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IDRatingCategoryDescriptionScreenshotDate
3010🙂BugBug? The game mode is set to aggressive, but the bugs faction is neutral and they don't attack. Same when setting hostile game mode.
Not sure if this is intentional or not after update
2023-10-25 11:30:24
3009😀SuggestionI think the ability to swich between units would be helpful. I noticed that nothing is bound to Q and E and feel like those would be solid keys to bind a forward and backward selection of units. 2023-10-25 10:55:29
3008😠Suggestion导航训练模拟器怎么关闭 2023-10-25 10:47:38
3007😟GeneralTransporter Ignorieren die Drahtspulen! 2023-10-25 08:26:00
3006🙂GeneralThis construction is fake news! Using Ctrl+Click to replace a 1S(with Factory Component) with a 2S(standard building) makes the component get stuck in ghost-construction limbo!2023-10-25 07:24:27
3005😀Generalfor beatwho, p.s. raveness is a dumb dumb for not attaching save2023-10-25 07:15:50
3004😀Generalsave for beatwho in discord to play with internal transporter jam2023-10-25 07:13:54
3003😀SuggestionMy last suggestion was sent prematurely. Sorry!
Anyways, in the previous one I said that it took me 10 hours to get into the game versus others in the same category where it took maybe an hour or 2 maximum. The reason was because the automation was so different than others (which is a huge plus in my book). If possible, trying to incorporate some tutorial aspects into the main game, instead of it being separate, would be a great addition. In the beginning, explaining what the 4 parameters are in a bot would be nice. When you get "behaviors", it would be nice to see a tiny tutorial on important functions and how they can be used. In fact, having a bot that does a basic act like picking up dropped items in a certain radius of it and storing it in a storage container would help a ton of new players in figuring out how the game works.

This game had a slow start, but has become one of my most played games already. Good work so far, looking forward to whats next!
2023-10-25 04:32:05
3002🙂SuggestionI love this game so far, however it took me nearly 10 hours to get into it versus other games of the same category which took at maximum an hour. 2023-10-25 04:26:49
3001🙂GeneralC'est un peu compliquer a comprendre au début, mais sinon une fois qu'on els mecanique ça coule de source.

Ps : les ordres des robots c'est WTF
 2023-10-25 00:04:56
3000😟GeneralThe Gamma setting resets to 2.20 every time I restart the game. :-) 2023-10-24 19:19:45
2999🙂GeneralTexture for Small Advanced Turret is missing some polygons/texture on the back.2023-10-24 13:45:23
2998😀SuggestionOne last suggestion for the day. :D All Bots and Buildings take a B slot. And this stores, or assigns the Blueprint the Bot or Building was made with. It can also be used to modify the Blueprint (you'll need to lock in the Bot or Building and keep the player from going up a level to reassign but that should be trivial). A Bot or Building will seek to match the Blueprint if there are resources available to do so, but will not try to assign nonexistent items so that couriering can flow. If a Bot is Blueprinted, the name will always match the Blueprint (but you can copy and rename the Blueprint if you wish). Bots and Buildings will only store excess equipment in buildings without production facilities installed; if they cannot do so they will drop the items in excess. This of course depends on the logistics power grid, to preserve priority for remote mining. 2023-10-23 23:04:34
2997😀SuggestionClutter is becoming a problem because of building and bot losses. I suggest a decay system - those storage systems are not just decoration. They are neccessary. Resources do not decay unless properly stored but equipment will decay over I suggest half an hour to an hour. So having a hooverbot pick up lost equipment is more efficient than just letting it spoil. You may, or may not, turn the equipment into scattered resources to recoup the cost later. This would allow a player who does not care about picking up the equipment recover some or all of the resource cost of making it.You might also have the equipment generate a new resource - Scrap Parts - which could be assigned a value of raw resources based on age and value. 2023-10-23 21:40:07
2996😀SuggestionThe game needs a 'Stay In Power Field' setting. I'm losing couriers to wandering in the wilds, and Internal slots are few enough that I'm trying to be restrained about using radio recievers. I do appreciate that programmable bot behaviours are one of the big selling points, but I believe that using an I slot for radio on every logistics drone is wasteful.

