Desynced Feedback

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IDRatingCategoryDescriptionScreenshotDate
3659😀GeneralDear Devs.!

First of all, I am not a native speaker. Please bare with me.

First of all, I was a little bit scared to buy this Game.
There was so much fuss about "You must programm, to get this game working."

And this is not true. I tried it, lets say, the "hard way" and it was good.
But I have to admit, with behavior routines, it began to shine.

There is so much QOL, like copy and past whole buildings including behavior and programming. To be honest, I have never experiend a game with such a comfort.

Of course there a still things missing, but I think this will be really an artwork.

The learning curve is still, well sorry to say, a bit abysmall, but there are enough Streams on Youtube to hold a hand out. Especially with your weekly Behaviour-Tutoring.

I really like this game and I hope for more.
My advise: Can you please tell those people who are too "shocked" by programming, that this of no concerne? There are a lot of friends of mine, who jugded this game too complex.
But I really want them to understand, that this a game they can play!

Good luck to you! Be true to your dreams.

Yours

Dragon-Whelp
 2023-12-14 21:43:37
3658😀GeneralFirst impression:
great new ideas (modules on building/vehicles)
map is easy to understand
those artifacts feel kinda off.. played only the tutorial so far though!
 2023-12-14 20:28:17
3657🙂BugBlinking anomaly on the map :( 2023-12-14 17:26:24
3656😀SuggestionPortable Tranporters work, but they crowd out drones. On a production building the levers are basically input-storage-output-power. So let's say there's an I slot that is just for Production that buildings get - type P. That is keyed, in the early game, to Portable Transporters and Storage Upgrades. Around when you get drones you can unlock another type P item that reduces power draw by 5% and boosts production speed 10%. That's where you start reblueprinting. Later you get real power reduction and efficiency but your first multipurpose will incentivise swicthing to drones.

Gating I slots to specific subtypes can freeze equipment diversity so why not have equipment slots that are both wildcard and give a bonus? You could also tier Equipment so that better bots bet better bonuses from better equipment.

One more suggestion. Have you considered multi-seed games, where players can earn a new building experience with some advantages on the new reseeds? I recognise that New Game + material is definitely for after 1.0, but a New Game + is worth a lot of enjoyement and replayability, and would be good for both your rating and bottom line.
 2023-12-14 17:23:23
3655😀SuggestionCan we have Drones inherit Signal and Behaviour from the parent unit for free? Can we have more diverse drone models with baked-in equipment like the Blight Charger? The Engineer would make a lot of sense with baked-in mining drone hubs and deployers, which would really suit an engineers role, as well as good equipment and upgrade options. 2023-12-14 17:00:55
3654😀BugPortable Transporters will chain-draw raw materials but won't chain-output storage to storages. My suggestion to fix this is for portable storages to have a dummied portable-storage-only power field, for storages to request +1 for the stored item from that field, and for your production buildings to try and store -1 items as they are made until zero left or the storage is full. 2023-12-14 16:41:55
3653😀BugTurrets lead with Radar and Goto resets position. It just works. But a Goto reset on a Repair Cub won't work, so it needs manually setting up with Behaviour Parameters. And that costs an I slot that would be beter used for shielding. Please give us a controlled-by-component Goto on the repair component, and some stock script tutorials. A behaviour controller scripted video that fades in logic and comments, step by step, for one use of seeking resource, one use of homing attack and return, one use of automated production, and as the player unlocks tech levels some more scripting tutorials to show off the new tech. When you unlock Blight Magnifiers for example a script for not exhausting deposits. That kind of thing. 2023-12-14 16:30:19
3652😀BugDropped items on a tile are not used by a blueprint on that tile. This leads to duplicated equipment and litter when rebuilding. I suggest giving buildings a 'destroyed' state that has a chance of retaining functional equipment when rebuilt. Scrap bots could also be given a 'destroyed' state with a radar state - 'destroyed', 'building', 'bot' - and new behaviours: 'Salvage Equipment', 'Salvage materials'. 2023-12-14 16:09:32
3651🙂SuggestionAdd trigonometric functions like sin, cos, tan, deg to rad and rad to deg etc2023-12-14 15:24:30
3650🙂SuggestionAdd instruction that returns a random number value between inputs min and max2023-12-14 15:23:00
3649😟GeneralThe human tank doesn't seem very useful for its cost. Since it takes a Hound and 10 yellow cubes to make, you'll probably have spammed Cubs with medium turrets already.

The human tank turret deals more damage per second than the first medium turret, at the same range, for 5x the energy cost. This only really makes sense for a vehicle that stays close to your base, or has plenty of power. Otherwise, just having two Cubs with medium turrets is better.

The frame itself has more HP than a Cub or Hound, but no small slots and only 1 internal slot. It's far less versatile, and the only benefit is extra HP that really isn't much of a boon.

I'd suggest giving the frame an extra internal slot and -something- to make it special, as most human technology is a bit special compared to robot technology. Maybe have a generator or shield unit built in. The turret could also have its energy cost reduced from 250 to maybe 100 or 125, so it makes more sense compared to the alternatives. Give it an extra 1 range for good measure, maybe.

