Desynced Feedback

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IDRatingCategoryDescriptionScreenshotDate
5297🙂BugIt feels like my Mouse Pointer is off vertically by roughly 0,5 cm - it might have been introduced when I switched between excel and desynced app 2025-05-18 19:52:20
5296🙂BugLaser Mining Tool has no components set in the description. 2025-05-18 12:47:03
5295😟BugDragging instructions onto existing lines is weird. Find the node called "This Fucker", drag a "data type switch" instruction onto its output. It'll instead go to the start of the loop, inserting itself between "This Fucker" and the start of the loop (fine, but weird in a UI sense), but also between another node and that same start-of-loop node (not fine)2025-05-18 07:29:00
5294🙂Generalworkers need to be more independant in the collect and storage of base material (metal, crystal, powder) 80 of the macrimanaging is telling each workers to change storage building and goes back to a new deposit when the one they mine become emptied out. (think about workers from warcraft 3 collecting wood on their own with no micromanagement. ) thank you for taking the time to read this. joining a save file. you can let it run on its own and you'll notice that workers quickly become overwelmed by the collecting of base ressourse. needing intervention. the toturial does not explaing how to add or tweat advanced automation in that reguard so i do not know ifs its curently feasible to give greater autonomy to harvester droid. they are not connected to the network to prevent them from going to refill factory as soon as they have a logic block on theyr harvesting task. please consider some base ai behavior henancement for harvesting ressource. such as henanced detection of adjacent vein that can be harvested and adjacent empty slot in storage container that can be filled on the network. 2025-05-17 23:02:39
5293😟GeneralTwo things. I'm in the tutorial and even though I've finished it, it doesn't cover the blight at all. I only just figured out what it is because I went exploring and walked into it. But it doesn't explain it's dangerous, what I should do, or anything. As I've progressed it just said out of the blue 10ish minutes after encountering it that I should avoid it. A bit late to say that now. I also noticed when I pulled this feedback pane up it says "Reminder: Mods are currently in use..." This is the first time I've ever played this game (only opened it for like two minutes twice before) and I only just installed it right before I started. So there are no mods. Whatever detection system is being used seems to be broken. It thinks the base Steam game is modded... 2025-05-17 03:07:27
5292🙂SuggestionWhen the "End Game" button is clicked, the pop-up message says "abort the current scenario", which makes it seem like you will not be able to continue.
I would suggest to either just say 'Exit to the main menu" or if current phrasing is partularly important, then say something like "pause": Are you sure you want to pause the current scenario and exit to the main menu?
 2025-05-15 20:56:26
5291😠PerformanceInbuilt capacitors in bots are discharging with other capacitors when network has negative energy production! Why? I have 40 batteries with 90% energy within network, but they don't discharge at full rate! Just 45 discharge rate instead 150!
It seems all capacitors and batteries are discharging equally. Don't like it.

We need power controls for units, buildings, behaviors.
2025-05-15 17:50:34
5290😀GeneralХотел критиковать, но самую малость.... потом подумал критиковать не за что.. все круто. Как писали на воротах Бухенвалда? - Zu Edem Das Seine = "каждому свое" .... я матерый факторщик... матерый сатисфакторщик... Аутонаутс на раз два.. Но это произведение игровой индустрии затянулр. Factorio - 3500+ часов..... Спасибо 2025-05-15 15:58:56
5289😟BugBug or bad performance:
20 s2 buildings with 2 solar cells and 2 capacitors. So 40 capacitors. At night, 20 capacitors (1 capacitor in each building) can be discharged into network, another 20 capacitors can't be discharged but keep charging!
So, at that moment, inbuild capacitors and 1 of 2 capacitors in that buildings are discharged, other capaticor keep charging. Problems with capacitor priority for discharging.

