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IDRatingCategoryDescriptionScreenshotDate
2812😟GeneralLoop Signal Wierdness - when looping on an entity obtained by a loop, the 2nd loop in the behavior does not work as expected.
2023-10-10 10:42:01
2811😀SuggestionThere appears to be no way to automatically reintegrate dropped items with your storage. I suggest a simple, elegant solution: Dropped items stay dropped unless taken to a fixed shared storage slot. That way they'll be reintegrated into your system, but only if there is underproduction - which will keep them from cluttering inventories that need to be kept free (which if you are dropping items should be a concern). 2023-10-10 10:33:13
2810😀BugDrones scatter items if they need to report with inventory. Persistent inventory while ported would be the obvious solution, but if the AI can't 'see' ported inventory to retask the drone on outport another option would be to hover out of the port and look for a use for the item until inventory is clear. So the simplest solution is to block report unless inventory is clear and to follow home port; or, to dock and only be retasked with the inventory type to recourier. 2023-10-10 09:53:13
2809😀BugPhoton Cannon shows 20 damage/shot in the decription, stats show 120 damage at 60 a second. 2023-10-10 08:44:12
2808😀SuggestionOn the Power menu, Capacitors show whether they are generating energy or using energy using the same item on the list, and it needs to show both - I can see my power grid is charging but only the capacitors generating energy are on the list, which is misleading. The overall stored power bar is enough to show the overall difference, but with capacitors it would be handly to see the difference between those drawing from the grid and those adding to it, becauseit is possible for your power grid to charge some capacitors and discharge others at different speeds. 2023-10-10 08:23:45
2807😀Generalpretty cool 2023-10-10 07:37:27
2806🙂GeneralThere are lot's of strange cases where Russian language have some dubius translations (for example for canceling building construction there are "переместить", witch is translated as "move") and it makes gui very confusing and at times kinda unplayable. Since it was set up by defoult i had very rough first few hours untill i switched to the english version. Also couldn't filter any blocks in begavior (nor using russian words or english ones) while using Russian as leng. I understand that the game in the early dev and just pointing that out in case you had no idea. Also wonder if you need some help translating the game and if there any way to help you 2023-10-10 07:35:39
2805😟SuggestionWell I just deconstructed my own command center from within itself. GG
For reals though...that probably shouldn't be allowed. Maybe at least require the deconstructor can't target its host building
 2023-10-10 06:06:48
2804😠GeneralAfter reconnecting to the server for coop play the second day I am choosing my fraction trype and get just problems by selecting my units. Instead of selecting the units it is like just a ping on this location and not everytime the unit is selected. 2023-10-10 05:04:31
2803😠BugAfter 2023-10-10 05:02:38
2802😀GeneralTracking for how much of an item is produced, and how much consumed, would be useful - the arrows top and stocks can help get a handle on supply blocks but knowing exactly how much more production needs to be built to plug supply gaps is needed for those who to prefer to balance by feel and fill in shortages. 2023-10-10 03:56:34
2801😟BugTooltip gives the original behavior name... behavior Pause/Play/Edit UI gives the current (updated) behavior name.

BUG: tooltip does not update when the behavior is edited and the name is updated.
2023-10-10 03:52:39
2800😀SuggestionBuildings that store items interact with logistics transporters, but there is no way to enable this for units. Mobile stockpiles are quite possible - why not give them the ability to supply couriers? 2023-10-10 03:06:13
2799🙂GeneralAn 'Avoid Plateau' toggle for bot pathing would be super useful early game to stop transporters running into bugs before we have access to logic. 2023-10-10 00:46:34
2798😠General拆解建筑太过麻烦,无法拆除初期的内部组件。 2023-10-10 00:29:41
2797😠GeneralThe feedback screen doesn't go away 2023-10-09 23:36:36
2796😀GeneralGrouping upgrades by player-assigned type would be useful for organising large numbers of blueprints - for example, there can be blueprints for manufacturing stages which would be sensible to group. The existing blueprint folder system would work well if you could have more than one of them and select from a dropdown list. Remember to provide the ability to copy and move items from folder to folder. 2023-10-09 21:27:18
2795😀GeneralBeing able to sort units by name, duplicate equipment, and both would be a useful refinement to your control centre. It would also be useful to be able to sort by item produced, building, and unit. A storage facility that can store larger stacks of equipment items, both as a building and bot, would be useful, especially with a means to reassign the blueprint a bot conforms to. 2023-10-09 20:49:03
2794😟BugPlacing of resources cant be pathed to.

