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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 4719 | 😠 | General | Haulers that are working perfectly repeatedly lose their Go to location | 2024-09-15 20:39:32 | |
| 4718 | 😟 | Bug | Foundation is looping after it receives it's required ingredients | 2024-09-15 17:50:25 | |
| 4717 | 😟 | Bug | Hi, my audio isn't working. It works for all of my other games, so likely some issue with the card and this game. On first launch, I got some GPU driver update required, that was about a couple days ago. I am using a 4090. Not sure how that affects the audio, don't think it should but just some info. | 2024-09-15 13:01:56 | |
| 4716 | 😀 | General | マウスオーバーで作成レシピが表示されるのはわかりやすい。 | 2024-09-15 12:07:26 | |
| 4715 | 🙂 | General | Resimulator turned into two "unit upgraders" on experimental branch, while on dedicated server. | 2024-09-15 07:58:11 | |
| 4714 | 🙂 | General | Dran's magnificent save of invisible unit upgrader. | 2024-09-15 03:19:49 | |
| 4713 | 🙂 | Bug | Hello. Dran here. Got another situation where the bots start shooting weirdly. I hope it keeps happening after you load the save. | 2024-09-14 21:43:22 | |
| 4712 | 🙂 | Suggestion | Quick suggestion. Being able to research multiple techs at once. I know it is possible if you have a tech queued up first that uses blight extract, which makes the buildings that can't store blight extract research the next in queue, but I would love if it was possible to force this to happen regularly by locking inventory slots, so they can't recieve certain items needed for research, and so they try to research the next in queue they can research. | 2024-09-13 20:34:30 | |
| 4711 | 🙂 | General | Whoop. Nevermind. Dran here again. Might not be as straight forward. Just look at the shot flying off in some other direction. Just ping me in one of the channels on discord if you want more info. | 2024-09-13 00:27:19 | |
| 4710 | 🙂 | Bug | So, it seems that guns tend to shoot into orbit sometimes while firing at enemies at a higher elevation, like I also explained on discord (Hello, it is I, Dran). Just look at that shot piercing the plateau before heading into space. | 2024-09-13 00:24:27 | |
| 4709 | 😀 | Bug | I am trying to do part 9/11 on Human Evolution and I can't insert the virus code into the Anomaly de-simulator. I have tried many things and I am not sure why this is not possible. Can you please take a look at my game save to see if I may have caused a bug with doing missions out of order. | 2024-09-12 18:13:50 | |
| 4708 | 😟 | Bug | when using "Solve Explorable" in behavior I am getting as missing item Infected Circuit Board when explorable have disconnected circuit as a step | 2024-09-12 15:43:11 | |
| 4707 | 😟 | Suggestion | Beta: I can see current time if i hover over to Day X, I can see current time if I open menie. Why was it neccesary to add it on the map as well? Also, can you move out coordancen? Because occasionally the map colors make it impossible to tell what it is and i need to manually reajust or move (aka like network lines.... Why are we seeing the network lines? If I open the map, sure, the mini map? it's just to much | 2024-09-12 12:42:48 | |
| 4706 | 😠 | General | Yeah, I just gave the experimental branch another try, and this silent organizational massacre of dumping everything into an "imported" folder slop pen will make the game basically unplayable. This needs a complete rethink. The separation between player library and faction library makes sense, but it has to work without being a hurricane. I have many behaviors and using folders to organize them is _not optional_. Throwing the folders away (silently!?) and leaving a huge confusing mess behind of things with the same names, and very little way to even distinguish what's actually where, is not gonna work. Sit down and redesign this whole system and think about what the canonical name for each thing is. *Then* think about where you can contextually abbreviate it. *Then* think about how the synchronization between faction-in-this-game and player-persistent library content should work, *in context of already having canonical names* fully specified. There should be zero (zero!!) points in time and sections of the UI where the user cannot see the full canonical name of a behavior or blueprint. You can show an abbreviated one sometimes, but in that case, hovering or clicking should show the full canonical name *including folders*. (Following all that, a very good nice step could be making the same infocard that shows the full canonical name of a thing could show when it was last edited, and other hints like that (perhaps how many steps it has, for a behavior, etc). I won't propose full diff tools for behaviors, because I realize that's quite hard! But offering _some_ helpful metadata to help the user resolve any diffs and drifts between things will be very appreciated.) | 2024-09-12 12:04:21 | |
