented (what it really do, types of parameters etc...) and eventually corrected (for example 'Loop Nearby Resources' should be renamed 'Get Nearby Resources Amount' and the explanation belonging corrected). 2025-08-22 11:14:00
5583😀SuggestionControl Center - Units:
Additional filter options by unit status would be helpful, such as logistics network, idleness, if running a behavior, damaged etc.
 2025-08-21 20:19:03
5582🙂BugAi research center is bugged it will not build human resimulator core saying it missing materials curenlty stoping entire mission 2025-08-21 16:41:22
5581🙂SuggestionHi!

It would be very fine if there was more explanations attached to the behavior instructions, for example 'Get ressource Num' what does it ? Extract simply the number from the variable or does it really get the count of ore in the patch? Nothing said yet and very hard to know or verify ingame...
2025-08-21 07:11:25
5580🙂GeneralHello there,

I'm enjoying Desynced a lot. Thanks for such a great game!
I have a small suggestion. When upgrading a storage chest and the original storage chest was locked for items, it would be awesome if the newly available slots after the upgrade would be at least locked to an empty item, or if all the originally locked items were the same, they could be locked to that item. I know that I can specify the locked items during upgrading, but it is easy to miss and can cause some headache.

Cheers
 2025-08-17 19:59:38
5579🙂SuggestionI really wish that there was an in game way to write code with text code instead of nodes. I know it's possible to externally compile code to behaviors, but the compilers have to be made and maintained by the community. I feel like with more complicated programs, nodes tend to get messy and tedious to program. I also just like coding with text way better in general.2025-08-17 14:42:25
5578😀BugWhen the "show grid cursor" function under overlay is activated, the following can happen:
My mouse is on the defense block, but the center of the circle is shifted 1 up and 1 to the right. This only occurs on elevated surfaces. Additionally, the circle seems to have an extra line, which appears specifically on inclines.
2025-08-17 11:37:22
5577😟BugI had a few unused miner drones in a drone port on the building at -35,197.
To relocate them to a new home (and since the ingame help of packaging no longer applies!), i removed their drone port in that building and built a drone port at some distant location, but on setting their GOTO to that new building, they are stuck in a cycle of moving maybe 10 tiles towards that building (as their shown path also indicates), but then path back to their old home building, then try to goto their GOTO again, turn back after 10 tiles, and repeat forever.
A few new drones in that new location now behave properly(?), even going across large distances, to mine and drop crystals.
 2025-08-17 09:06:04
5576😟SuggestionIt would be really nice to have an option to disable mini-games once already in a new game, rather than just at the game start menu.2025-08-16 21:41:12
5575😀GeneralSuper bisher  2025-08-14 17:37:15
5574😟SuggestionCan you please add "Press to bind" for making new kebind selection since the system that's allready in place is making it hard to use ~30% of my keboard.

Like Minecraft, Chost recon Whildlands & breakpoint, Eurotruck,
 2025-08-14 17:37:01
5573😟General"Set Component To" doesn't seem to work properly with an index or a second component. For example, a 2M building with two medium assemblers when running a behavior that utilized "Set Component To" ( either with or without an index ) can't seem to properly control the second assembler.2025-08-13 01:35:45
5572😟GeneralSolve Explorable should be giving me a circuit as Missing Item, but isn't2025-08-11 08:28:29
5571🙂BugWhen selecting group #2, all the units on the left column appear to have a basic mining tool. But when selecting one of it, I see that it is equipped with the laser mining tool.

Wouldn't be better to display the correct equipement ?
 2025-08-09 16:05:59
5570🙂SuggestionGive Virus Ray and Component Recycler different Models

Make a UI you can open for the Re-Simulator, a better way to see what it can make.

