Desynced Feedback

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2466🙂GeneralContext: I'm trying to do an automation challenge for myself using the Custom Start mod to give the CC a behavior controller and a few other mods for missing instructions.

2 bugs (or unexpected behaviours) in behaviour instructions:

1. The "Loop research" instruction (data/instructions.lua:527) says "perform code for all researchable tech", but it loops over unresearchable tech.
Initially (when no research has been completed at all) it iterates the 3 basic researches.
After completing the first research ("Basic Signals"), looping again it first lists "Behaviors" which depends on "Basic Structures" for the reinforced plate but this
tech is still locked (not present in the codex or in the Assembler build menu) so "Behaviors" is not a researchable tech at that point.
Possible solutions are:
- not listing the unresearchable tech (by checking whether the ingredients are unlocked)
- changing the order of the iterated researches to 'simplest first'
- allowing a research to be stored in a behaviour parameter or variable so the behaviour can order them itself

I tried to work around this using "Get Research ingredients" from the "Auto utilities" mod and using the built-in "Can produce" instruction, however:

2. The "Can produce" instruction (data/instructions.lua:2808) does not take research / unlocked items into account.
It returns true even though the item is not producable because the required research is still locked.
When asking "Can produce" about "reinforced plate", it only checks if the unit has a producer for the recipe.
Since the recipe requires an assembler and the unit has one, it says "yes" even though the item cannot be produced.
Possible solution:
- check whether item is unlocked like the "Unlocked items" in the codex does.
2023-09-18 00:59:15
2465😟GeneralNot a fan of the mini puzzles. 2023-09-18 00:53:24
2464😠BugUnable to send blight plasma up to Mothership 2023-09-17 22:16:13
2463😟SuggestionWhen a networked bot has the option of delivering items unchecked, previously, they used to only deliever items when the player manually told them to. That was perfect. Now they don't do anything and wait for another bot to come from across the base to move an item from then unchecked delivery bot 2 spaces away to the destination. Can we please revert this change? 2023-09-17 20:02:07
2462😟GeneralBetter explanation for logistics needed. The game doesn't say anywhere if turning off some of the options like Spply items, deliver etc. disables also drones, or other forms or transport.

