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5840🙂GeneralVersion 0.1.16573 (Oct/Nov 2025)

Advanced Human Foundation is both unlocked before the material required to produce it and offers no better speed bonus than the regular Human Foundation which costs under 1/30 of the cost per tile.

The Viral Pulse attack small component would make more sense being unlocked under the virus tech tree.

Given that the Sensor Spike Component is both large and later in the tech tree than the Human Long-Range Radar, should it not have more range?

Time Egg description should be similar to the Unit Teleporter in stating that it must be connected with other Time Eggs to operate.

Under the game settings and when first encountering the blight it is described as a "corruption" yet blight adds world stability?

Repair the mothership part 1-2 text and dialog no longer match.

Given the new direction of more advanced components consuming previous tiers, the portable radar should use scout radars as an ingredient. Same for the Anomaly Lattice.

Storage Block (24) is to the left of (8) and (16) is to the right in the build menu. Given the similar appearance, having them in ascending size order would make it less likely players will click the wrong one.

The part of the space elevator story arc where the Human Explorer must be repaired in the Resimulator is partially redundant because the player will already have had to unlock and build a Small Intel Scanner and solve several human ruins to acquire the datacubes before the tutorial by HIGGS on how to do them. Given the inventory differences between the three Explorer versions, maybe the recipe should be added to the Human Resimulation core recipes on quest completion/unlocking the human faction explorer in the tech tree?

Is it intentional that the human ruins tutorial quest unlocks the microscope recipe for human factories before the tech is researched?

Given how late in the game the blight core has been pushed, the shield T1 to blight shield resimulation recipe is both no longer of a tactical or economic advantage given the 125 blight crystal cost for the 5 cubes vs the 5 for the manufacture of the shield.

Miners when full have a tendency to cluster around the Store unit to the extent they block access for Transport Route units resulting in a gridlock.

The control centre for Units feels disorganized with all units ever produced in order of production as a block. Maybe filter it by unit type similar to the Items menu for the control centre which can then be clicked on to view individuals?

Compared to previous versions, Flyer drones are incredibly inactive. They do not respond to the logistics network which was their primary function in replacing Runner bots to reduce congestion and given player access to Deployers the need for full out of network construction is limited. Without added behaviours they are now mostly a waste of resources.

The Symbiotech building is 3x3 in size with only a single component slot. Consider giving it a Component Efficiency bonus to make it competitive with other L building options.

Plasma Bloom Component needs to include in the description that it needs blight terrain to operate.

Unlike the Sentinel Ion Lance Turret which is a beam weapon with the move and fire property, the Human faction Heavy Missile Turret has lost the primary feature that made it slightly better over the other splash damage type weapons. Now it is barely a slightly longer range Photon Cannon and far inferior to the Missile Launcher component that is earlier in the tech tree.

The tech order of some human foundations feels inverted in that the materials to unlock them are a full tier lower down the tech tree than the items unlocked which need them.

Human Shuttles produced in the resimulator are difficult to select as they clip into the resimulator. Consider adding a rally point feature like other bot production structures for units produced by this building?

The Human Factory building needs a buff processing wise. For a 3x3 structure the only recipe it does slightly better at than components that can fit in 1x1 or 1x2 buildings is Gear Boxes. By the time the player unlocks them the low power use is not a strong selling point given access to power generation components producing thousands and large numbers of other power hungry production lines.

Currently Blight Gas has a problem with late game consumption since Plasma Blooms make its sole non-technological use obsolete. This makes getting rid of stockpiles a challenge. Given the three kinds of resource converter components, maybe add a recipe to convert a full stack of Blight Gas into a single unit of resources like obsidian and blight crystal.

There should be a manual override for the construction inhibition when surrounded. Late game players will have flying delivery units and Item Transporters allowing maximum density construction.

Potentially consider an upgrade for the radio under the Human tech tree which is a single internal component that acts as both a sender and receiver?

The Bug Wave Spawner integrated component of the Large Bug Hive needs a tooltip explaining how to operate it or at least the ingredient requirements. Also mention that the spawned units have a timed life.

Consider having blight requiring components default to giving a Visual if they are not on blight (when clicking something with them it already has the purple blight icon with a warning sign but their state of operation is not easily visible at a distance)?

Units with a garage will automatically deploy their cargo on encountering hostiles but not wait for them to reload if the transport is targeted elsewhere meaning it can show up empty handed for the intended fight.

Late game flying logistics units have a tendency to photobomb where the player is trying to click. Consider adding a hotkey that when held allows air units to be ignored when clicking.

When hovering over the resimulator Stability UI it does not explain most of the perks/penalties unlocked. For example it does not say what Gateway channels are. Also if perks are cumulative consider making it a list?

Other than a 300 health difference and a minor interface visual difference, the Tank Frame and Human Tank are identical. Consider removing the redundancy.

