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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5112 | 😠 | Bug | Behaviors are so annoying to setup, and debug. Taking a break from this game, and maybe will play again, but really ruins the experience with magnifier's and behaviors costing several hours of effort to still not work right. Cant read what I'm currently mining, so they just keep mining, but they think they mine something else (so it says 200, but resource disappears) Then it selects nearest node and starts mining anyways, probably related to above Behaviors randomly just shut off Cant tell what its mining, cant tell when its storing, cant tell when its going to completed quit the behavior, makes it just a babysitting experience | 2025-03-01 22:31:12 | |
| 5111 | 😟 | Bug | The ground texture shifts, relative to the ore nodes (or a nearby rusty drop pod explorable) when I move the camera up to near vertical and back, while zoomed in. Shader bug? | 2025-03-01 17:55:31 | |
| 5110 | 🙂 | Suggestion | Multiple behaviour blueprints. To be able to paste a behaviour into a behaviour. For example, a behaviour blueprint to check the battery and move towards the base, in order to recharge it. Insert it into an existing behaviour, either as the full series of steps or as a single step that contains those steps. This is similar to multiple building blueprints and would be extemely useful for common unit behaviours. | 2025-03-01 11:59:31 | |
| 5109 | 😟 | Suggestion | Destroyed bots and buildings should leave removable/deconstructable wreckage specially when killed by bugs as they are nae being atomized they are being torn apart. | 2025-02-28 22:00:21 | |
| 5108 | 😀 | Suggestion | Dismantling of fully solved ruins should yield variable materials based on the kind iof ruin. Like pile of metal would give bars and plates. A facotry might gives some wires and cables and reifnorced plates. A downed drone or sattlite might give circuits and energized plate. Just as some ideas. Sure deconstructing them clears space but as a race of AI and robots efficiency means to nae waste finite resources essential to robotic growth. Much like how deconstructing our own buildings returns materials. But since it is ruins and damaged units etc it would yield variable things based on what it is and maybe with some randomization from a "loot table" of what that kind of ruin is made up of. | 2025-02-28 21:58:38 | |
| 5107 | 🙂 | Suggestion | Allow setting warehouses to store a specific item type and allow it to pull from any constructors or miners set to send to any storage rather than a specific storage. | 2025-02-28 21:22:12 | |
| 5106 | 😟 | Suggestion | a replace destroyed building button/command for bug attacks. reconfiguring every storage and such after an attack is very tedious. Can even maybe make a menu for replacing runners and miners etc that will take from newly made runners or a reserve stockpile and autoconfigure em to replace a lost unit that was on task such as making a new worker, setting it to seek out a miner when one is available and then resuming the task of a lost miner.... Make settings that let players disable this replacement list or clear things from the list they do nae want to replace. | 2025-02-28 21:21:12 | |
| 5105 | 😟 | Suggestion | With aggressive bugs on the "attack immenent" alert should remain present until manually cleared or until the attack is over. It disappears very quickly and is very easy to miss. Likewise there should be some tech or setting that allows for predicting possible directions. | 2025-02-28 20:20:52 | |
| 5104 | 🙂 | Bug | walls tend to slide into the terrain/cliff | 2025-02-27 22:26:57 | |
| 5103 | 🙂 | Bug | some teleporters don't show the trace to the linked unit | 2025-02-27 22:13:04 | |
| 5102 | 😟 | Bug | Прогресс квеста остановился. Перелетный Модуль починил а по квесту нужны еще ресурсы. | 2025-02-27 18:17:51 | |