When I made my first human tank, I looked at it for a while, had it drive around briefly, checked whether the turret detaches, and then just scrapped both the frame and the turret within a few minutes. Really just had no use for it.
 2023-12-14 14:43:54
3648😀SuggestionSuggstion: Player Avatar Frame. You get one and have to protect it - the game will continue if you lose it but like your Command Bot you have to earn making more. The Avatar Frame specialises as a drone and blueprint hub, and will automatically build drones as my previous suggestion. If you lose this the Mothership will deploy a drop pod, for one, after a wait. You choose where it it goes, has to be in a power field.

Three types of drones - Resourcing, Repair, Blueprint Storage and Deployment.

You're on the Mothership so you are in no danger, but E.L.A.I.N.E will grow increasingly frustrated if you lose too many, which will make for fun voice acting.
 2023-12-14 14:09:41
3647😟SuggestionI saw behavior folders in one youtube video and i couldnt find a way to make one, and I just found they can be made only in the library view. I kept looking for a way to make them inside the behavior editor.2023-12-14 14:02:13
3646😀SuggestionSuggestion for drone gameplay: Drone bays automatically build drones if missing, and so long as you have the technology will build and repurpose your drones according to your Locked Drone Slots. The drone bay will request resources to do this on the unit itself. If too long outside a logistics grid, the drone bay will cannibalise HP to create a poorer Scrap Drone, and will retry the request to build a better one when back in a Logistics Grid. The first drones will be built by the unit before deployment. Requires Construction Garage module, which is also useful for not needing to store equipment in your construction inventory. 2023-12-14 13:59:35
3645😀SuggestionWe need a Not In Power Grid radar function and a Circle Distance Move To command. This has obvious utility for homing power bots and addresses pathblocking. Low Capacitors would be nice too. Circle Distance, if the distance is configurable, would be useful for defensive bots.

I strongly recommend rebalancing I slots into subtypes to both enforce and reward equipment divresity. Type C - Circuitry for AI. Type I - Information tools. Type E - Equipment. Type U - Upgrades. Type * - wildcard.
 2023-12-14 09:30:37
3644😀BugI've found the shield-recharge bug. Crystal plants won't charge their capacitors on crystal power if the same building, which makes sense. But capacitors should count as layer-1 generators even for layer-2 shields. 2023-12-14 09:09:23
3643🙂GeneralWas asked to submit this using f8, had posted in discord under SpectreWolfie2023-12-14 09:04:38
3642😀GeneralBehavior scripts desperately need to be able to determine what items are equiped in what slot. for example do I have a mining item or a laser drill tha would determine what resource the radar should be searching for. 2023-12-13 21:56:14
3641🙂Generali havent played long enough to give feedback 2023-12-13 19:12:27
3640🙂PerformanceSeems to get a bit of "lag" when opening the unit control panel... Then again I have over 800 bots (and only 1 building lol) so kinda edge case... but just interesting that I dont get any pauses in frame rate in the "normal" bit of the game, only when opening/listing the units in control panel... just thinking maybe that could be optimised 2023-12-13 09:20:47
3639😀GeneralOn the behavior scripting, would be nice to have a second start point that runs once only when script first first starts running, that way it could configure the settings for othe componant and the frame itself once 2023-12-13 01:59:17
3638😟SuggestionAdd player nameable global variables instead of premade signals that are just images of letters2023-12-12 17:25:57
3637😟SuggestionAdd signal named "Deconstruct" or similar2023-12-12 16:08:23
3636😟GeneralAdd sensitivity slider for middle mouse camera rotation speed. The different sensitivity for vertical and horizontal rotation feels weird too. 2023-12-12 13:52:17
3635😟General穿梭机待机状态样子很奇怪2023-12-12 08:35:41
3634😟GeneralSuggestion: Make zooming in with the scroll wheel in the behavior menu zoom to cursor, not the left side of the interface. The current state of this makes working in larger projects harder.  2023-12-12 06:02:00
3633😟General带加速插件的人类飞行器跟随视角模式下飞过高原的时候视野跑飞卡死了2023-12-12 01:34:05
3632😟GeneralI like to be able to see at a glance if a building is busy producing something. Buildings with basic assemblers show a nice animation when they're busy. However I can't tell by looking at a building with a robotic assembler if it's busy or idle. Am I missing something?? 2023-12-11 17:24:18
3631🙂BugBoth the 'Human Tank' and the 'Human Flyer' units don't consume any energy while outside of an energy grid.2023-12-11 10:09:03
3630😟General无人机矿机配置不能复制太麻烦了,不如激光开采机2023-12-11 07:20:51
3629🙂PerformanceI can hear my fans spin up every time I turn on path rendering. Probably something that could be optimized there :) 2023-12-11 02:03:21
3628🙂PerformanceOnce the items on the floor acumulate enough the game starts experiencing stability issues due possibly to performance. In the example below a behaviour was made in order to farm silica by taunting monsters in a ciclical manner. For a couple of days the game perfomed pretty good and dealt with the accumulation of items on the floor appropiately but on the third day of accumulation the game sudenly started hanging on and presenting strange keyboard glitches like the w s a d keys getting stuck. A system should be implemented to stop reaching this state of instability, a posible solution for this would be, in the case of resource drop items, to transform the drop items into an item resource once certain treshholds have been met since the item resource could hold a bigger amount of items with a lot less memory and overhead on the map engine. I hope that this information is usefull in keeping polishiong this game. In any case thanks for the great job you have done making the game so far.2023-12-11 00:05:04
3627😀SuggestionI love the game so far! By accident I found I could reasearch more then one catagory at a time. However there is no progress bar for the second tech. Is it poissible to get more progress bars?  2023-12-10 23:40:53
3626🙂BugScout spawned locked into the middle of an ore patch.  2023-12-10 21:09:48
3625🙂SuggestionBlight magnifiers should increase the resource node by the number of tiles the node takes up, so 2x2 nodes would be +4, 3x3 would be +9.