At the start of the Alien History quests the text describes the anomalies as being hostile towards the aliens and the need to protect them without context given that ELAIN was previously only focused on repairing the mothership or investigating the world to overcome obstacles to the repair. Also only the virus infected resimulator bots have previously been described as the anomaly yet as the quests continue it shows the aliens in conflict with the bugs which the codex describes as the native life of the planet. The player needs more narrative explaining why there is a need to stabilize the world.

Currently the Observer and Console alien structures feel like wedged in plot devices with no function beyond a brief single use to progress the mission chain meaning there is no incentive to expand their numbers or not to permanently deconstruct them. Consider giving them second functions that retain usefulness throughout the playthrough (eg. observers could link distant logistics networks for AI Behaviour Controller use or slowly generate anomaly particles and consoles could be used to manipulate events).

AI Behaviour Controller behaviours should allow move commands to be issued remotely.

The Peaceful Mode game setting should rather be called Enemy Behaviour.

In the current state the Aggressive setting of the Peaceful Mode game setting goes through rather large early game difficulty spikes in that all nests on cliffs near the player starting location immediately dogpile the fledgeling base with the massive attack waves (starting at 16+ units) snowballing new nest spawns before players will have unlocked better weapon components or assembled a large army. On 100% difficulty continual attack waves against single points including 10+ virus laden scale worms and over 50 trilobites start when Expanded Power is researched. This tends to lead to early game base shutdown due to infection as players will not have had time to delve into the virus research tree or construct the freshly unlocked Pulse Lasers. Early game there are also periodic waves of mass expansion which infrequently try to spawn 20+ nests on a single front near the player base that diminish in frequency as playtime progresses. By the late game nest expansions reduce to producing 2-5 scattered nests in total making their clearance trivial and attack waves become infrequent. There are also rare super attack waves of several hundred units which travel vast distances to attack the base that completely stop occurring late game even without clearing their spawning nests. Maybe consider adding more game settings to scale expansion rates or limit distances from the base that nests are used for attacks? Alternatively a grace period mechanic that caps the size of early attack waves to a multiplier of the number of player units early on would also be an option.
 2025-11-22 17:40:35
5839😀BugVersion 0.0.16573 (Oct/Nov 2025)
Soulweaver Model still has a bugged polygon on the rotating inner ring resulting in a distending triangle.

Trilopew, Scale Worm, Shield Worm, Malika and Mothika integrated weapon details list the weapon ID string and not the actual name. Greelobyte weapon is just a repeat of the unit name.

Blight discovery tech on passing through high blight areas is not consistent and can be triggered by reloading when units are passing though blight areas that are not currently clickable.

The Abandoned Miner Base will be targeted by aggressive bugs before the quest is completed to transfer ownership.

When viewing the preview of a Bot Blueprint in the production menu of Robotics Assemblers, the colour for the Viral Turret is blue like the Small Turret.

Blight bar is unlocked twice with both Blight Discovery and Blight Research which requires the previous tech.

Sentinel Ion Lance Turret lacks a power draw (at least in the details).

When structures are destroyed it does not always create a "ghost" replacement construction site.

Time Egg connections do not show in the overlay mode.

The Human Lander graphics clip through the terrain when climbing cliffs.

Currently transport drones doing transport routes only push items from their dock unit and fail to make deliveries to it without a behaviour.

Under the Information filter the Flower filter incorrectly describes the local Flora (plants) as Fauna (animals).

Bunker and Heavy Bunker garage slots are not listed in the Sockets part of the Details UI.

The Monolith Lightning Component component adds 2 anomaly storage slots.

Heavy Bunker model radar visual pierces through attached components.

The Human History missions do not factor in required human structures that have already been built, although moving them with a Deployer registers.

It is possible to get the dialog of both Alien History story endings by activating the console at both stability extremes.
2025-11-22 17:11:37
5838🙂GeneralMoving drone port production to the advanced assembler, and subsequently buildings with a large slot and storage, causes that technology to be locked behind IC production even though nothing related to drones requires that level of technology. This delays advancing past single tile logistics a significant amount. If this is intended, you might want to consider lowering the technology required for the medium item transporter to enable more advanced builds earlier.

