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IDRatingCategoryDescriptionScreenshotDate
5921😀BugBug: attempting to relocate more than 1 hacked human structure at a time locks the game in building placement mode. The ghost models of these buildings also don't get displayed.

Reproduction: Just select 2 or more of these human structures that I captured, right click, and hit relocate. The buildings were captured using a hacker bot with a scanner + hacking tool (control group 2).

Excuse my messy base :)
2026-01-10 20:46:58
5920😀SuggestionIs there any plan to create a mode of the logistics network where material can be dropped off at a storage location (storage block or building being used in that fashion) but is not immediately made available to the storage network again but is usable by other buildings in vicinity (ergo, one-way input behavior for a small factory block that allows raw materials to go in and be processed by the buildings in the block, but not be constantly dropped off and then extracted by your bots for use in other buildings or factory blocks.)

Please reference included save file, where the logistics bots are constantly moving metal ore from the input block at the circuit factory block west of the command center to the input block of the reinforced plate factory block northeast of the command center. I have watched the same ration of metal ore bounce between those two factory blocks some six or seven times before the logistics bot was reassigned by the network.

Thank you!
 2026-01-10 19:14:08
5919😟BugI believe most every component can be broken down via the "Component Recycler". Why is the beacon also not recyclable? What makes the beacon different from a component?

I believe the beacon should be able to be recycled instead of destroyed to get rid of it.
 2026-01-10 02:50:31
5918😟BugBright plasma does not show gas ingredient component when attempting to determine how many blight extractors are needed. 2026-01-10 01:59:56
5917😠BugCopying and pasting larger chunks of behaviours as unlinked blocks sometimes freezes the game (soft lock). See the attached screenshot for an example of a chunk that has caused this on more than one occasion. I will give more feedback if I can identify the exact cause.2026-01-09 17:33:00
5916😠BugItem continous requests triggered by integrated behaviour never go away even after removing the behaviour 2026-01-09 14:40:38
5915😟BugStorage Block (16) blueprint won't construct if it has an Integrated Behevaiour Controller since it can't be provided with that component 2026-01-09 10:33:10
5914😟SuggestionCopying unit settings should include any recurring requests - those are essentially part of how the unit functions, so copying settings without including requests causes the resulting unit not to function correctly. 2026-01-08 20:25:43
5913😀Performancethe bugs are struggling to find a path, maybe you want that save for profiling 2026-01-07 15:19:54
5912😟SuggestionIt'd great if the blueprint editor for multi-block blueprints would allow copy & paste between the individual structures to streamline entire production lines from a template.
Currently you have to select each building individually and change the settings per building, even if multiple building in the same blueprint use the same settings (think multiple fabricator setups with a resource hub utilizing transporters in the center)
 2026-01-06 17:01:36
5911🙂Bugthe two cunstruction sites wont finish building 2026-01-06 16:45:26
5910🙂GeneralWas "The Simulator" meant to cause the anomaly particle effect when anomaly storage was around it? That is happening here. Quite fun. I am not getting the particles :(.2026-01-05 05:56:35
5909🙂Bugdata stability can be actively exploited.
stability going too far torwards green:
put in virus core
remove blight core
remove virus core
stability = 0

stability going too far torward purple:
put in blight core
remove virus core
remove blight core
stability = 0

