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IDRatingCategoryDescriptionScreenshotDate
5399😟BugWhen this scout attempts to deploy these 3 stationary miners one of them will mysteriously disappear2025-06-13 14:31:38
5398🙂Bug"Get Inventory Item" and "Loop Inventory Slots" behavior with garage slots is inconsistent.
On the screenshot is a behavior running on a building with slot 13 being garage occupied by scout bot.
"get" returns pure item that can't be checked for unit-specific info but can be dropped.
"loop" returns a proper unit but it cannot be dropped otherwise.
Additionaly "Drop Off Items" icon (bottom left) is somehow stretched and most control buttons follow.
Mods enabled are minor and do not interfere.
If its mandatory I could reproduce this in vanilla and provide save file.
2025-06-13 09:32:06
5397🙂BugZooming out fully causes the grass to be visible through some of the Advanced Foundations.2025-06-13 01:39:05
5396😟GeneralCan't build anything in any crafting station after researching mining human tech research.2025-06-11 19:47:29
5395😟GeneralNew UI doesn't allow for behaviours with more than 10 parameters 2025-06-11 11:44:55
5394🙂BugBug maybe, bots can equip collected big components (>=Small) but not internals. 2025-06-10 18:17:50
5393😀General청사진 사용할때 사소한 버그가 있습니다

1. 입력인자가 있는 행동컨트롤러를 불러 옵니다.
2. 레이더를 불러옵니다
3. 두 오브젝트를 자리를 교환합니다
4. 이미지와 같이 행동컨트롤러의 인자가 레이더쪽에 포함됩니다.

이 청사진을 이용해서 생산은 해보진 않아서 이후에 어떤게 발생할지는 모르겠네요
2025-06-10 13:35:45
5392😀Bug# logic 1
DSC6d2Y1VwO0t4kHL1C8OkS1Qfc0p2PYULJ0L62g71SzzA30D75FC2x2ds723b0Lq4Us4Th3UYI6Y3TxRmh3mRM7j2WszDf0hBZsy1cP3nm0nnZnQ1VUo7w2anqKy0pYspE4cKYIT0VKVvK2Q2nIX49qz0h2yJkht0Pf4Nw413LAR07feKR4WTXHH4VdPyk4Hvflb3dqrJc1koypn4BmNeO21p8uy2KCCXD14v9nS19aalw2Vso301DNsOf03OQGP37L0lvb

# logic 2
DSC3l3bEIye3WA3Qe3NmKKU3HVt8s0iTrdQ1usy0V03S2rZ3tXhH13sAJZK0kCIkW2xEUDH1BSGkN4TmM454ByWX63tiGB23toCDC2gfzi806mWQU1PLNSW1hdvkS2ihoxT3eP47A3211br0Q7VuE12NiPt

This is a simple logic to find and attack a flower on the plateau.
The reason I wrote this is because it doesn't work properly.
"Attack Move" doesn't seem to attack objects that are on the specified coordinates. I think it's a bug, is there another way?
 2025-06-10 13:29:44
5391😟PerformanceSince last upate on experimental the game has performance issues.
Its fine foe the forst 10mins then its get kinda unplayable.

Even stopped all behaviors and set the settings to low.
No impact.

you can restart the game and play for another 10mins.
but then it happens again.
 2025-06-10 10:51:10
5390😟BugBeams - here from miners but also weapons - kind of get "buffered" when the camera is not there, or the zoom level causes them not to display. Then, when the conditions are right to display them, they do so in large numbers - visible here below the miner on the left - the beams are "in the air" where previously miners have mined out metal. This also causes a significant fps drop since I haven't "looked" at this mining area for a while. 2025-06-10 09:38:18
5389😀BugBehaviour can use the Radar command without the bot having a radar equipped - twinbot in ctrl-0 group. 2025-06-10 08:16:19
5388🙂SuggestionCarriers which have more than one slot may gather all the items needed for the production receipe. They can also make trips to all miners in the network range until getting full and/or empty all possible miners. These can be gained with the inner components (I did not check if the behaviour component has orders for these. Eventhough there are, they should have very basic order sets as default, in my opinion). 2025-06-10 00:18:16
5387🙂GeneralMake game remeber server settings pleaseeeeee 2025-06-09 20:38:11
5386😀GeneralVery nice to make a demo, will buy the game now! great idea, only feedback i want to add is that it would be nice to see what the main game adds on top of the demo (so that you know what you buy) but its not very important. 2025-06-09 19:54:13
5385🙂GeneralExperimental 0.1.15714-ue5-Steam
Updated automatically today, noticed significant preformance reduction when rendering blight "fog" relative to before update