I haven't played in a while and wanted to check out the new additions. Things look great. However, the game seems to be much slower progression wise. This is caused by multiple factors such as tier 2 items requiring tier 1 items as inputs. This also makes it harder to use the early buildings that lack storage and not having access to storage related components.
 2025-11-22 02:43:33
5837🙂BugNo entierly sure if this is or not a bug, but the Repeat fill up does not save IF i copy paste a unit (aka create copies, the copies will not have the repeated request) AND in this buildings case, i used the Edit. And i needed manually to re add the repeated request (no clue why i screenshoted after but yeah, it was reset, no request). BTW, is it possible to add a nother number in the top right corner of the items? thoes are for request. Aka we can easily see if an item is request and how many2025-11-20 23:23:29
5836🙂Suggestion1st of all, thank you for the updates, they are amazing! (experimental). I added 3 get unit types just to highlight that yes, they need to be combined into 1 single thing. I understand that in coding it MUST be exact but in a game 1 should cover all of them... like seriosly, please combine this ones and even more. Especially since the "Match" already exist and should be used as a model2025-11-20 20:32:34
5835🙂BugI had 3 large wind turbines queued to produce on one building, and 3 medium wind turbines queued to produce on different building. When queue comes to the third large wind turbine - it won't place an order from other building that has already produced all 3 medium wind turbines. I had to manually drag medium wind turbine to place where it is needed. This bug can sometime appear while producing other I/S/M/L components that contain components in recipie and required components are stored in building that produces it. 2025-11-20 20:06:38
5834😟BugThese bots seems be having a pathfinding issue around this specific plateau. I've done my best to confirm the move to command is sending them to a different yet they continue to sit idle in front of the plateau.2025-11-20 04:04:56
5833😟Bugpowered down unit, that i intentionally put to block the exist (wall surounder the base to ensure bot's don't get killed due to enemies and such) but because the a radar dropped item picker wanted to pick up something, the bot, that IS turned OFF, moved.2025-11-20 00:41:57
5832🙂SuggestionFor the radar, or program, or an entierly new I slot, can we get a parameter where we just store map buildings AND resources? What for? to exclude them from radar. Why? well the picture is a good exemple, i don't have this yet unlocked so the scout it's stuck. But if i could exclude it, it will show other results or none until i remove it. Also this is a As many as possible, this is exactly why i said maybe a new Integrated item. So, why the resources? When playing with infinite, i honestly just destroy non infinites just to clear the space to copy paste miner buildings, so yeah, it's very annoying to set and ensure they don't mess up. So a "ignore" filter can be a resources over x amount.... and now the non infinite, sine the game has an in game way to make them "infinite", this "do not" filter would massively help to have a hassle free don't use up the resources, only mine if over x amound. And if it's an I component, no need to stress with the programing or tons of filters since the filter will be, well, filters. Aka for this one will be either coordanance or directly the building itself, and for resources? something like value over or only if value under (in both cases to include same value since i honestly don't see why we need to fine tune it). And i will re say this: this ideea is for a MASS filtering (for ignore list). This is why it would be interesting to be it's own I componant. Think it like a mini database. And of course, this can be combined with radio and programin but the ideea is for it to be an I componend to reduce the risk of mixing up stuff. More or less it's a radar but it's only for the radar, as in, any resolts that mach criteria won't be listed by the radar with the ideea being that we can define values (bigger or smaller) and well, map ruins)2025-11-19 23:56:11
5831😀BugWhen one double clicks on an item in an "Explorable structure" it automatically transfers the item to your inventory (wonderful quality of life feature) but does not remove the icon from your mouse cursor.2025-11-19 11:21:20
5830😟BugWhen connecting the 'Done' node of a Loop to somwhere previous in the code, I get an error message saying I can not leave a loop early. I'm not trying to leave a loop early, I'm trying to go back in the code when the loop is done.
I can work around this by using a Jump and Label, but it slows down the code.
 2025-11-19 05:06:17
5829😟GeneralFollowing up on my previous feedback (5828), I just noticed the Explanation box at the bottom of the behavior editor. I wish I had seen that hours ago.

Though I still don't understand where the memory is stored, and the explanations are introducing new keywords like 'Keys' that haven't been mentioned anywhere else.
 2025-11-19 02:51:28
5828😟GeneralI'm having issues with two major areas: unexplained controls, and confusing key-words.

As an example for the controls, I spent hours playing before I learned I can use the mouse wheel to set values on registers or production numbers. I also spent most of my first game using the Behavior Component before I stumbled across the Internal Behavior Controller. This limited all my internal slots by one unnecessarily. Why wouldn't this always be visible on the hotbar?

If I'm in the Behavior editor, if I want to make a brand new behavior, I need to leave it, go back to 'select behavor' and then 'New Behavor'. There should be a 'New Behavior' as well as a 'Load' button inside the editor next to the 'Save As' button. The 'Apply' button should have a different icon than the 'Save As' button since they have very different actions. (Maybe just remove the down arrow, as it's essentially just a 'save' function. In-fact it should say 'Save', not 'Apply')

Some example keywords I find confusing are 'index', 'register', 'value', 'parameter', 'memory', 'array', 'variable', 'element' etc. I'm sure a programmer might understand most of these words from experience, but as a layman, these words don't mean much to me in this context. It took many hours for me to realize that a 'Unit Base Parameter' and a 'Unit Register' are exactly the same thing, as far as I can tell. Are Variables and Parameters the same thing, just Parameters are able to be set on the toolbar? Are Parameters read-only? I can't seem to set them in code, despite the fact I can select them as an output.