i think the issue is that there are limits. even if you raised the limit higher, another blight or virus core can be put into the resimulator to max the limit until the cores are removed, essentially resetting the stability to 0. not sure if this is intended.
 2026-01-05 05:43:40
5908🙂BugThis wall is confused. It is trying to connect to nothing. It has two really good neighbors as alternatives.2026-01-05 05:17:41
5907😠PerformanceUnclear why the saves cause a freeze other than the file is getting larger. Perhaps the contents needs split out, so its not having to write a very large file every autosave. Outside of saving, things are fine for now.  2026-01-05 03:56:27
5906🙂BugSo, I was away when this happened. But, I now have this nice silica tree where the anomaly bots were housed. Apparently, it appeared and then they became enemies to me. At that point, the perimeter defences eliminated the "threat". Why did the tree appear here on its own?2026-01-05 03:55:35
5905😟Generalthe funcion name Get location is misleading, as it gives a coordinate. It is hard to find by name.2026-01-04 16:30:25
5904😟BugConstructions window with many ingedients (e.g. upgrade of full building storage) is much than UI. Buttons are out of window.2026-01-04 12:33:22
5903😟BugHuman Transport is listed as unlocked but no recipe is available. If a building is required that is unlocked on a different branch, it should be moved to a prerequisite on the same branch instead.2026-01-04 12:19:35
5902😟BugThe mothership is showing as repaired but ejecting a drop pod does not drop any of the cores. The mothership still has some stuck infected obsidian from an earlier repair order. There doesn't seem to be an apparent way to remove these, although during that repair it did drop the cores after. This most current repair is not dropping any cores.2026-01-03 17:11:56
5901😀GeneralSilicon deposits can block ramps to the plateau. In case this is reported a a bug by someone else, I want to add that I like this feature! It's not hard to just mine the silicon to open the path, so it adds an interesting little challenge. I believe it should not be changed or fixed.2026-01-03 13:12:07
5900😟BugUsing a component producing units from a "most recent copy" template as the "data source" (click and drag) for a second component causes units produced by the second component to not have the loadout or settings from the copy data. Instead, component-less versions of the unit are produced whenever that component does the production.2026-01-03 11:02:42
5899😟GeneralHow am I supposed to fix this problem without deleting the units? The flower teleported them into a closed box!2026-01-03 06:51:00
5898😟BugSuspect the new fusion reactor is expending particles instead of rods like the human reactor since that is what this reserves.2026-01-03 04:50:36
5897😟BugCurious why this human explorable lab is trying to complete research.2026-01-03 04:21:15
5896😟SuggestionBeing this is expiremental and you already have changed a lot of the receipes over to using a "previous" model {power poles, capacitors, etc}, why are the health, speed and effeciency modules not upgraded in the same manner?

Seems it would fit the the rest of the manufacturing if those modules required the same methods of upgrading.
 2026-01-02 05:43:07
5895😠BugObservation / difficulty....
in the past, when selecting multiple units or buildings, one could change the logistic parameters of all of the selected items at once. This would make changing the channel, or even where buildings were moving materials a lot easier.

That option is no longer available. I feel this is a bug. Please bring that option back.
 2026-01-02 02:34:06
5894😟GeneralI am wondering why the change in receipes for robotics assembler?
Logically, one would require the previous building to make the next, such as fabricator -> assembler -> robotics assembler -> refinery.

To me, it would make more sense that way. At a mimimum, require the assembler for the robotics assembler instead of the fabricator. It just seems like an arbitrary requirement for the fabricator.
 2026-01-02 01:03:49
5893😟Bugthe plan:
the behav in this visual range 120 building loops dropped stuff in an initial smaller range and sets findings into the signal
human shuttle picks up signal and collects stuff

if the 3x2 doesn't find anything in the set range it increases the range in steps of 2
problem is: it increases range until it finds something and when the goodies are looted the 'compare register' will always exit to the 'is different' even when the 'loot' variable is empty
2026-01-02 00:52:56
5892😟BugCurrently, the programming option to scan for dropped items *in the logistics network* does not prevent the bot from going outside of the network to pick up dropped items.

In the save game, I have a worker bot loaded with the integrated behavior of "Roomba on grid". It is currently searching outside of the logistic network for dropped items. This should not be happening. It does not happen on the stable branch.
 2026-01-02 00:52:44
5891😟BugThe workers stopped moving items, for some reason, all orders dont proceed?, thnk you. 2026-01-01 15:08:05
5890🙂GeneralThere is a little bit of a learning curve but i'm getting it. 2025-12-31 21:55:31
5889🙂GeneralThe 2x1 (1M) building provided at the beginning of the game without research is too expensive at 3 circuits when compared to the 2x1 (1M1S) unlocked after the first tier of Building Research at 2 circuits. The 12 metal plats to make the building itself plus the 3 circuits - being 3 metal plates each - comes out to 12 + 9 = 21 metal plates to make 1 of those buildings. Also given that it takes 12 seconds to craft 1 circuit, it takes 36 seconds just to craft those 3 circuits.

