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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 3405 | 😟 | Suggestion | A tutorial on how to actually 'repair' a scout's targted "explorable" with a bit of automation would be greatly appreciated. | 2023-11-25 03:04:05 | |
| 3404 | 🙂 | Bug | HQ 옆에 규사를 습득할 수 없습니다 | 2023-11-25 02:26:54 | |
| 3403 | 😀 | General | Very Good did not do tutoral and was able to figure out the UI that is very very clean, and very well made. Keep up the good work. | 2023-11-25 01:56:43 | |
| 3402 | 😀 | Suggestion | This is becoming silly.. I can script automatic loading of drones, even with numbers have them stop when fully loaded up, but I cannot build bots or buildings with drones preinstalled. If I want to preload drones I have to go through the Behaviour Controller. If I want a Shared Storage on a follower bot with a drone to fill it up, and a Goto loop for radio, I need three internal slots. The behaviour controller to load the drone pushes it to four. | 2023-11-25 01:27:32 | |
| 3401 | 😟 | Bug | Tutorial: Set up Transport Route 3. Even after I have assigned a miner and a storage to the worker, it moves silica to storage. But tutorial is stuck, it won't move on. | 2023-11-25 00:57:44 | |
| 3400 | 😀 | Suggestion | It would be nice to pull the name of a unit and use it to set a value - for example, you could have a unit called 'Crystal Stockpile Follower 1' and your miners could be built around unloading into that unit as they are built. 'Crystal Courier 1' could be built with a transport route preassigned between 'Base Crystal Stockpile' and 'Crystal Stockpile Follower 1'. In case of duplicate names you could assign how many followers each duplicate name has, what range from where built to assign followers, whether to prioritise nearer of further. | 2023-11-25 00:18:07 | |
| 3399 | 😀 | Bug | Scripts can read Radio signals without channel selections, even without Radio Reciever equipped. Command needs replacing with Radio Reciever Channel selection and Channel Output handling. | 2023-11-24 23:46:41 | |
| 3398 | 😀 | Suggestion | Could you make the library a little more accessible? Deleting saves one by one is a hassle. Also, something like a mini simulation in the library would help with prototyping and behavior programming. You could have a mini simulation of a unit to test functions and stuff | 2023-11-24 23:04:11 | |
| 3397 | 😀 | Bug | Units don't seem to have any way to read the drone inventory, which means drones have to be manually assigned. Automating the picking up and unpackaging of drones is possible, but I can't find a way to have the unit stop when full. Possibly incrementing a number is possible, I will experiment with that but requires knowing how many drones you intend to assign in advance. | 2023-11-24 21:58:05 | |
| 3396 | 😀 | Bug | Scripted follower bots are blocking bots for interaction. They need a new script to move them around pathblocked units on your side with combat or transport instructions. Strongly recommend this is given a dummied loop that is always executing as players are unlikely to appreciate having to teach their bots pathblock ettiquette. The pathblocked bot should *not* go passive and should keep trying to force a path. Use a sorting algorithm that sees the bots as blocked spaces with unblocked spaces around them that can be swapped with blocked spaces to clear a path. Account for recursive blocks - travelling the path should not keep it from forming. | 2023-11-24 21:38:06 | |
| 3395 | 😀 | Suggestion | Blight Magnifiers are wonderful, but we need new radar and miner behaviours to properly capitalise on their potential. For the radar we need an area scan that will select all valid matches in a radius. A number shows the range and mousing over the radar also shows the range - potential range of the radar unit in one colour, applied range in another. Miners need two new behaviours. Select Highest Value Deposit and Select Against Shared Mining Target. Extra points for setting this up with mining drones with scripting inherited from the drone carrier. | 2023-11-24 21:22:55 | |
| 3394 | 😟 | Bug | I have a blight container and extractor. The mission for it still shows 0/2 progress. Sorry, sent before without attaching a save. Here's a save. | 2023-11-24 19:45:01 | |