What is 'memory'? All the values are written to variables and values. Are those memory or is it something else? The 'Memory Insert' box has two inputs, but no outputs. What does it do?

The codex entry on Parameters is nice, but no entries show up for any of the other keywords I mentioned.

The pop-up tool-tips are confusing and poorly explain the purpose of the programming boxes. For example, the tip for the 'Loop Number' box says "Performs code for all numbers in a range". What code is it performing? What does it mean to perform code for a number? From what I can tell, what it actually does is it increments the number of the value while the next code box is running. The tooltip should say something similar to that.

Sorry, for the ramble, but I've been frustrated with the confusing way the code boxes work. From what I can tell, most of the boxes take in multiple inputs (Index, Value, Number/Coord, Parameter (aka Register)) and applies it to a single output. Why have multiple boxes that essentially do the same thing with different wording. The outputs will be named 'Value', 'Result', 'To', or 'Old', but all have the same effect as far as I can tell. If not, these outputs should have better tooltips as well.

Overall I'm enjoying the game, it's just trying to understand the inconsistent and over-lapping keywords in the behavior section has been frustrating. There are a lot of interactions available in this game, so I understand tacking the UI is a challenge, but it still needs some work to make it more accessible and user friendly.
Thank you.
 2025-11-19 02:14:11
5827🙂Suggestionwhen trying to use edit on a unit that is in a blueprint, there are unclear options. as in i have absolutly no clue what i chose will affect the unit or the unit in the blueprint? can you please make it simple and NON tehnical? please because it's so annyong that i try to copy paste something i have as a blueprint because it's right in front of me, but i am always asked about updating. Also when this question shows up, the screenshop function F8 can NOT be used. Going further, even if i want to edit a unit that is in a blueprint, i am still asked if i want to update and i honestly have no clue who to do it so that the blueprint is not affect. Going further: please add an undo or similar when messing up. Currently my undo button is auto save every 1 minute. Going further, The sound when a unit attack or goes in blight, can they please be a tick box to be turned off? As an exemple if the music does NOT change to being attacked, but i see that one unit takes damage, i know it's a unit who does not automatically aboid the blight without me needing to check every time this happens if it's an enemy attack or a bot that does not know not to go into the blight unless it is imune or i intentionally make it go for whatever reason. Going even further, when my units attack something to get rid, like thoes silica trees that are so random that i freaking hate them and will not bother mining them, any change to again, make a tick box, for music to not change into the attack one? i am getting extremly irriated to hear this sound because it's false alarm so many times and when it's not a false alarm i might need to reload my save because i assumed it is a false alarm. Finishing off: can we please have an ability, even if it uses a I slot, to make the units pass each other since the moving out of the way does not work that well. Speaking of which, is there a way to create a one way gate? The ideea of this one way gate: It's exactly how the gate is but units can only pass, well, in one direction. This is extremly usfull if we want to control random bots, as in, keep them in one area. Like an attack team, when they want to leave, we roate the gate, so the units can pass out, and then rotate it back so this units can come back in but none can come out. This would futher help with managing the bots since they won't be able to all gang up on a storage, blocking each others way, while still allowing for mutiple of them to keep coming and going. Essentially imagen a one way tunnel. Regarding the fondation, can we please have a factorop space age level of them being automatically build if they are in the inventory? i have over 2000 of them being build and it's extremly time consuming, and this is still the lowest one (and yes, it's not about speed, but about the fact that i can see clearly, remove all trees, see any drop items, so on). Ideea is simple, is in storage? does logistic exist? then the items will be used, not to build the construciton, but to instantly construct. BTW, the reason why i am annoying with the units attack random stuff = attack music, is because i have the infinite resources on. Why? the biom, i can't change it without it drastically affecting the resources. sometimes there is no silica, no metal, and i do mean i can't find anything at all. So i mix around by having a nice biom while infinite resources to compansate. The ideea is the following: add resource options (please add a new tap for this) where we can change the richness per resouces. And of course, we can chose which resouce to be infinite. Also an option to remove all but the infinite ones because yes, this is the ideea, i keep destroying the non infinite so constatnly false alarm battle music. BTW, why does water exist except to trigger people with OCD? Again, please add a tick box OORR let use build fondation over it like a landfill. Speaking of landfills, does something like that exist for cliffs? as in create ramps or destroying the cliffs? like a laser or turret that allows the destructions of plateau rocks and cliffs? Please add that because they are in the way.... and no option to turn them off. Like seriosly, please add tick bos to turn off anything that would prevent building there (aka like the ability to destroy them) also sorry if this does exist and i just have not advanced the game far enough. I play around and not focuse to much on progressing. 2025-11-18 01:54:16
5826😟BugClicking on miner bot doesn't progress tutorial 2025-11-17 23:42:31
5825🙂Bugwhen adding new parameter and then sliding it in betteen existing ones, the LINK does not automatically update and insted stays where the slot of the original was even if now there is a different one, insted of the link being where the parameter it was linked with is. Aka red link is how it looked like when i closed the programing and the green link is how it should have looked.2025-11-17 22:32:37
5824😟BugHigh priority does not work. The bots are auto locking the 1st item as well as everything else to be visible. But when i create a new bot, that new bot will pick up the 1st order despite it NOT being priority, and the bots who are idle, have the item as locked, and, via programing, become high priority, don't do anything because it's the closes insted of priority. On the same ideea, even if i build something and mark high priority, most items will still be delivered to other buildings insted insted of delivery to the high priority. 2025-11-16 17:47:15
5823😠Suggestion 2025-11-16 16:42:05
5822😠Suggestionwhy are we or does not an option exist, to start at 00 00??? i keep wasting time because i generate good maps but when starting, the 00 00 location is not avalable due to terran or other none sense2025-11-16 16:42:04
5821🙂GeneralMission Human Discovery