Or, having a Fabricator on the medium slot of the Command Center can just craft metal plates at 4 seconds each. 9 metal plates are crafted in the time it takes to craft the 3 circuits, that being the "9" in the 12 + 9 = 21 above. So in the moment when the player could begin crafting the circuits for the first 2x1 (1M) building, if they instead just crafted 9 more metal plates in that same time, they will have 21 + 9 = 30 metal plates to just research the 1st building teir and gain access to the cheaper upgraded 2x1 (1M1S) building. The research itself taking entirely 30 seconds to complete with just 1 Uplink - 6 seconds shorter than waiting on another 3 circuits to craft.

The 2x1 (1M1S) takes only 8 more metal bars (4 seconds each Small slot = 32 seconds), and 8 more metal plates (4 seconds each Medium slot = 32 seconds, or 6 seconds each Small slot = 48 seconds), however, crucially, 1 LESS circuit (-12 seconds) which is 3 LESS metal plates (Med.= -12s OR Sm.= -18s).

At the beginning of the game with access to exactly and only 2 medium slots and potentially dozens of small slots, the metal bar and metal plate requirement are highly likely to have their work loads spread out while the circuits will likely be confined to 1 Med. slot. While the net resources between the 2x1 (1M) and (1M1S) buildings is only 2 bars more than a 1x1 (1S) building, the issue is less about the raw resources than it is about the sheer amount of time it takes to craft circuits. There's also an increased overall utility about the 2x1 (1M1S) building when compared to the 2x1 (1M) building.

In conclusion, at the current resource costs of the buildings, tech research, crafting time, and resonable slot access at the beginning of the game, the 2x1 (1M) building is just not worth building at all.

My solution would be to reduce the crafting cost of the 2x1 (1M) building from 3 circuits to 1 circuit, and reduce the inventory from 4 slots to 3 slots so that it remails limited to only early game item crafting that require only 2 ingredients and reduces its utility as a cheap 2x1 building in later game stages. Similar in utility as is between the 1x1 (1S) and 1x1 (2S) buildings, but for medium slot crafting purposes, and without replacing the utility of the 1x1 (2S) due to native overclocking.
 2025-12-31 20:30:53
5888😀SuggestionPlease give us a way to spend silica sand2025-12-29 09:30:03
5887😟Performance
I just did the count, I have over 2000 producers in my colony. all of them setup individially.

there is no group: configure productiom, upgrade buildings, requesting to building don´t work in groups of multi slot buildings, relocating building can´t be done in groups.

why do you want the game to feel like getting puches in the dick ??????
 2025-12-28 04:30:56
5886🙂Bugthere is a visual link from the miner to the storage, but no register is set 2025-12-27 00:47:57
5885😟Bug"Alien Datakey" was unlocked by "Energy Manipulation" (through the "Advanced Alien Factory"), instead of through "Anomaly Technology" 2025-12-27 00:16:59
5884🙂Suggestion
storage block in the build menu.

when you resource medium size it is places after the small one on the build menu
(which makes sense )

when you research the big storage block, it is places before the small one.

so it end up being in order : biggest, smallest, medium ... why ????
 2025-12-26 13:20:21
5883😟BugEverytime I close the game and then join the game again, the recuring orders all cancel. 2025-12-25 20:55:25
5882😟Bugwhen i used the teleporter, i got teleported to coordinates of scale 500 Million.
(unit linked on hotkey 9)
 2025-12-25 14:28:00
5881😟General
upgrading buildings are really bad,. you can only upgrade singler buildings, and for some reason you need to confirm twice.

why can´t we upgrade rows of (Identical)building ?? and with a single confirmations
 2025-12-25 09:49:31
5880😟BugAOE repair components don't heal flowers 2025-12-25 08:57:43
5879😟PerformanceLatest Experimental, performance seems to have dropped. As requested by beatwho on discord, submitting a save.  2025-12-25 05:10:24
5878😟Bug
when I select 1 double slot building I can request 2 producers to be delivered.

if I select a row of double slot building, no matter how many I rerquest, they only deleiver 1 per building. which mean I have to request again.

also another annoence. when I select 1 building I can select the production options. but if I select a row a building that option disapears.