| 5101 | 😟 | Bug | 在1X1M槽中有上行链路, 所有材料都的情况下,通路技术无法研究 | 2025-02-27 16:08:16 | |
| 5100 | 🙂 | Suggestion | Hi, I'd like to say first that games looking pretty good and I'm happy that you expanding it with space, enemies and other interesting items. But... :D For now during playing of the Demo version, it was realy hard to undertand and..hmm..determine where is "Build" button, "Research" button and so on, all colors are seems kinda same "sky blue" color with slight difference. In general it would be good improvement to highlight buttons a little bit, and make them more intuitivly understandble for the user. If I skipped tutorial, it can be so confusing to understand where and what those buttons do :) | 2025-02-27 14:51:09 | |
| 5099 | 😟 | Bug | hey, it's me, the "controller bindings not working on steam deck" guy. they work, there's just no bindings for menu navigation as far as i have found out. but if i use the touch screen to start a game controller bindings work in game. also cursor often invisible in main menu for me | 2025-02-27 07:09:45 | |
| 5098 | 😟 | Bug | ui elements prioritize not overlapping more than staying on screen | 2025-02-27 07:03:53 | |
| 5097 | 😟 | General | controller not working on first launch on steam deck (will be checking subsequent launches in a sec. bug report submit keybind (f8) not on steam deck on screen keyboard, had to rebind | 2025-02-27 07:02:53 | |
| 5096 | 😟 | General | manchmal kann ich gegenstände nicht looten obwohl noch genug platz verhanden ist. | 2025-02-27 06:03:37 | |
| 5095 | 😟 | Bug | The Subtract Math node seems to have an error 157 - 120 != 17 Whereas It should be 157 - 120 == 37 | 2025-02-26 23:50:53 | |
| 5094 | 😠 | General | Fabricator refuses to build citing no space, but as can be seen the inventory is empty. | 2025-02-26 19:23:18 | |
| 5093 | 😠 | General | When the UI is hidden, pressing escape should still reveal the main menu. Had to lose progress because I randomly hide the UI and didn't realize it was a feature. | 2025-02-26 11:18:25 | |
| 5092 | 😟 | Bug | DEMO: "Fix slot to an item" does nothing. Dialog pops up but clicking any item template is not possible. | 2025-02-25 18:53:24 | |
| 5091 | 😟 | Bug | DEMO: "Send to shared storage" withrout effect. I do have storage with shared storage module and free space, but nothing happens when clicking it. | 2025-02-25 18:52:13 | |
| 5090 | 😀 | Performance | Have fun with running behaviors for purposes of optimizations. | 2025-02-25 17:17:44 | |
| 5089 | 🙂 | General | hi, hatte die produktion beim drohnenhafen abgebrochen. aber die benötigten rohstoffe stehen da noch drin und ich kann das modul nicht austauschen. | 2025-02-25 07:46:18 | |
| 5087 | 🙂 | Suggestion | You cant skip forward through the tutorial. This is very irritating when I already know how to change the camera, zoom and use basic commands. | 2025-02-23 20:36:39 | |
| 5086 | 🙂 | Suggestion | Blueprints/scripts are great. However, there needs to be a central location to find them. Unlocking magnifier + drones I know I could learn to use the scripting system, but I don't want to spend several hours learning something just to play the game. Part of what I loved about the game has been that its not like Factorio/Satisfactory/DSP, where horizontally scaling was the only way to expand any base. Eventually factorio/DSP hit a problem where you feel a need to download blueprints, and that becomes a problem itself. | 2025-02-23 16:16:49 | |
| 5085 | 😟 | General | oyun biraz daha gelişe bilir depodan üretime atılan ürünler bölüm bölüm seçilse ve depodan otomatik atılsa bütün boş yerleri doldurmasa yani 8 boş yer den 2 tanesi 1 öğe 2 tanesi 1 öğe kalan 4 ü ise üretilen olsa mükelmel olur depodan bir atıyoron full onu dolduruyor anlaşılır bir şekilde ayarlansa güzel olur | 2025-02-23 15:15:30 | |