I am trying to complete the quest to find Human Research labs.
I have interacted and fully solved many of them but the quest is not getting updated.
 2025-11-16 15:29:07
5820😀SuggestionI asked before will ask again: please add tick boxes to prevent enemy drop, including base, and if the infinite resources is on, please add an option to remove the small, medium, and scattered ones since they are just in the way. the whole point is to reduce the need to manage resouces. You know what, i actually realised something, the no small, medium and scattered should be it's own tick box. Why? i would love to play with max richness insted of infinite but thoes little one are serioslly getting on my nerve and there is another major issue: unless the biom and plateau is balanced, there resources won't be balanced so high definice.... heavence sake, yes, i forgot, this was exactly why i chosen to play infinite, because i wanted more free space. Why? because i can't stand that plateaus and similar are in my way. So again, please add teraforming, please add a REAL flat (aka even if plateau as a biom exist it's flat, no evelation, no wind bonus, why? due to OCD, everything flat, something is curved? trigger!!!! and yes, this is why OCD is not healthy). BTW i don't know what it's up with the season thing but here are some suggestions: summer days are longer, winder days are sorter. Winter batery (not energy production) will drain faster (cold affect bateries). Ahhhh, regarding my original request, please remove thoes silica trees, i mean, tick box for it, they seriosly get on my nerve because they are so random, in the way, need to get destoryed or mined, it's very iritating!!! Also please add an option to path the base via foundation. And lastly, the thing i keep asking: please make it so that the bots can pass through each other. This game is suffering massively because the bots are blocking each other, can't get to areas if someone else is blocking them. Ah yes, an i forgot. A new button for bots, aka a parking. It's really just a tick box type of on off. It's very similar to home but insted of making the home busy to use the beacon (aka go to the nearest beacon) if they are damaged, no power, infected, and really any other stuff if you just add to the beacon a new little option to create a filter. Aka there is no filter for damaged units? even if a unit get's damaged, they won't move. And of course, even if the beacon with the damage exist, units who don't have this option on won't move. And no, please don't complicate stuff, because yes, it would be amazing to have bots that have full inventory go there except why? no need to complicate stuff because this new buton is for bots, if it's on, imedieatly stop what they are doing, go to the nearest beacon that match the condition, and stay there until the condition is fixed. So exemples of such filters: not full health (again, don't complicate with little damage, sever, so on, program exist for that, this is just QoL for hassle, no think, solutons), not full battery (this means no more bots delivering something and got stuck outsite the logistic for whatever reason), idle...yep, no more idle bots. Path blocked (a lot of times the bots who can NOT pass each other block each other ways but this Am i blocked, is not recheck so they just stay there, blocked, even if nothing is blocking them...), virus, Waiting for request or parts (again, that is all, no need for what, it's really just to have them move out. You don't want such function? don't create a beacon with this function) and i am sure i miss a few but ideea is to keep it simple. Icons and such. keep it simple simple simple. Also, is it possible to create a Lower then, or larger then, for the radar? as in, i want to mine non infinite resources via moving bots, well that is the ideea, for them to go only for the non infinite. Also a new function "unocupied" miner (please note this is strickly for mining resources). What does that mean? it means it looks at resources that have at least 1 tile unoccupied by bots. As an exemple the filter can be: no unit, mine... currently this will just show the minable itself but with this 3rd filter, it will check if the there is at least 1 space empty, for this unit to go there and start mining without getting blocked. This of course is exclusive for bots but dose not matter since this is a suggestion for QoL and not how to make buildings and bots do the exact same thing. Plus, the buildings care do the radar part and it's really just the bots who need to recive the instruction to mine. For scout movement, move away, move, so on, 1st of all, can they all be combined and just be a drop list what to do? please add for moving at exact location (aka unit and coor need to be exact), near it, away from it. Please add a tick box: wait till arrive at destination, aka no more jumping for next instruction despite not being there because the check for movement is very tricky. And for all of them, tick list, like, move towards home (vs moving randomly in enemy base...), avoid blight (if tick box is on), avoid plateaus  2025-11-16 00:52:47
5819😟GeneralI've been trying to make the automation scripting work but I CANNOT figure out how to do it, because the debug to log action doesn't seem to be doing anything and also I can't tell what is inside a variable during execution. The icon of an item doesn't tell me anything. Specifically I've been trying to make a drone pick up a resource/item that it is close to (from the ground), but even though there's a get location function I have no clue how to use it cus I dont know what my other functions are actually returning, YOU NEED to give players more tools to tell what the fuck is going on while they're running a script. 2025-11-15 17:12:58
5818🙂BugUnit is tured off but it moves to give the small power extension