The lack of explanation is my biggest complaint about the game.
 2023-09-17 19:58:47
2461😀SuggestionIt would be nice if there is a bunch of bots mining, say metal ore, that I could then double click on only 1 bot and all of the bots mining the same thing would then be selected (so I can quickly move them in the case of a bug attack) 2023-09-17 19:55:34
2460😀BugThis bot collects metal bars and drops them off based on a behavior and signals. His logistics are turned off as in the screen shot. However, he also moonlights dropping off metal bars to construction sites for some reason even though he's not part of the logistics network. This causes serious issues with his main job. This seems like a bug.2023-09-17 19:41:18
2459😠BugSelecting a building for construction in the behaviours is impossible if you have a very long list. 2023-09-17 17:35:41
2458🙂BugUnable to collect from a medium or small blight container using the 'pick up items' behaviour when the container is on a building. Works fine when the container is on a bot 2023-09-17 15:34:20
2457😟SuggestionAllow the small drone to be controlled from the drone building. E.g. which channel they are on, and what they do. Right now, it's very finicky/impossible. 2023-09-17 13:32:29
2456😟General最后的产物生产需要有点太多了,特别是引擎,速度还不如探索来的快 2023-09-17 12:49:17
2455😟BugCopying a building with drones will ignore the drones. The copy should also copy the drones. (And as I mentioned in previous feedback, the drones are impossible to add to a building with portable transporter. 2023-09-17 12:14:40
2454😟GeneralThe robot guide doesn't explain what the storms are. I don't know what they do. They seem to have no effect as far as I can tell. The robot guide needs to explain this.2023-09-17 12:12:21
2453😟GeneralThere needs to be a reliable way to delete buildings. You can create a destroy bot. Except items from the building will end in its inventory, which gets full, and then on the ground. Bots can't use items on the ground. So you have to create a cleanup bot. Except the cleanup bot can't be programmed to scan just the base (as far as I know) - it can either scan its short surroundings, or Scout but that gets it out of the base to enemy territory. And the items the cleanup bot picks up can be offloaded into a building, but other bots will not use these extra items with priority - so the more buildings you destroy, the more extra items that will not be used (except randomly) you will have and your storage for excess items will get full.2023-09-17 11:46:13
2452😟GeneralHDR does not work as intended. Colors are changing, but HDR mode will not be activating 2023-09-17 11:36:21
2451😟GeneralI have no clue what to do with the resimulator. The guide only says to use it with items. But what do I do with them? Just put to inventory? Or to the garage (whatever garage is?)2023-09-17 11:32:31
2450😟GeneralThe puzzles in ruins may have been fun the first or second time, but they're very annoying when you have to do the same thing all over again. I know you can turn them off when starting a new game, but there needs to be an option to disable them in a running game.2023-09-17 11:29:58
2449😟GeneralScout instruction needs an option not to go into dangerous territory. It can't be used safely currently.2023-09-17 11:17:19
2448😟BugCheck Battery instruction mouse-over says that it allows to check the level of battery. But the graphic part of the programming only allows you to check if it's full (or not full) - doesn't allow to check the level. 2023-09-17 11:15:02
2447😟GeneralThe game really needs tutorials on automation. When you play, the built-in tutorual doesn't really say anything about automation other than extremely simple things. When you play based on the guidance, you end with a factory that's not automated. 2023-09-17 10:52:40
2446😟GeneralUpgrading a factory that already has Portable Transporter with Drone Port is very annoying. You can put the Drone Port in just fine, but you can't put in the drones - because when you do, the portable transporter will immediately transfer them out of the inventory of the building. But you have to have the drone in the factory for a while so you can click Unpack drone. This should be automated, the current way needs you to first remove the portable transporter (which you have do to manually, can't be automated), then unpack the drones, then put the portable transporter back manually. This is very user unfriendly. 2023-09-17 10:51:33
2445😟GeneralUpgrading an  2023-09-17 10:49:13
2444😟Bugwhen bringing up th build menu im finding the selected building doest get presented for building and you have to go back a reselected the building again 2023-09-17 10:00:00
2443😟BugLooks like the tutorial locked up, and wont move further after I did everything I was supposed to. Worth taking a look at.  2023-09-17 07:54:53
2442🙂PerformanceIn order to reduce power consumption, I would like to have an option setting that stops the game's calculations without drawing graphics when the option is opened or the game is placed in the background while paused.
There are already settings to reduce power consumption, but if you want to do other work while running Desynced, you're worried about wastage and it's not enough.
 2023-09-17 07:19:08
2441🙂SuggestionIt would be really nice if we could query the production/work status of a component from a Behavior, and flow based on that. As an example, I have production behaviors that check for a signal to determine whether to activate production. I didn't have a problem prior to using drones: the transporters didn't have a delay in delivery. With drones, inevitably the shutdown logic occurs between when the drone departs and when it arrives and results in a cancelled order. There's no apparent way to determine whether the builder component (Fabricator, Assembler, etc) is actively working, so when the behavior shuts down production, I get a massive spam of "Order Cancelled" warnings. Ideally, I would be able to check the "work status" of the component and defer the rest of the logic to shut down production until after the component finishes working, thereby avoiding the cancelled order.2023-09-17 06:10:04
2440😠SuggestionLoop signal match needs an exact variant, being able to search for all signals that match the enemy filter is cool but I much more often want to find a unit with a specific item/value & number on their signal and looping to filter requires going through a heap more entities plus requires filtering out yourself potentially and then captureing the matching output only to break immediately on the first.

If instead when I gave a number value on the signal input for loop signal match it actually matched entities with a signal that has that value and number it would be much more useful without constantly risking instruction per tick exhaustion!
 2023-09-17 05:44:06
2439😟SuggestionI would like it to be possible to instruct multiple Walls to be demolished or to set a signal. 2023-09-17 04:23:01
2438😀BugHello Devs,

Don't know if this is a bug or not but if you look in the distance center of screen and see that monstrosity there is this intended. I am not even mid game on this playthrough and blight just got researched.... Please explain