I have therefore a suggestion. At a high enough research level, why not build a Radio Inductor? It will let you store three acripts that you can assign to any unit, IF it is in your power field. You may wish to limit the number of these you can build to prevent abuse - this would let you have an all-purpose script for resourcing, power supply and defence. It would also gate expansion to new power grids effectively. Why not add a few new basic scripts to show off what it can do as presets?
 2023-10-23 21:25:03
2995😀GeneralRequest Item closes the Control Centre screen. There's no way to autoequip by the name of a unit unless you install a radar, which defeats the purpose just for that, but closing the Control Centre means you need to reopen it to select the units you are working on. Unless you intend to give us induced radio, we'll want it to stay open as we equip our droid fleets - the Re-Simulator can't blueprint, sadly. 2023-10-23 20:55:49
2994😀Generalre. Stock Scripts suggestion twice prior: (Of course, that sift is for new equipment. It would displace already installed equipment the other way. It's cleaner code to verify both ways, before applying.) 2023-10-23 19:39:12
2993😀SuggestionIf you have new units request equipment from the grid it will not autoequip. A dedicated 'request equipment' button would be one solution; only autoequipping if there is a spare slot, shifting equipment up L from M, M from S, S from I would be another. 2023-10-23 19:11:34
2992😀SuggestionOn stock scripts. On the whole, you'll want to give one use-case of a working script for one purpose. So you'll have a 'seek ore' script, but players will need to read the script, hopefully understand it, and change the ore values to crystal, silicon, whatever. There'll be scripts for automatically grouping - looking for a HQ building in range - and scripts for what the grouped units do, but the player will have to combine them for better results. Tne game at the most basic has only so many things for units to do: Move, Use Component, Use Subcomponent, Transport Resources (Pick Up resources, etc). So you'll want a bunch of one-use scripts that explore the permutations of this. Put in tutorials and Make It Fun.

There are players who autobuild power grids. That's actually an example of what you shouldn't put in, unless the player wants to test an AI to play the game for them - let buildings be the player's privelige, because it is too easy for a build AI to not 'see' the landscape. But having a blueprinted array of buildings placed together is fine.
 2023-10-23 18:51:44
2991😀SuggestionThe scripting AI needs new commands, and here's today's suggestion: If Bot of 'name a' has less than n followers of 'name b', 'name c' etc then assign followers. If Bot has less than n followers of 'name a', 'name b' etc, go to rendezvous and recieve reinforcements. If bot has follower match execute a script - mining, scouting, combat, whatever. If you're running a crystal plant power bot then pick up more crystal and fade in a new follower.

If you combine this with automatic production of bots you could build a large number of free miners, autoassign the defenders and power bots, and have them seek resources. The game needs to be able to do this, and this needs to be in a tutorial.

Finally, a robotics facility needs to be able to say 'You have less bots of 'var' name than 'n' so I'll make more'.

This scripting needs to be possible, and it needs to be *taught*. If the game can already do this then I can't find the code to make this work, so the code isn't intuitive. You need either to teach the players to translate the code, or the code translate to the players, and the goal is both.
 2023-10-23 18:26:06
2990😀BugCan we have a special type of Shared Storage that will autofill with dropped items from the ground? I get that you don't want players cheating no storage structures, so the items would have to go into the storage to be available to the rest of your grid. You could show off the scripting mechanic by having the tutorial guide the player into making a hooverbot too. Nothing fancy needed here, just a dummied radar that will autopick items in the same power grid.

If you don't want to take this approach, then the tutorial needs to teach players valid uses for the common scripting commands, including how radars can be linked - one radar range won't always keep up. Arithmetic is self explanatory but you can't expect gamers to also be coders without tuition.
 2023-10-23 18:02:08
2989😟GeneralNot sure if it is a bug, or something to challenge the players..... But I can NOT see my cursor, just highlighted buildings and other areas when I actually go over them with my mouse pointer.  2023-10-23 17:54:26
2988😟Bug"Is a" seems incapable of taking the matching branch.