| 4705 | 🙂 | General | It would be nice if programs could have some different start point for when a controller is restarted vs when a controller starts the first time in a building that has been copy-pasted. I use copy paste often to build some kinds of facilities. I look to a nearby one, hit c, hit v, click, done. This can be much faster and more convenient than navigating my whole design library. The neat thing about copy paste is that it copies all settings and registers as well as programs and equipment. The problem with copy paste is... sometimes I don't want that, because I want the new building to wait until I have a chance to configure it before it begins to act! And we can't easy have a program that zeros its configuration on first launch, because changes to the program cause it to start again too. So here, pictured in the screenshot, is my best workaround so far. I have a register with no purpose except to remember (across program restarts!) what the current unit is. On program start, if that persistent register *does not* match the *actual* current unit, then the program realizes it's been copy-pasted, and then proceeds to clear its configuration. This works, but wow, it's a lot of program. --- So the above suggestion is: consider giving optional different entry points for program first-time start and re-start. Or something to hook building completion (same thing). But also, I would like to take this opportunity to note... if I wanted to take my program piece pictured, and turn it into a subroutine... it's very difficult to do so. There are two reasons: 1. We can't make subroutines that offer a branch of output flow. That's a quite horrible limit ;) 2. A persistent register to store data across program restart is only available to the top-level routine (not subroutines) or if one uses the unit base parameters (which is quite limited). Maybe challenge #2 there is quite understandable (not letting users create non-visible persistent state is probably wise!). But challenge #1 is super nasty. Please let us make subroutines that can branch flow after themselves! | 2024-09-12 11:33:10 | |
| 4704 | 😟 | General | It would be nice if the autolayout would take into account the size of the comment texts. Programs are very hard to understand and maintain without comments, and currently the autolayout is extremely rude to comments longer than about five lines. In english, that means amount two sentences -- not much. | 2024-09-12 11:13:16 | |
| 4703 | 😟 | Suggestion | Deleting a behavior from the faction library has a warning prompt already... but it should probably tell me how many controllers are about to get their program wiped! Maybe even give me a way to jump to them. Either that, or perhaps move back to something closer to the old system where a program can exist attached to a behavior controller, while not being in the library... but put large visual warnings on any unit with a controller in such a desync (! heh) state. | 2024-09-12 10:26:13 | |
| 4702 | 😀 | Bug | Weird things happen when you package up a human factory with a Deployer and then put it down again. I expected it to just move the explorable- not give me ownership of the building and the (probably not supposed to be acessible) Human Factory **Internal** component. XD | 2024-09-12 00:01:57 | |
| 4701 | 🙂 | Bug | Weird things | 2024-09-12 00:00:29 | |
| 4700 | 😀 | General | Tower defense scenario. Wave 3000 | 2024-09-11 21:57:10 | |
| 4699 | 😀 | General | Tower defense scenario: Completed | 2024-09-11 17:35:04 | |
| 4698 | 😟 | Bug | Can not copy 3x2 large building | 2024-09-11 15:54:33 | |
| 4697 | 🙂 | General | Save includes multiple blueprints which fail to load in behavior menu and in build menu, despite having been created in prior version of Desynced and not edited since. | 2024-09-11 14:16:01 | |
| 4696 | 🙂 | Suggestion | Hello Dear Devs. I have a quick suggestion that I think would be really appriciated. Coloring in Behavior Editor so we can give instructions different colors that can help highlight what function they have in the broader scheme. | 2024-09-11 13:12:08 | |
| 4695 | 😠 | Bug | Drone's network needs to be buildings and not thier own separatly. This is very annoying that I need to manually drag them out and change them to match the network of the building. | 2024-09-11 11:00:26 | |
| 4694 | 🙂 | Suggestion | When starting out I had the production of each building visible as an icon on top of the building. This dissappeared, probably because I fat fingered the hotkey (in factorio it is Alt key to toggle this), but I cant find the right hotkey or button to reenable this. | 2024-09-10 17:33:00 | |
| 4693 | 😠 | Bug | There seems to be a major problem with some blueprints and how they work. For unknown to me reason some blueprints (as I do not have ability to even identify which ones - I have no option in replication of the problem, without rebuilding all of them from ground up) mess up blueprint library. Below is error log of the problem, perhaps You will be able to help solve the issue. [2024.09.10-10.08.37:716][922]Error: Critical error while executing Main/ui/BuildView.lua:127: bad argument #2 to 'format' (number has no integer representation) [2024.09.10-10.08.37:717][922]Error: stack traceback: [2024.09.10-10.08.37:717][922]Error: [C]: in function 'string.format' [2024.09.10-10.08.37:717][922]Error: Main/ui/BuildView.lua:127: in local 'cb' [2024.09.10-10.08.37:717][922]Error: Main/ui/utilities.lua:86: in function 'ProcessUnlockedDefinitions' [2024.09.10-10.08.37:717][922]Error: Main/ui/BuildView.lua:96: in method 'RefreshList' [2024.09.10-10.08.37:717][922]Error: Main/ui/BuildView.lua:87: in function <Main/ui/BuildView.lua:81> | 2024-09-10 10:10:39 | |