Also, like the smaller icons on the toolbar/config for components without having to open the link editor, but cant link the output of radar without opening Link editor..
I would personally just have all links visable in the main unit interface, or at least as an option.
2025-06-09 16:39:21
5384🙂BugError in logs after removing a mod. To reproduce, Multiselect the selected storage building in the screenshot (on top of the command center, first storage)2025-06-09 14:02:16
5383😟GeneralMission Update "Wormholes" incorrectly states that the Virus Simumulator Core is made in an assembler, when it is actually made in the AI Reasearch Center or Data Analyzer. 2025-06-09 13:20:48
5382😠Generalmission decouverte de silice la base d'extraction abandonnée me fait apparaitre des composant de repartation a la chaine par tout sur le sol impossible de finir la mission 2025-06-08 16:01:14
5381😀Bug인간 유적지를 스캔했는데, 시나리오가 안열립니다

최초에 자동화봇이 먼저 접근해서 발생한 것으로 추측됩니다
 2025-06-08 05:30:53
5380😟BugThe tutorial gets stuck, because it fails to register I did things.
It asks to copy settings by hovering next to the building, I had my mouse over the building and the game acknowlaged, the settings transfer. But because my mouse was not next to the building, it was not counted.
I had the same experience earlier, this is my second go at the tutorial, because in the first run, the placement of the fabricator was not done right and did not move the tutorial forward.

I am a software developer myself, I get the urge to work on the shiny new tech and features. But getting stuck twice, in not even 10 Minutes of gameplay show me, this part of the game was not properly tested. Guys, this is your business card, it might aswell look good.
2025-06-07 20:01:25
5379🙂BugRounded numbers are wrong. e.g. metal bars made in the 150% efficiency 1M2S building should take 4/1.5=2.666s, (sanity check, the plates take 6/1.5=4s as expected)

instead this is displayed as 2.8s, I've noticed similar things elsewhere.

Based on the results (often rounded up or even rounded up to the next 0.2) I think what's happening might be something like instead of rounding (or adding 0.05 then truncating), it's adding and then rounding, or maybe adding 0.05 then ceil() or rounding or something like that. This just reeks of some part of the rounding happening twice e.g. if the display code used to truncate and now rounds so there's an excess addition somewhere in there.

whatever the cause, it's definitely not giving the right results
 2025-06-07 17:57:20
5378😠Bug 2025-06-07 09:33:53
5377😠Bug达尔文2025-06-07 09:33:42
5376😠Generalok2025-06-07 09:33:27
5375😟Generalプラズマクリスタルのマウスオーバーではパイロンネクサスで作成となっているが、そんなものは無く、同じアイコンでパイロンというものがある。
2025-06-07 07:13:37
5374😠GeneralDidn't Transporters deliver when their building was set to deliver. Currently they only deliver when set to supply.
I don't want my requester chests to supply, they are supposed to deliver to their neibours only.
 2025-06-06 13:02:23
5373😠Performanceпосле вашей обновление юниты атакуют друг друга начал даже занова с нуля проверить не ошибка ли это но и в новой игре они продолжают стрелять друг друга это произошло после вашего обновление исправте2025-06-06 08:16:18
5372🙂SuggestionAddendum to suggestion #5371: for Map.SpawnChunks(), also include an argument for what factions, if any, the newly spawned chunks should be revealed for.2025-06-06 00:52:17
5371🙂SuggestionThese are suggestions to support modding.