| 5084 | 😟 | Bug | Renaming a blueprint folder by chaning its name in the title box creates a new folder with the desired name instead, while leaving the old folder in place. All blueprints stay in the original folder. The second folder with the new name is empty. The expected behavior would be that the original folder changes its name (as suggested by the tooltipp "Rename") and all contained blueprints stay in place. | 2025-02-23 11:27:19 | |
| 5083 | 😟 | Suggestion | Getting Attack notifications from blight damaged units equipped with repair kit in is getting annoying. I would need a filter or something | 2025-02-23 10:46:50 | |
| 5082 | 😟 | Bug | Upload/download a blueprint folder when all of the blueprints within it exist anywhere in the target, the game will report that the folder already exists, even if it doesn't and no blueprints will be copied. Example blueprint arrangement to reproduce the bug: Source folder 1 -> Blueprint 1, 2. Target folder 1 doesn't exist yet. Target folder 2 -> Blueprint 1 Target folder 3 -> Blueprint 2. | 2025-02-23 10:20:30 | |
| 5081 | 😀 | General | ヒト、人類、人間等の用語がわかりにくいが、シナリオが良くできていてわくわくして楽しい(^^) | 2025-02-22 16:54:47 | |
| 5080 | 🙂 | Suggestion | Its been a while since a game has grabbed me quite like Desynced so keep up the good work. I like how you can choose to use bot programming or not and it doesn't stop you playing the game. Great way to be inclusive to different types of players. Here is my feedback. Mini Games I like the idea of the mini games to unlock a loot cache, the mini games are fun and I'd like to see some more variety. The current few get repetative after a while. Maybe solving each mini game a certain number of times then unlocks a bypass that means you don't have to do them from that point on, or if you want to make it player choice a side reasearch for each puzzle type so they can leave their favorite puzzles ;) Resources The resouce count on normal feels too low, and the metal ore seems imbalanced compared to crystal. To encourange exploration I'd like to see some kind of infinite resource node with a different mining mechanic, like having to deploy a mining building to expose the resource so it can be mined indefinitly. Exploration I like exploring the map, but I need more of a reason other than resources and explorable caches to go looking. Lore I like the narrative so far. More voice acted parts to complete the immersion rather than just text. Expanded Game Play Will we get to see the Mothership. Will it become part of the game play in some way. Could we land the ship to effect repairs, but have to terraform a large area to give it space to do so. I'm looing forward to seeing where you take the game next. Regards Simon | 2025-02-22 09:12:00 | |
| 5079 | 😟 | Bug | after typing screen continously scrolling to left | 2025-02-21 19:58:51 | |
| 5078 | 😟 | Bug | 「ストレージを増やす」クエストについて。 英語では「the planet」だが、日本語だと「地球」になっているのはおかしいように思う。 | 2025-02-21 18:34:21 | |
| 5077 | 😀 | General | Minor incorrect text on a behavior. | 2025-02-20 20:08:08 | |
| 5076 | 😠 | Bug | I found that the 3*3 teleporter and the 1*1 teleporter sometimes don't work Especially when transferring from warehouse to handling machine There is a problem with AI's automatic judgment | 2025-02-20 09:18:21 | |
| 5075 | 😠 | Bug | I found that the 3*3 teleporter and the 1*1 teleporter sometimes don't work | 2025-02-20 09:16:59 | |
| 5074 | 😟 | General | Wenn man Faulgas transferieren möchte braucht man einen Gascontainer. Um normale Items von Gebäude zu Gebäude zu verschieben reicht es normalerweise das Inventar des Quellgebäudes zu öffnen und den gewünschten Stapel auf das andere Gebäude zu verschieben. Dann übernimmt ein Transporterbot die Übergabe. Bei Faulgas geht das aber nicht. Das Material wird reserviert und verharrt dann im Ausgangsinventar. Braucht man eine speziell ausgerüstete Transporterdrohne oder geht das grundsätzlich nicht? | 2025-02-19 18:08:46 | |
