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IDRatingCategoryDescriptionScreenshotDate
5642😟Generalhere is a suggestion that will boost everyone's experience:creative mode and you can chose for directions near the top of the screen 2025-10-06 00:06:38
5641😀General.. 2025-10-05 19:12:57
5640😟Performanceweird stutter in a crowded game while scrolling.
CPU AMD 9950x3D, checked that I am running on the 3dvCache cores only.
GPU RTX 5090

tested with DLSS and all the framegen on/off etc.
experiencing this on a modded, as well as vanilla game
 2025-10-05 19:10:24
5639😟GeneralMission 11 of Human History required only 1 power plant to be built. 3 other power plants were nearby but didn't have all the materials to construct yet so unsure if the game considered 4 had been made nearby after only one was complete2025-10-05 10:53:26
5638😟BugWhen trying to send feedback, if Very Unhappy is selected, I get a "unstable internet" issue as if my connection is a problem, yet, as soon as I change it to anything else, like Unhappy. It works magically. And my internet connection is perfect. This just makes me think, whoever is working this portion of the feedback section, doesnt want to have Very Unhappy feedback outliers in their dataset. Or its a bug, but I would be questioning that if I were supervising this. Lucky im not the boss. 2025-10-05 08:55:01
5637😟BugBuilding 2x1 (2M) is no longer displaying the 120% component efficiency bonus when you hold shift while looking over it in the Build Menu (B), but the component efficiency bonus is present on the building, as it is showing when it is placed, and you mouse over its UI. The same Cannot be said about the 2x1 (2S1M) Which used to have 150% bonus in the stable, but no longer does now in either build mode, or when it is physically placed. I believe this is an oversight, and the component efficiency should exist, otherwise what is the incentive of these buildings? 2025-10-05 08:52:34
5636😟BugSo not sure if I am missing something here. But I just went to start the automation behaviour for my paver unit to start industrialising the entire planet with concrete.

- T1: Foundation. made with 1 metal bar: to 5 foundations, gives you 125% movement speed and 1 durability.

- T2: Foundation (basic) is then made with 2 foundation + 1 reinforced plates and gives you 111% movement speed and 1 durability.

- T3: Foundation is made with 5 foundation + 1 energized plate and gives you 143% movement speed and 1 durability.

How does this make sense? T2 is a downgrade and has an extra ingredient. And isnt even needed to make T3. Feel like this is an oversight.
 2025-10-05 08:25:07
5635😟GeneralDuring combat, right click on troops bring up 'destruct' button which usually causes trouble. I was trying to position my units to specific place.2025-10-04 22:57:01
5634😟BugPlease adjust {or allow the adjustment of} the reflectivity of the sun during the morning time on advanced foundations. The reflection is bright and annoying as it is hard to find stuff.

As a side note otherwise, the game is great!
2025-10-03 03:01:30
5633😠BugVersus mode AI is completele useless. I spent hours building a base and when I finally scouted the opponent AI, they didn't have anything 2025-10-03 02:13:00
5632🙂SuggestionSuggestion:
Targeting options on turrets / weapons (for instance targetting the closest target or targeting the most dangerous)
Group formations & custom formations (having troops line up in formations where for instance, the tougher units are on the front line and the long range units stay at the back).
More unit (bot) diversity and / or diffent controllable races (with different modular component sets & buildings) would be nice.
Make "braawler" units (with close range attack components) more viable as well.
2025-10-02 17:44:24
5631😟GeneralDie Quest "Menschliche Entdeckung" mit dem menschlichen Erkunder lässt sich nicht lösen. Oder ist weiß nicht wie2025-09-29 20:57:29
5630😟GeneralInitially, it seems that anonymous particle can be harvested only by human explorer. I cannot find any component that has a description of similar functionality.