P.S. No pop-up message with question "Send the feedback? Y/N" when clicking emoji?
2025-05-15 10:23:54
5287😀Bugthe phase flowers are distorting the height in a weird way.
please ignore if intended ;-)
2025-05-14 22:34:17
5286😠BugA;; previously Saved Games fail to load.2025-05-14 16:01:00
5285😠BugA;; previous Saved games fail to load. Receiving error message saying the game failed to load corrupt data 2025-05-14 15:59:26
5284😠BugAll previous saved games refuse to load, giving  2025-05-14 15:56:52
5283😟PerformanceI've been playing on very large map without any problem, but after the latest update, the lagging became unbearable, even with low graphic settings 2025-05-13 11:25:48
5282🙂Generalthose two virus walls won't build.
probably because they were upgraded from a normal wall and can't drop off the materials.
maybe increase the range an upgraded unit can drop off excess items?
2025-05-10 19:22:19
5281😟BugAfter the first repair reading mothership signal from behaviour no longer sets required items for repairs.2025-05-10 16:45:00
5280😠SuggestionShould be able to create new behaviours from the subroutine call instructions behaviour selector, its odd how different this one is from the others even but often I want to create a call instruction node to the left of a bunch of existing instructions that do something good to create a new behaviour and move those good existing instructions into it, the fact I have to go all the way back and create a new behaviour placehold just to go back in to where I was just to select it sucks hard! 2025-05-10 00:48:21
5279😟SuggestionWhen selecting a behaviour controller's behaviour from the three-line/hamberger menu at the bottom of the screen when the unit is selected I would love to be able to duplicat an existing behaviour for it to use and immediately start tweaking, I assumed I could right click or at least find another hamberger menu next to each behaviour where I could duplicate it which would be consistent with the library view but I cannot which feels odd considering we get to list, filter, even create behaviours from this quick select menu. 2025-05-10 00:43:10
5278😠SuggestionSplit UI Scale setting into UI and Text scaling. Behaviour parameter names longer than a handful of letters get grossly truncated when I would be happier with a larger UI size so the button/box for the behaviour param is larger yet keep the same or even smaller text size than i do with the usual 75% UI scale I play at but changing the scale at present adjusts the text size in lockstep so I have no way to see more or less of my quite large param name 2025-05-10 00:39:18
5277😟BugWhen creating/editing a blueprint in the library various actions will close the library view unexpectedly tediously. So far this happens every time I duplicate a blueprint or lock an item in the blueprints inventory. 2025-05-09 23:54:08
5276🙂Buga wave of bugs started attacking and noticed the following error in the console.
haven't noticed any visual glitches...

[2025.05.09-22.43.39:565][718]Error: Trying to spawn effect on socket 'fx' but visual 'v_scaramar1' doesn't have a mesh
[2025.05.09-22.43.39:566][718]Error: stack traceback:
[2025.05.09-22.43.39:566][718]Error: [C]: in method 'PlayEffect'
[2025.05.09-22.43.39:566][718]Error: Main/data/components.lua:2643: in method 'shoot_func'
[2025.05.09-22.43.39:566][718]Error: Main/data/components.lua:2778: in function <Main/data/components.lua:2655>
 2025-05-09 22:46:09
5275😀BugExperimental: The obsidian tank frame has an integrated component(ion lance) in the design screen that takes up its medium slot when actually built. If you make a blueprint with a component in the M slot, you end up with this item in the inventory.

Bonus bug: Dropping the ion lance and rebuilding the unit causes another ion lance to be generated in the slot letting you duplicate this item for free
 2025-05-09 16:25:16
5274😀GeneralExperimental: The obsidian tank frame has an integrated component(ion lance) in the design screen(screenshot) that takes up its medium slot when actually built. If you make a blueprint with a component in the M slot, you end up with this item in the inventory instead of equipped.

Bonus bug: Dropping the ion lance and rebuilding the unit causes another ion lance to be generated in the slot letting you duplicate this item for free
2025-05-09 16:25:01
5273😟BugIt seems that no matter how many anomaly particles I capture I cannot complete the human discovery 3 mission2025-05-09 14:10:17
5272🙂Bugfance post is under map 2025-05-09 13:41:41
5271😟Generalreplace foundation to foundation(basic) plot under stucture are not replacing. instead showing red 2025-05-08 20:55:14
5270🙂GeneralThe game seems fun. Some more detailed contruction animation would be satisfying. Honestly in my honest opinion the soundtrack could use some work. 2025-05-08 17:24:05
5269😟GeneralI have the repair mothership mission still showing as requireing 600 more high density frames, after scanning the mothership it showed it only needed 400. I can't send any more now and the mission is still showing as active. I know i can hide this but is there anything else i can do to complete the mission? 2025-05-08 11:36:29
5268🙂BugMinor bug of a patch of ground missing or not loaded in but otherwise not a big deal2025-05-07 20:46:20
5267🙂SuggestionFormations! We need a way to set up a formation within groups so that the group will always move to the same shape in the direction it goes. In this case, I have a slow repair unit that should always be at the back of the formation whatever direction they all end up going but it always goes to the front. So we should have a way to set up formations, and possibly even a way to tell the formation which direction to face so it can attempt to keep that formation shape. If direction isn't quite possible, then I can always just stick the repair guy in the middle for best results but still. Direction could also just use the direction of travel too using average direction for each unit if needed. 2025-05-07 13:51:35
5266🙂SuggestionInfected circuitboards should not be producable, they should be harvested from infected units on the map, or from the units you own if you deconstruct them while they are infected (at a lower rate). Its kind of silly to just stick some alien parts on a circuit board and boom you have an infected circuit board. 2025-05-07 11:21:44
5265😟SuggestionWould be nice to disable attack messages for specific types of damage, perhaps if the damage is significant enough to need to be notified of like for example if the scout or whatever is in the pink zone, and has lost 20% of its health? In this case my scout has a repair kit so the damage just endlessly repairs but I keep getting notices that I'm under attack anyway. I'd like to stop all pink zone attack notifications all together.