| 4692 | 😀 | Suggestion | Could we have a way to group bots? I have an "army" but find it annoying to keep trying to select them without getting any buildings or other bots included | 2024-09-10 09:00:09 | |
| 4691 | 😟 | Bug | Regarding the experimental branch: The new "E" button conflicts with Control+E and Shift+E when you have multiple units/buildings selected. Please add a key binding for power-on-off and logistics-on-off. Also please allow these key bindings to work when only a single unit/building is selected. (Currently they only work when multiple units are selected) | 2024-09-10 05:01:31 | |
| 4690 | 🙂 | General | My experience of approaching a Glitch Bot with any number of my bots with an AEO Repair Component, and any other of Sm|Med|Lg Component(s) and Internal Components, attempting to have a Virus infected Glitch Bot to drop its Virus component so I could capture said Virus component with any bot with a Virus Container. The first two time I was able to acquire the Virus Component. There after, even hours later of a Virus infected GBot & AEO Rapair Component bot being side by side, the Glitch Bot does not drop the Virus Component. Help Please! Please message me at agea_aradea. Thank you so much for this game, for your time, response. | 2024-09-09 18:27:56 | |
| 4689 | 😟 | Suggestion | Can you please disable the own unit worm from destroying the artificial platform? | 2024-09-08 23:44:59 | |
| 4688 | 😀 | Bug | turrets cant hit bug, probably because it's moving into the rock and the turrets are leading ahead | 2024-09-08 22:13:00 | |
| 4687 | 😟 | Bug | Iseem to be unable to turn off the depth of field effect regardless of how I mess with the settings. | 2024-09-08 20:52:31 | |
| 4686 | 🙂 | Suggestion | would be nice if one could order both identical dropped items onthe floor to the building | 2024-09-08 17:04:13 | |
| 4685 | 😀 | Suggestion | Me gustaria que las construcciones se puedan ver con más detalles. | 2024-09-08 16:26:13 | |
| 4684 | 😟 | Bug | cant copy settings from the 3x2 building undocking drones didnt help btw: drone settings cant be copied either | 2024-09-08 15:53:21 | |
| 4683 | 😟 | Bug | Um... I just unpacked the AI Research Center, and there is no Anomaly inventory slots, so it seems I can't continue the human questline as it is. I think it must have been due to one of the last 2 experimental updates, as another save I have gotten further in, I still have anomaly inventory slots, and the only difference is the version of the game when I placed down the AI Research Center. | 2024-09-08 15:14:40 | |
| 4682 | 😟 | Bug | Robotics Assembler has no animation | 2024-09-08 13:26:02 | |
| 4681 | 🙂 | Bug | just some funny visual ;-) | 2024-09-08 03:05:25 | |
| 4680 | 😟 | Suggestion | An additional annoyance with the library is that there is no way to mass delete and mass import/export behaviors or blueprints. This makes it very tedious and annoying having to select each individual one. There should be a way to select multiple blueprints and behaviors in the library and execute actions on them. Including Duplicating, Moving, Deleting and uploading/downloading. | 2024-09-07 17:25:04 | |
| 4679 | 😠 | Suggestion | I would like for the game to automatically create folders for subroutines when Importing and Exporting blueprints and behaviours. If I import or export a blueprint or behaviour in the library, if there is no corresponding folder for it, it will create it, but that is not the case for subroutines that is called within the behavior. It just get placed in the same folder as the behavior itself if the corresponding folder doesn't exist. And this can become very messy and unorganized. I would rather have it the way it was before the library update rather than this. | 2024-09-07 17:22:20 | |
| 4678 | 🙂 | Suggestion | I think there should be a Overwriting Comparison option for overwriting blueprints and especially behaviors to allow having 2 windows appear with each version of the behavior with highlighting the biggest differences so it is easier to figure out if you want to overwrite or not. | 2024-09-07 15:46:48 | |
| 4677 | 😠 | Suggestion | Energised Plates take TOO LOONG You need tons of them. You wait and wait and wait and wait and wait oh but build more.... it cost 250 energy.... you need them exactly to get access to power From there on, it's on repeat because it's used as a standard material for many other products.... 10 seconds max, it takes way to long to build them, then use them, and now build again and again and again??? They create a death lock of wasting real life time wating for them or end up no power so you need to focuse on doing power, then repeat repeat repeat. Please just reduce the time to 10 and half how much they are needed as ingredient. | 2024-09-07 05:53:06 | |