After searching on discord, I now know that containment component can harvest that when mining blight crystal. This is not intuitive. Clarification or more storyline hints are needed.
2025-09-25 07:22:40
5629😠Generalitalian language please, we are in 2025 and almost every game have every language 2025-09-24 20:50:40
5628😀Generalok 2025-09-22 20:13:30
5627😟BugDestructor small component is no longer available. This makes it impossible to remove foundation tiles as they cannot be selected. How does one remove foundation tiles now? 2025-09-22 06:57:59
5626😠General多人游戏中,服务器游戏时长70多小时,新玩家进入游戏后,第一波虫子强度过高。根本不容易度过2025-09-20 11:41:16
5625😟General資源需求與地圖資源及其不平衡
水晶需求過大
金屬礦多到檔到建築
 2025-09-18 17:38:55
5624😟BugThe behavior on the selected Worker is bugged. The Mine instruction does not set the Miner's register, and it continues on the "Cannot Mine" branch. Restarting the behavior does not fix it, but giving it any move command does, even if it ends up on the same tile2025-09-16 16:53:36
5623😟BugWhen A flying unit enters a double plateau and stops moving, THE flying UNIT will continue to rise and float high into the air. Although the test shown in the figure is on the experimental version, in fact, there is also this bug in the official version, but because the official version of the terrain is difficult to generate a double plateau, it is difficult to have an environment to trigger the bug. If the terrain generation option is set to the highest in the experimental version, there is a high probability of generating a double plateau, so this bug can be easily encountered.2025-09-16 13:57:57
5622😀PerformanceIm eenjoying everything the game is running great! 2025-09-15 13:34:27
5621😠BugI need fused electrodes. The advanced refinery and the fused electodes are both unlocked by the same tech. That tech requires fused electrodes. I cannot make fused electrodes. Consider adding a dependency tree analysis step to your build process to prevent such issues in the future. 2025-09-14 20:02:32
5620🙂GeneralItem names capitalization is inconsistent. We have "Metal Ore" and "Crystal Chunks", but "Laterite ore" and "Silica sand". It's extremely minor, but looks unpolished. Yes, it's still EA and in active development, and we are missing a lot of examples of Behaviour nodes, but something as basic as item name could use some love :)2025-09-14 19:59:02
5619😟SuggestionI have several Engineer bots in my fleet, that were renamed. I need to find them all via Units list, but I can't search for "Engineer", as it appears to only search by unit name, not unit type. Using filters is also not good, as it only shows unlocked units. What would be great is also showing units that I have right now, not just the ones I've researched, in the filter selection. That, or searching by unit type too, not just unit name, but that is intended to be covered by filters I suppose.2025-09-14 13:28:56
5618😟BugMouse cursor often be invisible(in title)2025-09-14 03:21:20
5617😟BugBlight Plasma requirements doesn't show Blight gas and number of Blight Extractors needed for constant production2025-09-14 00:34:06
5616😟SuggestionIt's currently impossible to paste not researched units to upgrade existing ones. In my case, I created a setup I like for Engineer with Laser Mining Tool and want to apply it to a bunch of other Engineers in my fleet, which I got from Re-Simulator. It's currently impossible, it forces me to upgrade each one manually, which is quite tedious. Could there be any other way to do this quickly I'm missing? If not, there should be, especially when we're given an opportunity to create them very early in the game so easily :)2025-09-13 18:18:24
5615🙂BugWhen moving a node and releasing it with cursor over drop down button, list will open, dragged node will disappear and overall it appears broken. Can be fixed by dragging other node and is quite rare, so not a major issue, but still happens from time to time.2025-09-13 17:42:25
5614😟BugIn the robotics Assembler I have set up it is making a fabicator when it is just supposed to be making Robotic Assemblers

I lock the items in as they appear.

to see what happens COPY from a blank factory Just below and paste it into/onto the robotic assebler factory, after it is reset, or just select a blank factory and set the ITEM to Robotics assebler and start the integrated behavior. watch to see what shows in the slots, fabricators are not suposed to be there.
 2025-09-13 16:47:40
5613😟Bug"Show local power grid of selected unit" in power panel is being disabled upon loading a save where it was previously enabled. Not sure if it's a bug, but looks like it, as other UI settings are usually remembered. 2025-09-13 12:51:22
5612😀SuggestionRemove the "Recources:" text when not pointing at anything

Don't show the hovered tiles on the ground when pointer is in the UI

When right clicking a resource make sure both miners attached starts mining it, not just one of them.

Right click phase flowers/power flowers/enemies should attack them
 2025-09-13 01:14:56
5611😟SuggestionThere needs to be a simpler way to detect Glitch Bots via the radar. Currently, the only reliable method I've found is checking for Infected and then checking again to make sure it's not Owned, so that I don't target my infected bots when clearing the map. Issue is it's clunky, adds extra tick to the script and overall feels wrong.
One way is adding filter Now Owned, so we can narrow Radar down immegiately, and this filter seems overall quite useful. Another way is adding direct Glitch Bots filter, but it seems too specific to me, so may not be the best idea.
2025-09-13 00:52:10
5610😟GeneralIt would be great for Radar nodes to support OR filters in addition to the current AND. Sometimes you need to broaden filters instead of narrowing them down.

In my case, I need it for patrols, where bots can seek bugs, glitch bots and flowers to destroy. Currently I need to have three Radar nodes one after another to cover all of them, which are very slow and clunky to run
2025-09-13 00:43:01
5609😀SuggestionI LOVE this game! Well done!

You've heard this before but more fully documenting the programming behaviors would be a huge help. Have you considered letting people contribute missing documentation to the various behavior programming commands. Prior to my retirement, I was in software engineering for my entire career and would be happy to contribute. But I also understand that you would need to review the contributions for accuracy and how to manage multiple contributions for a single behavior item would be tricky. Possibly a dumb idea but just trying to "help the cause".

-Best!
2025-09-12 18:45:48
5608🙂GeneralThis is the save that's causing tons of errors in the log2025-09-12 17:45:46
5607😟GeneralAuto arrange should take account comment block size length to prevent nodes from covering comments and making them hard to read/unreadable.2025-09-10 18:13:27
5606🙂SuggestionCurrently there seem to be no way to use behaviour to control another behaviour controller on the same unit, like selecting behaviour, as we can do using "Call", or running/directly stopping that controller. I think it would be great to have such control, as we could create more complex and flexible systems this way.