Virus Ray and Component Recycler have identical models. The reason I noticed this is because when looking at what the Re-Simulator can make, the only way you can see it is by hovering the mouse over it. I then want to hover my mouse over the different things it can make, but there's no UI I can open; moving the mouse drops the popup.
 2025-08-09 07:00:29
5569😟GeneralContinual messages that an Anomaly has been Detected, but no indication on the map as to where to invesigate.2025-08-08 08:55:28
5568😟GeneralUnits can get stuck with no path out if a warp flower warps them into a closed off area.2025-08-08 03:34:13
5567😟PerformanceI hope you can provide a better Desynced server program. The CPU used in my server is an EPYC 7Y43. I launched the Desynced server program with the following command:

DesyncedServer.exe "D:\Desynced Dedicated Server\Desynced\Saved\SaveGames\server3.desynced" -Port=30099 -QueryPort=37015 -SessionSettings="{ 'name': '镜影若滴的服务器2周目开启,欢迎游玩。 ', 'players': 16, 'mode': 'Separate/Versus', 'run_without_players': true, 'visibility': 'public', 'allow_faction_switch': true, 'auto_save': 10 }" -GameSettings="{ 'resource_richness': 3, 'enable_day_night': true, 'day_period': 1500, 'year_period': 50, 'peaceful': 3, 'blight_threshold': 0.1, 'plateau_level': 0.1, 'disable_minigames': true }" -logsteam

After starting the server, I entered the game briefly to check it and then left without participating in any gameplay, as I had other matters to attend to. I left the server running unattended for several days, during which no players participated - the server remained in an idle state.

Several days later, I entered the server with friends. At this point, there were 3 players, all starting from scratch. Just minutes after starting gameplay, we noticed something abnormal: the number of bugs was significantly higher than expected - abnormally high. We died several times under the invasion of countless bugs.

The number of bugs was too large - this was not normal. Soon I noticed server abnormalities. When I tried to exit and rejoin the server, I needed to download 50MB of data. In just over ten minutes, the server save file had grown from a newly created, undeveloped empty save to 50MB in size - a hundredfold increase in just minutes.

The server's CPU came under tremendous pressure and began dropping frames. I realized the severity of the issue: an excessive number of bugs had been generated in the server, quickly overwhelming it. This situation would overwhelm any server hardware.

This is clearly an optimization issue with the program. Your game doesn't seem to be designed with dedicated servers in mind. I hope you can provide a better server solution by:

Optimizing performance issues caused by bug activity

Optimizing the Peaceful Mode 'Aggressive' mechanism for server environments

Adding server commands to extensively clean the map, such as:

Command to clear all bug units

Command to clear all Dropped Items

Etc.

These would allow server administrators to directly intervene in in-game situations, significantly improving the server gaming experience.

Thank you for reviewing my feedback. Your work is excellent!
2025-08-06 16:14:27
5566🙂BugHey this is BloodshotWhale from Discord. The world loaded in a bit underground but everything still works so it just appears like its underground and some of the clifs also didnt load in correctly its missing the middle parts but the edges loaded in.2025-08-06 02:07:58
5565😠GeneralI don't think it's normal tell me if it's one of my mods but when I try to extract data from the laboratory It just don't want I try with two different labs but each of them refuse to extract data, am I doing something wrong? is it because of one of my mods? plz tell me beacause I can't do the mission because of it 2025-08-03 22:23:59
5564😀Suggestion玩了四五十个小时,整体还可以,原价买的,有点冤大头,研发有四种科技,前期比较新鲜,后期就比较无聊了,后期就是堆资源,初级合成中级,中级合成高级,希望厂家能出些新意,不足的地方搬运工AI还是有些傻,储存不够智能,有些机械多余,地板后期出来的没有加成显示,武器伤害没有标识,很多配件制造时候没有显示是S还是M还是L接口,电力前期比较单调,制作物料有些需求太大,有些需求特别小。暂时发现这么多。 2025-08-03 19:47:49
5563😀BugIn the behavior editor, the "Z" key is forcibly mapped to the undo action. On a azerty keyboard where "Z" is mapped to up, a keypress on Z :
- doesn't move the pane to the top direction (Q, S and D are working well)
- cancels the last edit, which introduces a wrong behavior when not noticed

Could you please add a binding for the Undo action, and let the player remaps it to whatever (s)he wants ? And make the "up" action scrolls the editor pane as expected ?
 2025-08-03 13:34:05
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