I scaned some ruins, needed green chip. But because they are not ready and the bot wanted to leave, i turned it off. But it found a small logistic extesion so i build it. It was not automatically picked so i draged it from the unit's inventory to the construction. And next moment, the powered down unit starts moving, it goes very slowly but it moves despite being powered off. Also i did notice in a previous save that occasionally units that are powered off moved
2025-11-15 16:12:58
5817🙂GeneralПри строительстве в редакторе блока не хватает кнопки "сохранить шаблон". Это очень помогло бы, так как заметил что часто собираю один и тот же шаблон.
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During construction, the "save template" button is missing in the block editor. It would help a lot, as I noticed that I often collect the same template.
 2025-11-15 04:34:45
5816😟Bugi used this to find non infinite resources to destroy them (btw infinite are 0, why?) but as seen in screenshot, the crystal chunch is NOT reciving the value. Normally this should add the value aka the 25, but nothing happens.2025-11-14 23:55:37
5815😟Suggestioni think you get the ideea what i try to do here. The suggestion is add for the loop the value for the resources via more, less, any. Why? because on infinite resource maps it's a massive waste of time to clear out the non infinite to make space for the miners, so this could make it automatically.

Plus there is tehnology to make resources infinite, no? well once again, the loop resource would be perfect if a filter existed with ideeas like less then or more then and the extra steps are not needed
2025-11-14 20:30:58
5814😀Suggestionhello regarding the signal Reciver (yes, i just now realised i screenshoted the transmitter, sorry), the item, is there a way to add 2 more slots? why or for what: so that units can read up to 3 radio bands. Why is this important? it's not important it's just a freaking quality of life stuff. How will it work since they can't all work at the same time. Well that is actually the ideea. A priority system. You see how the radar has 1 2 3? if the radio reciver has the same, it will essentially work like a loop: it will read what is on nr 1 while ignoreing 2 and 3. Only when there is nothing on nr1 it will give the result from number 2, copy paste for 3. And like this we can futher automazise the bots.2025-11-14 20:05:12
5813😠Bugcan you please add better drop box? i never understand, is the sync supposed to arrive exactly at the location? or is it sposed to work for x seconds then next? can the drop box be extremly simple, NO dictionary needed simple: go next to (target), go exactly on coord (give error if no coordanance found so we can tell if we do somethign wrong, aka the coor and the unit need to mach perfectly), and a tick box saying wait till arrive, meaning that if it's not on, the chain will continue, if it's on, it's a WAIT function. it's so annoying how it's right now. I neeed to create programs because the programing are not good???? Here is an ideea, why are program not very very very good but locked behind research if they are to good or something like this. Honestly, i don't know why you would even want to do this because people will LOVE to play this game if from the START of the game we can use quality program and they are not locked behind a research or lecture or video explaining or search online for a blueprint or other issues. Make the program be very very user friendly so that even a child can use them without any promps or tutorial. they need tutorial? you'll lose most of your players because most people will never bother and only few of us will continue until we figure it out. Move is one of the basic stuff. Yet i need to pause the game to figure out how to use this set up? sorry that is not quality when the bots work better on their own and we need to create chains to do something else. In the time i waste programing this i can just create manually a very superficial thing of storage empting something or units to follow2025-11-14 19:29:49
5812🙂Suggestioni been watching this bot for a minute. Something very interesting with regards to move away (it has radar to find enemies and move away from them) this move away works as if it's a scout. as in this bot circles the base, all the new lines of where it goes are L like shaped but with the second branch being away from the base. I will conclude that this is essentially using the scout "random" movement, but honestly, please change it to use "home base" as a "random" destination because move away? the only time it matters is if it's again enemys, and i do not know how many times some of my bots got destroyed because due to the move away, going randomly AWAY from the base, they essentially when into their death, RIP. So yeah, as far as i am aware, move away works perfectly for the 1st line (i am talking about the screenshoot, the movement lines, as i said, it's always 2 lines), but the brance, as in the second line, should be directed more towards the home base insted of away. And yes, we can add move to home,that is what i will do, it's just that this is a suggestion to double check that code because it's more handy if the move away's 2nd, aka random, direction, will point towards home.2025-11-14 17:18:45
5811😟Suggestionterraforming, let us destroy the rocks as well as the cliffs via lasers and other stuff2025-11-14 14:31:44
5810😠SuggestionI'm very suprised my scout can't path find around the blight and that I have to manually maneuver it back home again. That's just so, so tedious! 2025-11-14 00:43:52
5809🙂Bugis this supposed to happen? because all of thoes are the enemy but all of them are shut down due to virus, i did not even do anything2025-11-14 00:08:44
5808🙂BugEdit to my previous bug report ID 5807: I just found that the "Cancell All Orders" actions deleted all my building and bots "Recurring Request (Keep filled up to amount)" settings. This is probably not a bug, but I didn't considered it will delete also the "Recurring Request" orders.2025-11-13 17:26:13
5807😠BugIn some buildings and bots I use "Recurring Request (Keep filled up to amount)" functionality, but after a game exit/reload this setting (Active Requests) is lost in all buildings and bots.2025-11-13 17:16:43
5806😀BugDescritpion:
Teleporters that are given their target with a link teleports their passengers to a semi-random coordiante. So far the coordiate have had a very large y-component, but the x-component of the coordinate does not correspond to the expected one, so that might be a coincidence. When the coordinate is to high the game crashes.