| 3393 | 😟 | Bug | I have a blight extractor and container built and operational. The mission for it still shows 0/2 progress. | 2023-11-24 19:43:29 | |
| 3392 | 😟 | General | Gathering blight gas seems to be unbalanced. I have over 50 extractors and I don't have enought to make enen a small part of the amounts I need. | 2023-11-24 16:19:10 | |
| 3391 | 😠 | Suggestion | The bugs are unreasonably hard. A single bug hive spawns in around 3 flying bugs when I'm still on the stage of medium turrets and cubs. It's impossible to deal with at times. | 2023-11-24 15:04:45 | |
| 3390 | 🙂 | Suggestion | Rather than having a "Damage" & "Damage/Second", it would be better to know the "Damage" & "Fire rate". Knowing the dmg/sec doesn't tell us how fast the weapon fires directly and it's easier to compare two weapons if we can see the fire rate and damage | 2023-11-24 14:34:29 | |
| 3389 | 🙂 | Bug | When i'm producing 'Transfer Drones', they just get dumped packaged on to the ground outside the building... There's plenty of storage space for them. I guess maybe it's producing the "actual" drones, and then the drones dont have a drone home so turn themselves in to packages? | 2023-11-24 10:59:52 | |
| 3388 | 😀 | Bug | 42,74 is a pile of silica on a plateu with no access. Cant figure out a command for a units' promgrammable block to escape a loop if path is blocked. | 2023-11-24 06:32:14 | |
| 3387 | 🙂 | General | Pleayed a few games (3 or 4). Got the hang of it (I think). I have the resources set to High and I've run out of Silica sand, and am now crawling around the map trying to slowly gather it. I'm sure there are better ways to accomplish this, but it's not clear/obvious to me (and not enough online resources at this time). May try another game, or may give it a few months to come back to. Looks awesome! | 2023-11-24 02:18:10 | |
| 3386 | 😀 | Suggestion | Creative mode. It would make planning factory much easier and would allow making insane builds. | 2023-11-23 21:43:41 | |
| 3385 | 😟 | General | it's unclear how to get a deployer out of a dropship and deployed. I see one near my base | 2023-11-23 19:38:42 | |
| 3384 | 🙂 | General | hh | 2023-11-23 18:13:22 | |
| 3383 | 🙂 | General | r | 2023-11-23 18:13:14 | |
| 3382 | 🙂 | General | t | 2023-11-23 18:12:31 | |
| 3381 | 😟 | General | German translation is very poor. For example, in the game, drop is Tropfen, like a small piece of water. But it should be "fallen lassen" | 2023-11-23 17:29:26 | |
| 3380 | 😟 | Bug | the passive bugs cheat is stuck on, I can't turn it off. when creating a new game I have hostile bugs enabled but they never come because the cheat is enabled in settings. | 2023-11-23 16:53:12 | |
| 3379 | 🙂 | General | I have to program simple miners at the start of the game, and I have to create something more advanced later on its just too awfull at the start of the game I understand later in the game yes. But I use more time and energy on gathering resources by hand almost instead of building my base. "My factory must grow" Make it easier for the bots to gather early game minerals I dont mind the rest. | 2023-11-23 15:49:12 | |
| 3378 | 😟 | Bug | Power and bot radius stays in its previous position even after moving the bot | 2023-11-23 15:23:18 | |
| 3377 | 😀 | Bug | Mining drones do not inherit the mine instruction on their drone port unless manually assigned. Ther mining laser does not appear to inherit the done port, but will remember mining intruction if assigned once per drone. | 2023-11-23 14:44:11 | |
| 3376 | 😟 | Bug | arrow keys stop working after clicking buttons to control bot logistics | 2023-11-23 14:29:36 | |
| 3375 | 😀 | Suggestion | Mining drones seem poorly implemented. They are expensive and past a high tech gate but prove no real advantage over worker bots except for being able to effectively mount a small mining drill on an I slot with an internal drone port. Options to make them more enticing include more rapid mining, highr yield and more resources available - why as human tech can they not mine aluminium? | 2023-11-23 13:53:10 | |
| 3374 | 😟 | Suggestion | Need a loop through command that works in conjunction with radars when checking non-building and non-bot entities. Currently the radar will only find the closest. | 2023-11-23 13:40:34 | |