| 4676 | 🙂 | Suggestion | Can you please STOP the notification that I dismissed to top back up each time I load my save file? It's annoying Also, can you please let us pin some of thos notification so we can recheck them? Like when mutipla bugs attack from different location, I wish to check all of them, but once I do, I can't recheck where they where. Lastly, please add a in game note. And as it's name it, we can add notes... best part is if you people are smart enogh to add to the notes the function the radar, beheviour and more have... aka can pint point the exact building, blueprints, signal, whatever we want. Even thoes notification we keep getting at loading. The smart part comes from auto complition if conditions are meet. Notification if condition stops/drops in amount (aka global beheviour vs unit specific) Any kind of self mile stone. And of course, the best of all, this will keep track of everything we did, everything we still need to do, and allow us to even come back to a save file from who know when and check what we had and what not... Aka mods installed, mod uninstalled. Before certain update. And who know what else you will plan for later and can be added. | 2024-09-06 18:24:54 | |
| 4675 | 😀 | Suggestion | Regardless what path you chose, please do create under tutorial new "scenarios" that have beginners -> experts stuff all regarding behaviour... ASAP, no wait till next big update, so people can essentially learn all of them. Under the challenge one, just like puzzles, add tons of challenges where people don't have any base or otherwise, just units (and maybe construction?) where you need to transport items in condition where you can't give direct control to the bots, they need to automatically do it once you program this. Maybe even avoid enemies? This can be easily done if you create an NPC bot, that copies all behaviour you set a on a structure you own. Aka the behaviour form the structure can be modified, but you have no control over the NPC bot, but it will copy all the behaviour you program on the building. Speaking of such NPC bots, you can also make this NPC allies act on their own, BUT... when I say on their own, I actually mean all their actions are set via Behaviour editor, including constructions. And if we can copy their behaviour, we can see how they where programmed. This is both a way to learn more easily as well as seeing with out own eyes how amazing this game can be if you know how to program. And of course, unless tutorials, there are no hints no nothing, people really need to learn how to play the game. Things to strongly consider. In the tutorial, use some of the items we get later in the game. They are vastly superior to any of the early games. As far as I can tell, many people don't even realise the real potential of the game and might even stop playing the game entirely This will ultimately help people to never end up in a position where they had enough of the behaviour. Something that I do experience. Like I get that a behaviour reach it limit... but have no clue why... because when I start it... no issue... no issue... no issue for an hour or 2.... and again it reached limit for no reason why.... And if possible, add the tutorial, as well as some of the challenges, as a Demo, so people can test how the game is without needing to buy it. Because if someone buy the game, even EA, they will keep it under 2 hours so they can ask for a refund from Steam... I'm sorry to say, but in this game you can't do anything under 2 hours that makes you realise it's amazing... So a Demo, even now, when the game is still EA, would extremely help because people (who will actually play this game), will need more then 2 hours to learn and see just how much this game has to offer, since even if they see some of the later technology, they will know there will be others in the full game. | 2024-09-06 17:31:19 | |
| 4674 | 😠 | Suggestion | North is +Y, West is -X, South is -Y, East is +X.... acoring to most stuff using coordanance... This is overly complicating thing. Please add a way to manually change this because this is just confusing., As an exemple, add X0Y0, or is it Y0X0? I do Not have time to figure out what in the word is used when I am completly focused on setting up a beheviour. And guess, what, Due +Y being up, I wake up that the building I set to automatically construct goes in a different direction... this is very tiering since you need to magically remeber every last of the beheviours you try to test to see how to automatise... but then need to do stop and check what is what regarding coordanace | 2024-09-06 03:22:01 | |
| 4673 | 😟 | Suggestion | ロジック動作について。ロジック実行中は自動制御(保管先が指定されている場合にインベントリに物があれば保管しに行く等)を行わない方がわかりやすいと思う。実働の無いロジック(フル充電待ちループ等)を実行中に、勝手にドロップしたり回収したり採掘したり移動したりしてしまう。 | 2024-09-05 10:59:05 | |
| 4672 | 😟 | Suggestion | I am a quite disappointed about the whole faction library and local library being separate, mostly due to having to transfer over blueprints and behaviors individually. Could you not just give us a button to transfer over everything at once rather than having to click transfer followed up by a confirmation button. It is just annoying | 2024-09-05 10:24:17 | |
| 4671 | 😟 | General | 采矿运输太复杂了,没那个耐心啊,要的就是一个爽快。 | 2024-09-05 05:05:10 | |
| 4670 | 😟 | Bug | Proof that the radar filters are not operating on AND. This cleaner duly gathered 2 turrets lying on the floor, but on its third try it targeted another component and not a turret, it is now holding it and will bring it to storage, wrong. | 2024-09-05 04:22:13 |