Breaks pick up.
2023-10-09 18:19:40
2793😀Generalworker robots set to mining duty will often times stop mining when they travel back to base and leave the proximity to what they were mining before. It would be better to have them enter an idle state so they could be retasked or better yet, go off and find more of what they were assigned to mine. 2023-10-09 17:50:58
2792🙂BugShared Storage does not appear to work for the top 8 slots of 16 slot warehouses.
See the selected warehouse
 2023-10-09 17:14:38
2791😀SuggestionI notice that HIGGS won't tell us what the acronym stands for.

I suggest 'Heuristic Intelligence General Guidance System'. You're welcome. :)
 2023-10-09 16:03:08
2790🙂SuggestionWith the introduction of the Map function. Please incorporate a mode that shows the visual register on items on the map.
Often it is very difficult to see what is what, by allowing the map to show the visual register, we can easily isolate bots/buildings.

In addition, having a way to cycle entities manually. We have the "show idle" button now by the minimap which is great. Allow a simlar button where we can put in a filter: cycle "cub, or twin bot" or even "cycle visual register" so we can try to find something..
2023-10-09 15:05:42
2789😀SuggestionThe new function "Next idle Unit" is very usefull. A possilbe addition of "Previous Idle Unit" would complete the functionality. 2023-10-09 14:13:17
2788😀Suggestioni feel like there needs to be more control over the robots, be able to give them more complex instructions. as is they feel like they have potential but have hickups for seeminglyno reason (example: i have robots mining silica, i have robots who transport things from place to plaace based on order. my miners are full, refineries requesting silica, but the robots are just stanading still).

maybe this can be resolved with a complex store list? allowing the asingmant of several store spots, or allow to create a custom rout for aa bot to follow?
 2023-10-09 13:35:50
2787😀GeneralHahaha finally2023-10-09 10:31:04
2786🙂SuggestionIt might help other users identify what component they are looking for or give hints to component functionality at a glance if they are given categories other than small, medium or large. (or introduce different filter modes)
As a major wiki contributor it made sense to come up with categories that are relatively distinct such as mining, production, energy, weaponry, logic, storage, module and utility (for everything else). Defense could be a category also. Including repairers and shield related components.
2023-10-09 07:17:13
2785😟BugWhen using the deployer currently, it seems to consume the building with no way of deploying it again, the aquire button stays the same 2023-10-09 06:40:41
2784😟BugDeployers don't work and just destroy the building acquired 2023-10-09 06:13:20
2783😠SuggestionI spent hours in tutorial trying to figure out how to repair an explorable. I searched Google, looked at wiki, and the in-game codex. I could not figure out how to repair an explorable in tutorial after completing the puzzle. one says needs metal bar, other needed one of the blue crystals. I tried everything, putting items needed in the explorable's storage. telling a scout to interact with it, nothing worked. I even researched repair modules and when I target an explorable to advise to repair it would warn me if i wanted to repair another faction, hit yes, and still nothing!! I finally decided to search through the steam forums manually since google and wiki and other sources was not coming up with an answer. I finally learned that i need to have the resource on the scout, to not actually transfer it to the explorable storage! Why would this not be mentioned in the tutorial or wiki or anywhere? And why would game let me repair only when resources are on robot not explorable. Never once in whole tutorial or game so far have I ever had to manually transfer materials to a scouts inventory before it will do anything but suddenly this one specific game feature does. This was absurdly frusterating, i think that when you have a scout interact with an explorable and you have item in storage somewhere that you click transfer and scout should get item just like every other thing in the game. or it should accept the item in it's storage. this woulid eliminate hours of frusteration trying to figure this out.  2023-10-09 01:18:04
2782🙂GeneralStarted a New Game and my miner bot spawned in an iron patch2023-10-09 01:16:05
2781🙂GeneralDrone Management:

Blueprints of bots with drone modules, and deployed drones are not included in the blueprints.
This makes managing drone carriers very challenging, specially the behavior of how mining drones work.

With mining drones dropping inventory when they are full versus just pausing and waiting for space, the intention is to use a behavior modules in one of the two internal slots.

This means every drone has to be withdrawn from the carrier, installed a mod, then loaded.

Blueprints which would include the drones would cover this.