Also it'd be kinda nice if there was a middle option in these smilies below, I mean, this isn't really a happy or unhappy sort of thing, its just basic feedback.
 2025-05-07 11:16:41
5264🙂SuggestionTwo things I forgot to mention, I would like there to be a way to change bug difficulty during the game. In this case, I feel like the bugs just aren't attacking like they should. They should be aggressively attacking me because I attacke them. I tried setting this during the start the first time but it ended up being too difficult that time as they grew in power faster than I could grow in defense.

Also I would like to see the research queue hold more. Its silly that it only holds three items.
 2025-05-07 09:18:49
5263😟SuggestionI would like to see a way to better automate buildings in the fashion I've tried at the bottom of my base here. I attempted to have a buffer zone of ore, thats supposed to send it down the line to the other buildings. However I have to do bizarre things to get this to work as you can see where I would have liked to just do a straight line instead and have buildings automatically search for nearby storage to pull from. Also the current method only works if the inputs are all full up, because if not, I can't get the early buildings in the line to craft, till the ore builds up to stay long enough to be pulled from. I'm trying to reduce the need for bots so that buildings next to each other can form a sort of factory line, one building sends to the next and such sorta like Factorio. 2025-05-07 09:15:12
5262😀BugAfter starting to produce a bot that is copied from one unit, once another unit is copied, modifying the amount of bots that are being produced causes the bot in production to revert to its unmodified form instead of keeping the settings and components of the first copied bot. (also i chose happy because the game is very fun regardless) 2025-05-05 22:39:14
5261😠BugActive nodes in the behavior are NOT colored most of the time. When they are the color is so dark its not visibile. Use ORANGE.  2025-05-04 16:46:08
5260😟BugBroken Can Produce behavior2025-05-03 22:03:40
5259😟GeneralThe changes in the ue5 test are amazing. However, why did you change the way parameters are shown:( it makes it more difficult to both see what is happening in larger scripts, and makes it harder to debug them 2025-05-03 18:26:30
5258🙂SuggestionSchnelltasten für einzelne Roboter oder Gruppen sollten ermöglicht werden 2025-05-03 16:37:53
5257😟GeneralHi, thanks for the great update (Experimental).

I noticed a bug in the bot behavior.

Bots now strictly prefer the shortest distance.

Even if they get much less resources over the short distance.

I have observed how a bot always commuted to the mobile miner for 1 crystal and ignored the full warehouses at some distance just because 1 crystal was harvested again and again.

Later on, this can be fixed with warehouses, but especially at the beginning it is extremely annoying and causes massive delays, especially when building.
 2025-05-03 15:25:55
5256😠GeneralAbsturz 2025-05-03 14:20:28
5255😟Bugcleared out a huge area of hostiles, see the radar, but I still cant complete the event2025-05-02 08:03:08
5254😟Generallight RGB selection is bringing up the incorrect popup. Cannot change colors, and no light if you try. Thank you and keep up the awesome work.  2025-05-02 02:08:24
5253😟GeneralHow can i get power flower or power petal? 2025-05-01 20:57:24
5252😟BugSo this one is there are resources Inside this rocky crater that cannot be retreived by land or air. anyway to correct this issue? maybe Not have resources spawn in them of be able to destroy them? as you can see my garbage cleaner cannot get to the items and i cannot target them for destruction either. It causes my cleaner to not get beyond this task to finish others in it's queue 2025-05-01 16:28:08
5251😟BugI think the transporters are missing the corners in being able to transport items.
This game example is Reinforced iron plates, the issue is the top 2 RiP factories on the right and left are not recieing the bars, they ARE requesting them but not getting them. So I placed 2 large beacons to assist in the transfers. Power them on and watch the finally recieve the items requested. Also you can no longer sort items when you click the buttons in any factory.
 2025-05-01 15:38:16
5250😠SuggestionPlease add an ability to customize UI placement. The past 2 UI changes have made the UI worse each time and the newest change is causing me to just instantly quit back to desktop.

Having everything in the unit UI in the bottom middle is extremely cluttering of the the most prime real estate of the screen. Everything feels extremely cluttered and makes the screen feel way too small. Please revert back to the UI element placement from 2 designs ago at the very least, but the better option is to allow each player to move UI elements to where they most prefer them to be.
 2025-04-30 23:31:44
5249😟SuggestionGive the player 1 behaviour controller, at the start of the game, for the Command Center. With just 1, players can achieve an amazing automated early game, instead of being forced to play slowly and manually until the behaviour controller is unlocked. Note: Applies to players that will start a new game more than once. 2025-04-30 16:17:36
5248😟SuggestionCrafting menus / Request menus should be further categorized into a grid. Vertical categories such as Network, Storage, Power Generation, Power Storage, Crafting Devices, Scanners/Radar, Miners, and Weapons. (I'm sure there's more categories but you get the idea). And the columns are split into the sizes, with Internal on left, then small, then medium, then large on right. That way I don't have to 'look' for something or remember what it looks like, if I need a medium battery for instance, I can instantly go to it. This is also scalable.2025-04-30 14:12:15
5247😀Generalgreat so far very intuitive interaction with the UI so far so good 2025-04-30 00:58:26
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