If "type" is the same type that 'get nearest' was filtered on, it fails to match.
If I use the same value as the comparison, it should have the exact same type, even if it has extra information.

It still takes the unequal branch.
2023-10-23 17:46:42
2987😀SuggestionA thought. Perhaps give the player depleted nodes - Infinite resources that have been fully depleted to 0, but will not be removed from the map unless the player attacks them. These could synergise well with Blight Magnifiers. You could also add a smattering of them to Blight pockets, to encourage Magnifier use. 2023-10-23 17:17:23
2986😀SuggestionUI hack: I think you are planning four 'instability vectors', not just the two we see. If you use shared colours for left and right as well as colours distinct, then you won't need another Stability Bar for the horizontal. Or you could use the diagonals. Both would be prettier than another horizontal bar. 2023-10-23 15:37:20
2985😀GeneralThe Blight Magnifier is an amazing idea when combined with unit scripting! But, it is dependent on resources already being there.

I suggest Blight Magnifiers also spawn around them a unique resource, that requires specialist tools to mine and that can be processed into useable resources at shall we say a third or a quarter of the efficiency of a well-sited magnifier. That will encourage players to site their Magnifiers with more care, but will also reward turtles like me who prefer to take and hold self-sufficient ground.
 2023-10-23 10:38:28
2984😠PerformanceGraphics look nice, but demands too much graphics power (when zoomed out) on my RTX 2080 Ti. Even first person shooter are not so demanding. I can not use Ultra settings. 2023-10-23 09:37:58
2983😟SuggestionRequest Item and Request Wait miss a channel parameter. 2023-10-23 09:33:02
2982😠BugTwo adjacent units oder buildings requesting the same thing bounce those between them. I have not found any configuration of logistic network, transport, channels etc. to prevent these inefficent transporting forth and back. 2023-10-23 09:26:22
2981😟Suggestion我想要复制的是带配置的建筑 而不是 一个建筑的配置,在我不注意的时候我经常把一个建筑的配置不小心复制到另一个东西上,而我不得不重新配置之前的建筑,我希望能将这两种复制分开,比如用ctrl和alt来做区分 2023-10-23 09:13:15
2980🙂SuggestionI want to set up some programs for my robot that can run more than one program at the same time. For example, I want to set up a mobile turret that can "detect whether it is in the same power grid" and "detect blood volume" at the same time. In the current version, these two actions must have a sequence.
If I want to run two programs simultaneously, I have to install two components, and if I don't do this, the longer the program, the longer the response time I have to wait for. For example, if I want to set up an automatic program for a reconnaissance aircraft, the result is that it will run for a while before considering whether it is safe, and by that time it may already be dead.I hope you can understand what I mean, after all, my English is not good
 2023-10-23 08:46:54
2979😟BugGame crashes if you attempt to remove a inventory expanding module on a structure that has all specific locked item slots. 2023-10-23 07:33:15
2978😀BugIt's possible for there to be more than a max stack of the same Scattered Resource on a tile - in my case this happened with Silica. Now my logistics droids are trying to auto-pickup, which is nice, but they can't assign enough slots and are frozen. Would be nice to have this fixed! 2023-10-23 07:27:34
2977😀SuggestionI notice that foundation tiles degrade, which is great for realism if you lose a foothold. But if they degrade in a place you don't want them to - like under a wall - then you can't always replace them. Asking for the ability to add foundation tiles under built things, if your droids can get to the tile, and to turn off foundation decay. 2023-10-23 05:33:34
2976🙂SuggestionDon't deprecate move range. Not unless you're going to make move async move a unit as close to the target as it will. currently if the target is blocked move async will just do nothing 2023-10-22 21:40:06
2975😀Generalrt 2023-10-22 20:58:54
2974🙂BugWhen you have a signal/targeting window open sometimes the game gets locked in scrolling in a direction. it seems to relate to your mouse brushing the edge of the screen while it's open. Sometimes you can repeate the process and it'll stop scrolling, but other times you have no choice but to save, leave the game and reload.2023-10-22 20:08:36
2973🙂BugComponent production:

It seems that if you have two components producing components, if they are not linked together producing the same thing, if they have the same material requirements that one of the productions can error and not actually produce the requested amount.