| 5073 | 😟 | Bug | I can't deploy the base in the tutorial but when I test it using the startgame with random seed it works just fine | 2025-02-19 17:11:54 | |
| 5072 | 😟 | Bug | 請參考遊戲內有一個雙手臂的製造工廠 我發現他無法正確取用附近的倉儲 | 2025-02-19 07:40:05 | |
| 5071 | 🙂 | Suggestion | Especially for games played with infinite resources, it would be good to have something like Satisfactory's AWESOME Sink to destroy excess items. Like, when all storages are full, have a building that acts like shared storage-- automatically creating orders for items, but anything placed in it is destroyed. Otherwise, in the late game, all your buildings and bots go idle because you have the maximum of everything you're building. | 2025-02-18 05:51:05 | |
| 5070 | 🙂 | Bug | Having and issue where blueprints that had circut logic, are built without said circut, but still has logic, ie. metal smelter set to item transporter only, with no way to remove the order. | 2025-02-17 18:15:06 | |
| 5069 | 😟 | Suggestion | 可以添加垃圾桶吗?有的资源容易溢出 | 2025-02-17 10:07:51 | |
| 5068 | 🙂 | General | Do I have to send feedback? | 2025-02-16 20:14:30 | |
| 5067 | 😀 | Suggestion | It would be nice to be able to loop through the factions order queue from behaviors. Currently "Get Active Order" only appears to the actively worked on order from that specific unit. I think access to the overall order queue would allow us better access to ondemand production and better servicing of construction. | 2025-02-16 04:54:51 | |
| 5066 | 🙂 | General | optimize! game runs a little hot on my pc which doesnt make much sense to me considering it doesnt look like it would be very intense | 2025-02-16 03:33:47 | |
| 5065 | 😀 | Suggestion | Bonjour, Tout d'abord, j'adore votre jeux, certain strouve qu'il y a un peu de factorio, Factorio est est suepr jeu mais je mets le votre au dessus. Je lui trouve un coté Shapez dans le sens ou l'on voudrais en faire une machine parfaite pour l'automatiser en entier. Ma suggestion va un peu dans ce sens. Je pense que ca pourrais être sympa de concevoir des missions ou l'on doit envoyer des drones en tout autonomie pour faire des mission. C a dire, qu'apres avoir appuer sur destination, toute l'automatisation doit se dérouler parfaitement pour ramener un objet précis qu'on aura contruit la bas par exemple. Ou défendre un lieu infecter par un mutagen. Recontrure une base. Bref, plei nde chose sont possible et ca force a mettre en valuer l'automatisation qui est la vraie force movivante de ce jeu, qui nous tient en haleine des heures durant. Merci pour tout les gars :) | 2025-02-15 19:43:36 | |
| 5064 | 😠 | Bug | There seems to be a weird bug with the "call" function, when ever i try to run the function it overrides a constant value. However, at times it just works? Under is the main function i am using, where the call function is located all the way to the right. and also the call function the main function 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 call function DSCEw1TJmNE0tMgl11QoTya1IfGPE1VfNJG2VZx721NPr9P3g5KFd2MJ83F1AnyUg05v3oo0jAHu04P8UOy3aY1Q93kgBsn44y9G80Krduh18X2w90vssFh0apuFP331L3r1M6W3e0WbZlf3cIghl3d9Qi00ZjKq00xmeFX32BPD03kz8AY0xRUjj3JNG9U2oC2ul0TrKfD0bgYW40FBoES355PqR3oPDs40fxDq41m8Ydt1rD3AJ2T8nww3iGruy2ccMqq1FZ9jX1eCGud1EA7X12LKFmQ1gPonE32EeV320cyjB4eKV5s1DNQ4r29IEl632AIyH1LTpzF235L8y4YgsPy1P5aln0B9qJv3miVAk2abTiT3344p932Nw1h3IkEPd0nM0cN3886uV3UxiRi4KfZAk4APY1k2WsgVO3ZUlbp3JhkUk1ocZUc3HVXUd15p2Gx3QnKpB2TTRin3comkY11QSwF | 2025-02-15 19:02:30 | |
| 5063 | 😀 | General | A switch case for items types could be helpful. Just like the entity switch we already have | 2025-02-15 18:14:44 | |
| 5062 | 😟 | Bug | The "get item info" for the range of a weapon doesnt seem to work. its only returning a 0, instead of the actual range of the weapon. | 2025-02-15 14:40:36 |