| 3373 | 😀 | Suggestion | Blight Magnifier seems intended to synergise with behavioural programming, but is held back by radar only selecting the closest match. Miners will cluster the resource clsoest to the dropoff, leaving regneration wasted. Worse, they will tend to mine similar nodes - those closest to dropoff. We need a way to tell miners to target higher yields, and to scan for resources again if the result is too low, nd to tll them tomine iffrnet nodes. | 2023-11-23 12:33:26 | |
| 3372 | 😀 | General | Can the search bar automatically receive focus when opening any menu? Thanks! | 2023-11-23 12:31:12 | |
| 3371 | 😟 | General | after deployer pick up a building, all registers, including signal&visual are cleared. and it seems like that variable is cleared too | 2023-11-23 06:30:22 | |
| 3370 | 😠 | General | variable A always cleared outside of condition here | 2023-11-23 06:16:59 | |
| 3369 | 🙂 | Suggestion | When telling me that there is blight gas, it'd be better to show me where, because I have no idea where it is or what it looks like on first play through. | 2023-11-23 03:28:40 | |
| 3368 | 😟 | General | Kind-of-a-bug: The human Explorer spawned on a small cliff with no way to get to it. I saw flyer tech, but im not sure if i would be able to get to him - havent progressed that far. | 2023-11-23 01:20:10 | |
| 3367 | 😠 | Bug | your tutorial broke. It wants me to slot a fab into the command center and produce circuit boards, i've done that, but it wont continue | 2023-11-23 01:10:56 | |
| 3366 | 😀 | Bug | oops - sent a bug report without actually saying how I did it. I apologize for my last bug report, of this similar topic I dragged items from the loose "Scattered Resources" piles into the command center. These scattered piles have 0 items but still exist. Right-click to pick up with a scout or worker does not clear them. | 2023-11-22 23:35:00 | |
| 3365 | 😀 | Bug | I picked up some loose sand, and it left a pile with 0 items. Bug or feature? | 2023-11-22 23:33:07 | |
| 3364 | 😀 | General | i will start over to see what i missed | 2023-11-22 23:26:38 | |
| 3363 | 😟 | Suggestion | The UI would feel much snappier if common game actions took fewer UI interactions to get done. For example, selecting a new research seems to take five actions - open the research panel, open the section that has the desired research, click the desired research to select it, click a confirmation button on the left side of the screen, close the research panel. This could be reduced down to two UI interactions. First, opening the research panel. Second, the research panel could show all current available researches in some kind of geometric pile, and the first research to be clicked (or maybe double-clicked) is started. | 2023-11-22 22:27:01 | |
| 3362 | 😀 | General | ? | 2023-11-22 22:08:18 | |
| 3361 | 🙂 | Suggestion | Middle mouse button rotation could use a sensitivity slider, the default is a little too high for my taste. Sliders in menu change size when the amount of characters in the percentage text changes, should be set to static width. | 2023-11-22 21:31:24 | |
| 3360 | 🙂 | Suggestion | I believe the amount of resources in nodes is far too low. Overall I have been having a TON of fun playing Desynced, but having to spend so much time on finding resources instead of making my bots more efficient takes away from my experience. | 2023-11-22 20:36:04 | |
| 3359 | 😟 | General | The assembler on the roof of the command centre does not appear to render correctly. | 2023-11-22 20:33:16 | |
| 3358 | 😟 | Bug | Game doesn't detect I have built 2 more production buildings so the tutorial gets stuck | 2023-11-22 20:27:02 | |
| 3357 | 😟 | Suggestion | When editing behaviors the behavior editor can get filled pretty quickly. This either requires the player to scale the editor to see more (making it harder to read the actaul boxes) or use the right click to drag the editor so the relevant portions of the editor can be seen. I find myself constantly trying to use the WASD controls to try and move the editor. It feels like it would make editing complex behaviors much easier and just "fits" with the control scheme you've already trained the user for in the other parts of the game. | 2023-11-22 19:34:51 | |
| 3356 | 😟 | Suggestion | Add proper resolution support for windowed mode please. Or allow to set a UI zone in Fullscreen. I'm playing on an ultra wide monitor and would like to restrict the UI to be more in the center. | 2023-11-22 18:32:36 |