Even when they are linked, it seems like some things being constructed if both are set to 10 you only end up with 10 at the end. And for some components you'll get 20, sometimes more then 10, and less then 20.
 2023-10-22 19:10:43
2972🙂SuggestionCan you make a way to recycle components themselves?

I don't know if the deconstructor was supposed to do that, but targetting items in inventory is invalid, and if you target it as a dropped item it processes but nothing happens when you finish
 2023-10-22 18:47:32
2971😟SuggestionShuttle bots are useless. You get access to human flyers at the same time which are better in every way faster, have the same carrying capacity, an internal slot and do not require a landing pad.
Buttles would be awesome as replacements for the transport bot. For example: Give them more inventory space, but limit to transport routes between landing pads only.
 2023-10-22 15:54:14
2970😟BugI had a path finding problem with one of my transport route.
My base is south west of the picture with the unloading point. The transport bot tried to go to the upper right plateau to fetch some silica. Without a blight pass module it got stuck on the plateau in the middle of the screen, it went a little back and then tried again but got stuck again. After getting the blight pass internal module it moved through the right blight, getting to the target.
2023-10-22 10:59:15
2969😟General这个被动错误是干嘛的,我点了之后虫洞也不出怪物了2023-10-22 06:20:08
2968😀SuggestionDedicated behavior to only get item from and only send item to shared storage, either from logistic setting or from behavior allows formation of 2 logistics teams that won't run into each other as often 2023-10-22 02:41:18
2967🙂GeneralI was building my first factory outside of the Tutorial. I eventually freed up my 3 scouts, had 4 miners built, and was setting up workers to keep the miners empty and the storage bins with material.

The first setup seemed to work okay, though, I was so focused on this second one I could not say if it still works. So I setup the transport route, set my miner as the goto and a storage building as the store location. I confirmed that the transport light was lit.

I noticed it just sit there at the storage doing nothing. When I checked it had picked up a laser miner. I told it to put it in the Command Center which it did but it kept sitting there. This time it had a laser beam in it's storage. When I dropped that into the base it kept taking the previous one put in. It refused to begin it's route.

I finally got its storage empty by dragging it away, storing whatever it had in a storage building and moving it to the bot before it could grab anything. It picked up the ore dropped it off then returned to it's sitting dumb state.
 2023-10-22 02:23:08
2966😀SuggestionA method to get X and Y difference between location or entity would help in setting up power fields 2023-10-22 02:08:35
2965😟SuggestionFloors do not seem to be considered Construction. The highlighed bot has lots of floors, but does not do anything. If I set it to delvier, then he starts taking iron to machines.2023-10-22 01:16:45
2964😟SuggestionChange UI to be more clear with what type of world is being played on. Confusion on player's end thinking that the world was peaceful, when it was in fact aggressive, caused three new games to start wondering why the game was still in "Peaceful". Change the "Peaceful" variable name to "Difficulty" or something similar to prevent confusion. 2023-10-22 00:30:58
2963😀GeneralI would love to see the behaviour controller become part of every bot instead of a internal compontant so that we are able to make some more moduler bots or buildings by freeing up that one internal slot. 2023-10-21 22:31:04
2962😀BugI have had two hard lockups while playing the game. In both situations I had to force shutdown the system. I checked the event log, there was nothing there. It has only happened with this game so I know it isn't my system.  2023-10-21 20:23:43
2961😟GeneralLe Groupement sur le clavier français ne fonnctionne pas tres bon. Un fois les groupes crée unpeut pas les acceder avec le clavier, seulement via les onglés 2023-10-21 15:17:49
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