How to reproduce:
Asign the target of a teleporter with any king of link from.
In the save file:
Teleporter 1 and 2 have their tagets given from a behaviour and then linked form an output variable.
Teleporter 3 has its teleporter taget assigned from the Signal slot.
Take TestMcTesty and move him to the other side of the portal link. He is assigned to hot key 1 to be easier to find.

Work around:
Assign the target with
 2025-11-13 15:58:27
5805🙂GeneralDescritpion:
Teleporters that are given their target with a link teleports their passengers to a semi-random coordiante. So far the coordiate have had a very large y-component, but the x-component of the coordinate does not correspond to the expected one, so that might be a coincidence. When the coordinate is to high the game crashes.

How to reproduce:
Asign the target of a teleporter with any king of link from.
In the save file:
Teleporter 1 and 2 have their tagets given from a behaviour and then linked form an output variable.
Teleporter 3 has its teleporter taget assigned from the Signal slot.
Take TestMcTesty and move him to the other side of the portal link. He is assigned to hot key 1 to be easier to find.

Work around:
Assign the target with the [SetToComponent]-behaviour
 2025-11-13 15:57:54
5804😀GeneralHawt. :32025-11-13 01:53:57
5803😟Bugwow, the previous post, i just removed the get location and it fixed the issue??? so get location give you the location that is not good to use as a location for the scout range? And back to the crystal bot.... it took crystals from storage a to storage b only to spot and stare at storage a...... Look, let me suggest a very very very QoL for transport that will make everyone using it happy. Ok? Bot has go to and storage via transport. Has space for more items from storage A (or As if mutiple), yes? the will go and pick them all up until it's full (no more space) or there are no more items to pick up that could fit in storage (like this bot, there is no crystal left in storage, there are some other items but crystal is locked, so no more items it can pick up). Once this is done, the bot SWITCHES OFF the pick up and will switch ON the drop off. Will go to drop off destinations (or mutiple). Here it will empty it's inventory and stay until inventory is empty. Is the inventory now empty? The ON and OFF will now revert. So no more drop off mode, only pick up, so bot will go and pick up everything until it once again can't pick up any more items2025-11-13 00:55:26
5802😟BugNo clue how this is supposed to work. I wanted to avoid the bots blocking each other via using scounting until they find a free spot and start mining. I am not even half done with this program only to have started it without realising as i quikly closed it to looked at enemy during an attack. Got further distracted via repair and other stuff... until i got a notification of damage. This bot, did NOT go randomly at all. It just when straight ahead, 1 single line. And even when i start this program, it does not go around the area, but imideadly start going in a straight line. I will now use the move and such to somehow try to fix this and make it work but seriosly, why in the world is it such a massive chore to make the bots mine like how miners in starcraft are mining? Aka if it's occupied, they automatically go to the nearest and only queue up if there is nowhere else to go. Oh and yes, i do hope the "units can pass through other units" is implemented because this game severly needs that element. The whole game would become next level of QoL if units (not building) can pass through each other2025-11-13 00:48:53
5801🙂BugChanging a frame on an existing building has a silly little bug if the building uses the integrated behavior: it waits forever for an undeliverable component.2025-11-13 00:42:22
5800😠Bugfollow up from the previous one: i added the bot as a storage destination for the storage A (16)....and now the bot does nothing...... nothing. Why? before i put it as a storage destination for Storage A (16), this bot was taking 1 stack of crystal from storage A to storage B now it does nothing despite Storage B still request the crystals... So yeah, a bug where the unit get frozen or what is going on. I honestly don't know what is going on. Honestly i do not get why is it such a massive chore to figure out how to automate the units. The posibility exist but you need to figure out how....well whatever, will "fix" this via setting the bots go to and storage because it looks like that is the only way2025-11-13 00:40:47