For example, I have a miner, which has two responsibilities - mine and send radio signal for transport to pick up resources, when it has some above threshold. These are best separated by different behaviours to allow parallel processing to decrease reaction time to changing environment (bugs, node dried up, more bugs) and increase frequency of updates for radio, allowing transport, that listens for the radio, to select new target faster and decrease its downtime.

I'm a lazy person, so I want to set up parameters for just one controller, Miner one. This controller in turn would configure Provider controller to provide specific resource it mines, say, Metal Ore.
I can set up the parameter just fine with Set to Component, but I can't run Provider behaviour on a separate controller, if it's stopped. Instead I need to click Run button on the interface, which would in my example require unpausing and waiting for miner behaviour to run for a couple of ticks and update Provider parameter. This is due to Provider not working correctly if no parameter is passed, which would be the default state. I can, of course, set it up so that it awaits for non-empty parameter(s) to be set before continuing into main body of behaviour, but this is quite clunky and requires blueprint to be set up with behaviour already running, though this is exactly what I'm doing right now.

If we could start/stop/restart neighbour controllers on the same unit, and even select their behaviours, it would allow us engineer more complex interactions between controllers and design more responsive and powerful units. At least I think so :)
 2025-09-10 16:34:27
5605😟BugHi!
I deployed a Command Center a few days ago, and it refuses to be constructed. The progress bar just continues to loop. I can't do anything with the building in progress, can't move it, can't delete it, nothing happens, which is even more frustrating.
2025-09-10 16:19:49
5604😟GeneralThe tutorial told me to "drop the turret." I did, and there was no "next thing" in the tutorial. The upper right tutorial screen says "10-Dragging and Dropping," and the < button is highlighted for me to go back, but not the > to go forward. No idea what to do or where the game is going at this point. (I don't like the emoticons required to send feedback. Neither happy nor unhappy, just sharing an observation.2025-09-10 00:07:51
5603😟BugIn Inventory discoverd, Top Left Display, Circuit Boards and Re-inforced Iron Plates do not display anymore, Also while writing this there seem to be others missing as well, I have built factories for these Items.
Energy Plates
High density cubes

 2025-09-09 12:39:27
5602😠Bugao fazer a logica de pasar 1 item pra outro na maquina ele da erro e não passa o item 2025-09-09 07:56:12
5601😟BugSeems a little odd that there is a metal node being reported when it is crystal being mined.2025-09-08 23:54:02
5600😟SuggestionSituation: I'm trying to check if building I'm working with is a construction, which proved a bit difficult.

First I found "Is a", which works only with items. While description says that it works only with items, the title does not. When compared to "Is Unit a" it reads more like "check whether this object is of that type" and makes it look generic, despite being similar to "Is Unit a". I'd suggest renaming it to "Is Item a" to keep it consistent and prevent confustion. At least it confused me, so much that I wanted to report it as a bug first.

Second one, I tried using "Is Unit a", following an example. It still gave me false, even though as seen on screenshot, both are construction. Description says "unit frame type", so I suppose it compares in terms of Worker, Scout etc, and construction is not that. If this node is specific to unit frames, it would be nice to rename it to "Is Unit Frame a", or I could be understanding it wrong here.

Finally, what I needed was "Match", which works perfectly, but finding it is a journey, and somewhat frustrating one. I basically found it randomly, because it is named so differently from other similar nodes. I'd say something like "Is of Type" or "Compare Type" would work better, as it would show up when looking up for these types of nodes.

While descriptions usually contain useful info, it works when I've already found the node I needed. But when I'm in discovery stage, I first need to find it by name, and that was hard.
2025-09-06 22:12:47
5599🙂SuggestionHaving a behaviour node to rename unit would be great as it would allow automated renaming of fleets of units, which improves organization. Also, when unit naming conventions change, we could update just several scripts instead of renaming one and having to manually copy it across other units. Though this would require string manipulation in behaviour, so I see at least one reason why it's not implemented yet. 2025-09-06 21:23:05
5598🙂BugWith reference to Bug Report 5596: I have determined that enabling the Resynced Mod is the cause of the error.2025-09-06 10:54:11
5597🙂SuggestionL'objectif "configurer un itinéraire de transport 2" manque fortement de clareté. Il serait judicieux d'améliorer la description de ce qui est attendu pour progresser. 2025-09-05 11:29:44
5596😟Bugince the Experimental_UE5 0.1.16086 update on 1st September. all my Save Games refuse to run. I receive the Message: Startup Error, script error while setting up scenario and mods. i have removed an active mods but the same message returns.2025-09-04 14:23:05
5593😟GeneralThe Bug Hive expansion mechanism of the experimental_ue5 branch version seems a bit excessive. Many Bug Hives also carry viruses.2025-09-03 14:40:47
5592🙂BugLil bug in the middle has a pathfinding problem I think2025-09-03 12:27:57
5591🙂GeneralI think the logic module should really support directly assigning values to the registers of an object.In that case, we can use the logic module to control the logistics network. 2025-09-02 16:29:40
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