For Map.SpawnChunks(), please add an argument option for radius when given a coordinate or entity in argument 1.
Please add a Map.GetDeferedChunks() or similar that returns an integer value for how many chunks are currently deferred for spawning.

Thank you! :)
2025-06-06 00:41:10
5370😟Bug黄色いエリア表示が消えないものがある。このため、スクショのように2つ表示されている。消えないものの中心は1x1Lの施設。2025-06-05 12:55:31
5369😟Performancethis game makes my RTX 3070 hot, any ways i can get better performance from the game? 2025-06-05 12:48:36
5368😀Performancethis view bogs my 7950X3d / 4090 down to 3-5FPS
CPU is at around 20-25% and GPU 30-40%
seems like there is room for some improvements ;-)
 2025-06-05 08:57:35
5367😟BugWhen the language is set to Japanese, Kanji characters are displayed using Chinese glyphs (fonts). https://heistak.github.io/your-code-displays-japanese-wrong/2025-06-05 07:55:35
5366😠GeneralThis change of user interface to center bottom from left may be good for cell phones, but the common radar or possible behavior parameter list streching into the center of the display is not helpful. With automation, this may not matter mutch. Many I play with remain manually controlling most things. Impairing the view of the center of the screen is not helpful. One commented: "I read left to right, not bottom to top"; the direction is not familiar to casual users. The GUI is there for interaction, it should not obscure the primary visual display.

Were you manually directing units in combat, is this interface likely to interfere with issuing some commands or targetting, or likely to obscure hazards that should be considered in actions? Yes. This may cause some to avoid the game until reverted.

I will look into the option to move it to the left and scale it down, but that still has negative feedback from my group. Is it possible to have an option to move these things back to a left side vertical display as it was in the prior patch?
2025-06-05 02:47:02
5365🙂SuggestionThis is a suggestion to assist in modding. I'm sorry for the wall-o-text. I'm including my use case with this suggestion as I realize the ideal solution for me might not be a great idea, so hopefully an alternate solution could be found.

For some mod testing purposes, it would be great to have the ability to more quickly end and start a new game.

Ideally? An API that is active only when in Mod Dev mode that can be called from within simulation code that will end the current game and start a new game with identical settings (just a new seed) or with provided settings.

Other options would be something like:
-- hotkeys that can be used to do the same, or at least separately end and start a new game.
-- From the [ESC] menu in a running game, have a New Game option rather than requiring ending the current game to return to the main menu.

Why?
I expect I may be a bit unique in wanting this, though I can image my use case wouldn't be the only possibility, but my reason for wanting this is because I am attempting to create a mod that allows the player the ability to set the richness and rarity of some of the resource nodes. From my reading the notes left in the landfeatures.lua file, I understand I can add a filterless chance ({chance = x}) into the feature's or node's functions table. However, in my testing of this, it appears the affects this has on how many of the resource node will spawn are non-linear. In other words, adding in {chance = 0.1} does not result in a simple 10% of the amount of resources spawning compared to a value of 1. In fact, from the testing I did, values less than 1 for rich crystal (at least... I haven't properly tested anything else) caused an *increase* in how many spawn until ~0.1 (110% of what spawns with a value of 1), and drops back down to 100% (equal to a chance value of 1) at ~0.05. Then the amount spawned starts to drop below what will spawn with a chance value of 1 from there with smaller numbers. To actually get a true 10% spawn rate? A value a bit more than 0.001 (9.3%) must be used.

These tests were done by creating a custom scenario that spawns a bot with an increased vision range to 255 and then using the API Map.GetEntitiesInRange() with a range set for 500 (to encapsulate everything that generates with that vision range), filtered and further checked to count only the specific resource I was evaluating, and then done 50 times per value of chance used to create a semi-good average to account for RNG. I have somewhere around 40 values for chance I want to test, each needing the 50 games to create a semi-good average. This means I need to start and end at least 2000 games.

I've managed to automate as much as I can, but it still requires me to be at the computer to manually start and end each game session: click New Game, select my custom scenario, click Start, wait the second or so it takes for the game to load and the 1 tick delay to fire (at which point it counts the number of resource nodes generated on the map, adds them to a table in the mod's profile along with a couple other calculations, and prints something to the console so I know it's done), press [ESC], click End Game, and then the confirmation dialog. 1 done.