This would mean that 9 1x1 nodes wouldn't be better than 1 3x3 node.
 2023-12-10 18:47:03
3624😟GeneralHey! Factorio player with close to 2K hours on that game sharing a first impression here. All units look alike! Also, if ask for a new unit to be built, it appears next to the building and if I don't happen to see it the moment it appears, it just stays there among units already present in the same area, with nothing apparently drawing my attention to it, as if saying 'here's what you asked for!'. But as I said, first impression only. Possibly later mitigated by features yet to be discovered by me... Submitting using the 'unhappy' face just so the comment is appropriately categorized, not as a reflection of my satisfaction globally... 2023-12-10 16:10:28
3623🙂SuggestionWhen I am looking at the list of items a component can produce, there is sometimes a small downard triangle/arrow. I cannot find any explanation of what this means. From context I assume it marks some of the more recently researched techs, but it would be nice to have an explanation somewhere. 2023-12-10 05:10:27
3622😀Generali oped the game and left it running in the background
i love finding bugs
 2023-12-10 01:31:54
3621😠GeneralThis setup transport route 2 is not working. The language is clearly incorrect. If you want the player to do something put it in plain language.  2023-12-10 01:17:44
3620😠GeneralThis set up transport route 2  2023-12-10 01:17:04
3619😀SuggestionThe channels help segregate production groups but there are only four of them. If I really want to isolate a group i need to move it outside the main network area when I need another channel. It would be fantastice if I could set up a LAN type channel that I assign buildings/bots/drones etc to. 2023-12-10 00:52:27
3618🙂BugI think this system probably needs some overhaul in general, but one specific thing I'd like to have addressed if that's going to be a bigger issue is how transferring items to construction sites is handled.

Currently with the limitation of how Get Ingredients works (with only 3 items, not a loop, and just generally a weird implementation), using the signal register of the construction site *almost* works perfectly. It shows me only what items are needed, and updates as soon as one of those items gets filled.

The problem is that this doesn't update until the item is actually filled.

Pretty simple behavior here that I'm going for. Check all construction sites via my command center. I don't really care about resources, but if it needs components, I want to see if I've got one, if not, build it, then send it along to the construction site.

I can picture that this might be something that's not very user friendly for new players and it might eventually warrant something more specific, but as of right now, it's almost workable. The only thing that keeps it from being a perfect workaround is that when I issue the transfer order, because construction sites aren't normal inventories, it doesn't reserve the item, so it doesn't update the signal register until the item is received, making a clean and elegant solution here impossible. Yeah, I can just wait for a bit and hope it's been delivered, but if the signal could update as soon as the item is requested and on its way, that would be perfect.
2023-12-10 00:48:43
3617😟BugWhem you swap deployers between inventory spots and compnent spots the second set of aquire/deploy buttons don't line up until you drop and retarget the bot.
Leads to confustion and incorrect deployments if you use the second set of buttons to deploy.
2023-12-09 23:14:25
3616😟GeneralI have played like 11 hours to Desynced.
I have figured that geatly all the time, I run after ressources. Metal, Crystal, Silica... Most of my time, I spend it setting up ressources bot trains. And it's not fun. I want to explore, to test new buildings, new bots... But everytime I'm doing someting great, ressources deplete somewere and I have to take care of it.
Maybe it's me who don't understand something about how to play
 2023-12-09 22:36:37
3615😀General 2023-12-09 21:50:47
3614😠BugPower bug still exists that was fixed in this build. Still exists2023-12-09 18:13:07
3613😀SuggestionBonjour,

Pour la partie coop se serait cool d'avoir genre un channel 5 Qui est un channel en commun entre diferente faction, pour qu'ue l'on puisse s'echanger des ressources etc =))

Sinon merci pour le jeux :P il est cool mais je trouve compliqué la coop en l'états
 2023-12-09 16:21:56
3612😀PerformanceFPS se snižuje v závislosti na velikost base, prosím doladit UPS 2023-12-09 15:10:19
3611😀SuggestionOn Blueprints, one option for bots to oble to specify what group they are in. 2023-12-09 14:48:05
3610😠GeneralI have a small issue, I am at "set up transport route 2", it says to link the worker to the mining bot with the goto button, I keep doing something that looks like it but it doens't work ... 2023-12-09 13:51:54
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