5799😠Bugwhat is going on with the transports via bots??? Storage A where crystals are stored by the miners -> Storage B where the crystals are stored for the use of base. i tryed the transport (the icon above logistic) but insted of trasporting a full inventory, it just tanspoirted 1 single stack. Now i did something else, i put storage A and B on channel 3, changed this bot's channel to 3, added a constant request for Storage B....but still just 1 item at a time..... why? Why? Why? There is a reuqest of over 300 crystal (storage 16) but only 1 stack is taken.... Do you know why i don't use the program? lack of frexibility, as in i need to change the storage in the program each time. The pick up is ok via the can't fit anymore but drop off? it drops the items on the ground if no space... ah yes, i also need to add another program to verify if the storage has space for the items, then to have it drop off, also do the same with every last item..... yeah dropping them on the floor seems a very fast way. You know why? because you made a joke. You created a freaking joke. Do you understand i can just pick up all the items, drop them off into a random empty location, have the pick up bots pick them up and then, via send to shared storage, organise the items faster, better, automatically, and stress free... I really hope that the bots taking just 1 stack is just a bug because this transport should pick up everything, like how the bots from bots work. Ah yes, now i get, i need to put the storage to have the bot unit also as a storage just so that all items, hopefully, get picked up by the bot. Why are bots not filling up their inventory? If we want 1 item per bot we can use the runners or add locks. So many times i build something, and the bots bring each 1 single items insted of 1 bot briging a stack of said items, and if space, a stack of another item that is needed as material. Please adress this issue because this is not working out2025-11-13 00:36:08
5798😠SuggestionSelbst wenn geräte vom Virus betroffen sind sollte der Forschungsfortschritt nicht komplett zurück gesetzt werden... ich konnte nicht mal den Antivirus erforschen 2025-11-13 00:15:07
5797😟Suggestioncan you please add a different sound when units take damage or what when going through blight? because it gave me a jump that enemies attack but nothing until i realised this is happening. BTW: when buildings are destroyed they leave a constructuble behind. Why can't we have the same for walls and gates....and the fondry since one of the bugs loves to remove it....2025-11-13 00:04:34
5796😟Bugif a 8 storage changes via change frame into a 16 2 issues occure: the I extra slot is NOT locked, or fix as you call it. aka the 8 locked slots go to 16 but not the extra I. The other one: if the running beheviour is OFF (exist beheviour), after the upgrade, game will ask for an integrated beheviour as seen in the picture2025-11-12 22:32:09
5795🙂Bugthe buildings are not being built until they have a path to it with nothing obstructing them just no path to get to them 2025-11-12 22:25:57
5794😟GeneralPathfinding doesn't really seem to use roads. If these dark tiles are really 2x speed boost, then basically all these paths shown should be using them.2025-11-12 22:22:22
5793🙂BugEfficiency shown on the selected unit shows 71%, but it's only <1% 2025-11-12 21:53:15
5792🙂SuggestionHello. Any way to turn off enemy drops? there is so much. just so much. Also, i don't get why the silica tree exist? So let me rephare the suggestion: is it possible to add a tick button to disable scaterred resources? I don't enjoy when bots who are miner are stuck because they found a pick up mineral and i did not set the filter due to other filters needed. I do not enjoy that some of my bots get destroyed because of collecting sillica. I do not enjoy the trees that show up randomly (ok, this ones i can actually just destroy). And well, with a tick box, i could turn all this off without removing what exist aka each to their own. BTW, any possibility, regadless if infinite or normal, to add yet another tick box. This tick box removes all resources except for the massive ones, thoes large ones, the one that if infinite is on they will become infinite. Because it's just annoying. bots go around blocking each other. Buildings don't block each other but need manually moved. And if playing with infinite then there is absolutly no reason to even have them non infinite ones since there are endless unlimited ones (at least we can destroy them).  2025-11-12 21:33:06
5791🙂GeneralUpgrading a unit (building) with an integrated behavior into another unit (building) while keeping that behavior, leads to the rebuilding being stuck waiting on an integrated behavior controller.

Example: I had a 1x1(1S) with a fabricator and an integrated behavior. Editing this to change the platform to a 1x1(2S) and adding a second fabricator caused the building to go into construction again. Completing the upgraded building required removing the behavior.

I'd expect the integrated behaviour controller to 'stay' in the upgraded building.
 2025-11-12 20:05:22
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