Thanks
2023-09-17 04:21:05
2437😟BugScreen flickers
This tends to happen when you bring up the Build menu or production menu and mouseover the product icon.
 2023-09-17 04:06:59
2436🙂BugThe mining drones won't deploy when i set an ore node as the target of the drone launcher. They do not launch if i drag the target resource node into the goto of the parent bot either. But when i right click with the parent bot, it works for a while, then stops working.2023-09-17 00:45:45
2435🙂GeneralSome tutorial tasks are vague. 2023-09-17 00:15:59
2434🙂SuggestionDoes the behavior controller really need to exist? Can we have behavor programming just be a built-in function of every unit? Maybe unlocked via a tech upgrade if you want to ease new players into it, but it's rather silly to need to equip it everywhere and always spend a slot for it. 2023-09-16 23:37:03
2433🙂Suggestioncould be nice if this could be avoided as a default2023-09-16 23:26:40
2432🙂SuggestionIt would awesome if there was a behavior way to read the equipped modules of an entity. I want to build a bot that would roam my base and "upgrade" buildings for me. I have many 1M buildings with 1xM Wind Turbine. I'd like to make a bot that could roam my base, looking for 1M Buildings that have an M Wind Turbine equipped, deconstruct it, replace it with 1L Building with a L Wind Turbine (via a Library building) 2023-09-16 22:35:09
2431😀Suggestionwhy not have the alien ruins give a few of the alien parts needed for make the equipment. even though they are not yet in game, gettting some chitin from them or the red circuit boards would be logical. 2023-09-16 22:31:44
2430🙂BugI get no sound with output format set to 32@384. If I lower it to 24@192 I get sound. Not an issue for other games. 2023-09-16 22:06:13
2429😟BugI honestly would like to know what is going on here with my storages.

They are running exactly the same script, but some are working and some are not. I cannot figure out why. I've been doing a good job contributing to steam and discord forums, I would like your help here. What is happening?

If you look at the storage for Iron bars, plate, and the bigger plates, the demand extender swaps the ingredient in to the the demand storages, and swaps the products out to itself on the outside.

The exact same setup is not working for other buildings like the heavy cable. Why? I've stepped through the program, the drop off command seems to do nothing for those buildings. All the settings are the same...
 2023-09-16 21:03:45
2428😟BugMove Async and Move Unit have different behaviours. Move Unit uses the Number component of the variable for a "Range to stay away from". Move Async does not appear to use this Number Component and instead moves directly to the Coord component of the Variable. 2023-09-16 20:56:08
2427😀GeneralCan we get a drag area for targeting a weapon? Sometimes I have the need to clear an area of minor resources and targeting each resource node manually is tedius. 2023-09-16 20:10:40
2426😟BugWhen using the Lock Slots behavior, if I specify a coord of 7,7 it does not lock the 7th slot. Seems to ignore it. 2023-09-16 19:46:50
2425🙂SuggestionWith the storage block, it would be nice if i could see what it was requesting. If the storage is empty, I can't easily see what it is requesting. it makes it difficult to know whether a storage has an item assigned to it, or whether it's available to have a new resource assigned to it.
 2023-09-16 19:38:20
2424😟SuggestionIf I accidentally hit the U button to hide the hud and don't know what button that was, it is extremely frustrating. I have to mash every key to get the hud back. The escape button should always work to restore the hud in that state. 2023-09-16 17:04:51
2423🙂SuggestionI would like to be able to right-click on a component from an in progress construction (transporter in the screenshot) and be able to remove it from the construction order.2023-09-16 16:58:43
2422🙂SuggestionI would like the ability to mass-rename bots 2023-09-16 16:55:16
2421😠PerformanceFPS sinken unter 10 und dann ist es nicht mehr spielbar 2023-09-16 15:59:47
2420😟BugThis hauler is trying to execute an order to pickup 24 crystal from the building next to it. It has space for 24 but the pickup fails. If I unlock an extra slot then it will be able to complete the order even though it already has enough space.2023-09-16 15:39:32
2419🙂Suggestiona way to place a better building over a lower tier2023-09-16 15:06:01
2418😠SuggestionReally need a general filter negation method. Having a negative pair for things like the blight and not blight pair just won't scale and while its possible to say loop entities in range and them use match to filter some out it means we run the loop potentially many more times than needed just to get rid of the results the deficient filter system could not provide for us. 2023-09-16 14:22:20
2417😀GeneralIS IT POSSIABLE TO HAVE FORMATIONS?
 2023-09-16 14:08:50
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