The other option is allowing to make drones themselves as a stand alone blueprint, and then you can craft the packaged drone as an object.
2023-10-08 23:36:53
2780😟BugPacking mining drones, drones which have modules installed, the modules are deleted.2023-10-08 23:33:08
2779😟SuggestionSignal and behaviour should be better explained while hovering the mouse. At this moment, it is somehow confusing. 2023-10-08 21:22:00
2778😀Generalf 2023-10-08 21:16:38
2777🙂BugLoop Signal (Match) only matches on item type, not on number.
Suggestion: if there is no value (or infinite?) given on the signal to match, match all. If there is a number as well, do an exact match.
2023-10-08 19:16:16
2776😠SuggestionPlease make the Command Centre building harder to acidentally deconstruct.2023-10-08 18:41:54
2775😀SuggestionJust for fun. A challenge scenario in which you can't build buildings and have to do everything with bots. Some features only available on buildings would need bots to carry them, but it would be a cool nomadic spin on the game's mechanics. 2023-10-08 17:59:03
2774😀SuggestionAutomation is good, but needs refinement. There is no way to instruct a factory or unit to produce up to a number of items if they are missing, nor is there a way to instruct a factory or unit to auto-fill any missing pieces for another factory or unit if they can make them. In the case of automatically outfitting bots from blueprints these would be appreciated optimisations. 2023-10-08 17:46:45
2773🙂BugMinor issue - get Ingredients crashes on ore.

[2023.10.08-16.50.23:577][462]Error: Critical error while executing Main/data/instructions.lua:3321: attempt to index a nil value (local 'production_recipe')
[2023.10.08-16.50.23:578][462]Error: stack traceback:
[2023.10.08-16.50.23:578][462]Error: Main/data/instructions.lua:3321: in field 'func'
[2023.10.08-16.50.23:578][462]Error: Main/data/components.lua:2694: in function <Main/data/components.lua:2666>
[2023.10.08-16.50.23:578][462]Error: Unexpected error in simulation code can result in an unrecoverable state.

if product_def then
local production_recipe = product_def.production_recipe or product_def.uplink_recipe
-> ingredients = production_recipe.ingredients
if product_def.progress_count then count = product_def.progress_count end

2023-10-08 16:54:35
2772😟SuggestionContinue from 2770... i think when i started the behaviour with the instruction first on numerous buildings, and then added the shared storage component, created simultaneous orders which sent too many r.plates. but after a while it only sends one stack for one locked slot, so thats ok.
A new problem / the real problem is the m.plates. their production buildings dont have a behaviour or use the "order to s.s" instruction but the drones are delivering more than one locked slot to the shared storage building. confused.
2023-10-08 15:25:09
2771😟GeneralPlateu feature on grassland. Seed 406551041 -256 2212023-10-08 15:12:36
2770🙂SuggestionThe "order to shared storage" behaviour instruction doesn't seem to work how i expect it to.
I have a behaviour running on numerous buildings that all repeatedly call the "order to s.s." instruction and i only have one shared storage building with the locked slots in the screenshot.
As seen in the screenshot, i just added the shared storage component to the building and instead of getting 20 metal plates, 20 reinforced plates, i get a full inventory of all the materials that has a locked slot.
What i expected was the shared storage building to only get 20 m.plates, 20 e.plates, and 20 r.plates, no matter how often i use the instruction, or how many buildings i have with the behaviour running. instead of the instruction sending materials even if the one locked slot is full
2023-10-08 15:12:15
2769😀Generalqwe 2023-10-08 14:43:15
2768😟GeneralUncreachable deposite near base 2023-10-08 12:08:20
2767😟GeneralMiners on the logistic network stop mining and go do fetch tasks once they run out of minerals, so I have to go through my economy to find them and send them all back to the next minerals, this is very much not intuitive. 2023-10-08 11:56:47
2766😠Suggestionbetter tutorial 2023-10-08 11:43:38
2765🙂GeneralBots should prefer to mine a resource while standing on a tile inside the logitiscs / power network, if available, over the shortest way from storage to resource, which might end up being unconnected.

I just found a bot being offline while mining because a single square right next to the crystal resource was not connected to the grid. This square, it turned out, was the end of the shortest way from storage to resource.

Good game, I like it :)
2023-10-08 10:42:36
2764🙂SuggestionFor some reason, when building items, it seems to request the item from as far away as it can. Even if I have a transporter and the item in the next building over, it asks for the item from the other side of the map instead of trying to take the one near it. 2023-10-08 10:32:29
2763🙂SuggestionНужны бесконечные ресурсы, специльные месторождения для добычи которых необхомо специальное здание.
Не хватает функции переноса сооружений.
Нужна возможность разборки компонентов.
 2023-10-08 09:10:18
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