I can´t order producers and set them up in bulk. which I really annoying.

if I want to set up a 50 double slot building iron bar line.. then I first have to request 50 producers, then wait, then go back and order another 50 producers. then I have to set up the 100 producers individial. why ??????
 2025-12-25 00:28:54
5877🙂BugWenn ich ein neues Spiel starte, dann kann man doch einstellen, dass "keine" Insekten erscheinen sollen.
Dies funktioniert aber nicht. Die Option "Keine" verhält sich so genauso wie "Passiv".
Es erscheinen dennoch Insekten.
Ich bin ein gemütlicher Aufbauspieler und mag kein Stress. Ich hatte ein Spiel gestartet ohne Insekten.
Da auch keine Insekten zu sehen waren, hab ich mich natürlich gefreut und mehrere Stunden Fortschritt gemacht.
Weil ein Insektenloch im Weg war, habe ich dieses dann versucht zu entfernen. Daraufhin erschienen dann Insekten und es kam ein Meldung, das die Insekten jetzt feindlich Gesinnt sind.
Da ich keine Abwehr aufgebaut hatte wurde ich überrant und mein Game war futsch. hmm.

Daher bitte, baut die Option "Keine" Insekte richtig ein.

Danke für das super Spiel und ein Frohes Fest. ;)
2025-12-24 20:00:32
5876🙂General
why can´t people delete feedback. ????

i´m sure most of the feedback is just people misunderstanding stuff, and they want to delte the feedback when they understand

some of my feedback I would love to take back.

just seems like you would be swamped with stuff people would delete if they had the oppunituity
 2025-12-24 14:39:42
5875😀Bugthe lines are goint to nothing? maybe graphical glitch or something? 2025-12-24 02:11:23
5874😀BugBuilding A stores into building B. If you relocate building B, and then, before building B has finished relocating, you relocate building A as well, after both buildings have finished relocating, building A loses its configured storage location. 2025-12-23 21:09:44
5873😟BugWhen setting a component register of a remote unit, which is a drone in my case, once the register 4 (go to) is set for example, it can't be overritten anymore.. 2025-12-23 19:08:49
5872🙂GeneralFeedback (Version 0.1.16573):
Component efficiency increases power draw but not power production. Consider giving power generating components a boost in output based on efficiency.

Milestones should carry across playthroughs, especially the satellite ones since how many AMACs will a player be able to constantly feed even late game.

The Larva and the frames it spawns on death just have Melee Pulse Attack as the weapon component unlike the other bugs which have more natural sounding attacks.

When the Blight Simulation Core for the space elevator arc is produced it feels like there should be some more dialog from HIGGS about the relevance of the core.

The AI Behaviour Controller would benefit from being able to search the network/power grid it is in for units/items matching filters similar to how radars search at a local level.

The functionality of Set To Component Remotely to set the signal, visual, store and go to of units should be made more clear or accept the values in the menu above parameters.

There is currently no way to automatically set behaviour input parameters and registers (eg. Store/Go To) for units produced by behaviours. Consider adding a field to the Produce Unit behaviour action that allows the unit to be associated with a variable on production completion?

The whole accessing human technology though the Time Egg quest seems very pyric in that it requires advancement of the human tech tree to Human Science to complete and only gives Human Refineries and the Human Science Lab before needing the Human Warehouse to be unlocked by conventional research which is only 120 Human Research Data away.

Under behaviours the Is Passable function needs the top node to be noted as occupied by player entities.

The range limitations of the Get from Component Remotely and Set to Component Remotely should be specified in the description of those behaviour functions.

For the autobase functions of the AI Behaviour Controller it would be nice if there was one that could enumerate all frames in the network matching a blueprint.

For the AI Behaviour Controller add a function that allows remote launching so mothership ejection can be more easily automated.

As satellites automatically return, the Land behaviour function seems obsolete.

Consider changing the Launch function to an Activate since it can already also eject from the mothership. Adding additional functionality to handle plot "click to proceed" events, such as those involving the explorer interaction with quest related explorables or the console, would also be welcome for players trying a no human intervention challenge.

Under the game settings there should be an option, potentially unlocked by beating the story, to include an active AI Behaviour Controller set to a behaviour from the player favourites in the internal socket of the starting Command Center bot.

Add a Unit field to the Restart Behaviour function to allow bots to automatically reactivate behaviours on other bots. Potentially can have the same range limitations as Set To Component Remotely with/without an AI Behaviour Controller.
 2025-12-23 09:08:06
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