Repeat another 1999 times.

It would be faster if from the [ESC] menu of a current game there was a New Game option, thus allowing me to skip the need to End Game and return to the main menu.
It'd be even faster if I could just press a set of hotkeys, one to end the game and another to start a new one (with same settings as the last except with a new seed), or faster still if these two actions could be combined into one hotkey.
The fastest method, of course, would be the mod dev mode only API that could be called by the simulation code in my custom scenario to do this for me. I already have a functional loop that keeps track of how many times I've started a new game and automatically increments my chance value that is being tested each time I hit 50 and prints extra stuff to the console once I hit the end of the values for chance I want to test.

However, I do recognize the abuse potential there, even with making it active only when in mod dev mode. So that's why I've included my use case above. Maybe you can think of a better solution. Or maybe {chance = 0.1} is supposed to make the resource node only have a 10% chance at spawning and there's a bug in the code that you can fix (if only, right?). Either way, I hope you can understand and implement something that will help me out here. As a last thought before submitting this, maybe even some command line arguments that allows starting of the game from a batch or powershell file to a defined scenario and a new "print" API to send values to the calling script so that it can process it and then call for the game to end. Then the external script file can handle the looping of the game starts and ends automatically.

Thank you for taking the time to read this. :)
2025-06-05 01:14:45
5364😟SuggestionCan we please move the information on units back to the left side of the screen? Having it in the middle of the screen causes difficulty in seeing. It blocks buildings, it blocks the health bars of units. Very difficult to set production. When it was to the left it was a much easier and more efficient interface.  2025-06-04 23:29:28
5363🙂PerformanceIt would be great if we could see the devices that draw too much power or devices that when on hold how much power they draw! 2025-06-04 21:41:39
5362😟SuggestionThe tutorial is really convoluted/boring (too much text, no visual examples) and I just quit, started Skirmish and learned better on my own. 2025-06-04 21:40:10
5361🙂GeneralI'm playing in Linux via steamplay at 4K. The mouse cursor is tiny, some setting to scale it would be nice. Doesnt seem to increase with UI scaling 2025-06-04 19:34:02
5360😟Generalнепонятно все дерутся вдруг из ничего всю мою базу самоуничтожилась2025-06-04 17:37:15
5359😠Generalпосле обновление все мои юнити стали убивать себя и всю мою базу что это такое мне что заново начать игру чтоли (2025-06-04 17:33:57
5358😟SuggestionРедактор ссылок следует заменить на "Редактор связей" в данном контексте.

А также сделать регистронезависимый поиск в редакторе поведений. Для английского языка он и так работает. А вот для русского - нет.
2025-06-04 14:44:53
5357😟SuggestionDear developers,
please make it so that the arrows of loops do not merge into a single line.
2025-06-04 14:32:57
5356😟PerformanceThe game seems to have some performance issues since it will seemingly randomly stutter for some time. It doesn't seem to happen around the auto-save.2025-06-04 14:29:24
5355😟BugThe 'signal' is not displayed.2025-06-04 13:45:15
5353😟BugEquip component remotely doesn't work with global efficiency module, keep jumping to no component branch2025-06-02 04:22:28
5352😟GeneralNo instruction to make the mothership eject those cores automatically2025-06-02 04:00:38
5351😟GeneralAll the stats up modules (speed, health, vision, efficiency) are affected by global efficiency boost and consume more power without increasing their effects2025-06-02 03:09:04
5350🙂BugDuring the course of the game, I found that a negative number of metal ore resources were stored in the storage type inventory slot of a unit.
When I tried to remove this resource from the slot, the game crashed. Specifically, the game screen stopped and no operation could be performed. I could only end the game process.
When I reload the archive and return to the game, the resource cannot be unloaded, and then I try to put the new metal ore resource into the slot and return to normal.
2025-06-01 03:58:13
5349🙂Suggestionmaybe make the self made worms not be attaced by the enemy bugs  2025-05-31 21:38:48
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