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IDRatingCategoryDescriptionScreenshotDate
2852😀Bugas requested: pain in the arse base2023-10-12 13:36:54
2851😀SuggestionIt would be cool if I could read in a already built building including its installed euquipment into a register/parameter and use this register in the construction command in a behaviour. With this i can program a copy from to function, copying a certain area! 2023-10-12 11:58:06
2850😟BugBot can't find a path, but it can ride throw left descent
i use mods only to inctructions
 2023-10-12 10:54:57
2849😀Generalliking the new waters edge terrain, looks niiice2023-10-12 10:46:52
2848🙂SuggestionBe very nice to be able to not have every goal pop up every game especially after you have played through the tutorial.  2023-10-12 10:42:29
2847🙂Bugnewman55
Bot can't find the way to close tile
Enabled mod creative mode by lukask
 2023-10-12 08:06:09
2846😀SuggestionBuildings will try and fill shared storage from anywhere on your logistics grid, whether or not you want the items carried by bots. This can lead to space reserved when there are no bots on the channel. A simple, elegant solution would be to check if there is a bot avilable on the channel to assign the item - a basic first stage pathing check. Second stage pathing is to detect whether building infrastructure can take the item. An error that shows items are available but have no paths the reward for no path. 2023-10-12 07:51:47
2845😀BugIf two Shared Storage buildings are adjacent and both use the same item it can lead to continuous swapping as they try to fill each other up, emptying and filling again in a cycle. Shared storage buildings really need to be optimised for filling up together, it is silly that they won't overflow into each other so that they are level or one different and not swapping that extra one around. 2023-10-12 05:11:53
2844😀GeneralShared Storage units will not share oversupply with each other, even when explicitly given a Store command, even when equipped with Portable Transporters. This means stockpiles need bots to share resources when directly adjacent whcih is extremely silly. 2023-10-12 03:56:19
2843😟BugStuck in move Scout - Controls tutorial after starting new faction and finishing basic technologytree.  2023-10-12 03:30:03
2842🙂BugLand converted to blight doesn't have its "standing grass" decor removed, makes it still look unconverted when viewed up close and then it only looks like blight (as it should) when viewed from afar (as the grass is no longer rendered when at distance). 2023-10-12 02:43:42
2841😟SuggestionDon't auto save when paused. It just overwrites previous saves with no new info.2023-10-12 02:22:12
2840😟GeneralBehavior "Faction item amount" also counts items in "disconnected" units; items in disconnected units are not technically available to the logistics network.2023-10-12 01:45:35
2839😀SuggestionThe ratios for what you need to build for end production are great! What is less great is that you are unlikely to find out if you fulfil that ratio. I suggest that the game tallies how many active producers you have as a percentage of that ratio assuming constant production, and also tracks how much resource you are providing and consuming each tick for constant production. Optional production/consumption bars for internal, small, medium and large modules would also be neat for those of us who want to build and outfit a lot of preblueprinted bots. 2023-10-12 00:34:59
2838😀SuggestionSuggested feature for Beacons: Mining bots favour resources on the logistics grid if they are there, and will retask to resourcing from delivery if resources are in shortfall. 2023-10-11 23:47:33
2837😀SuggestionHello, I think you should have a way that people can respons to things left on the feedback site, I am watching it every day and see so many 'bugs' or suggestions that are easily fixed by a tip to the user that left the comment.

Maybe a few trstued people could have access? Or your community manager? It would be a shame for a user at this stage to have a negative opinon of your product just based on a misunderstanding.I'd be hapy to help if you need.
 2023-10-11 22:10:37
2836😀SuggestionIt's possible for more than one building to be adjacent and with shared storage set up. Portable transporters can transfer between them, but it would be nice for a filled shared storage building to also fill others - it is possible to set that up now with the Store command and to stagger it but automation for this functionality would be nice. 2023-10-11 18:44:59
2835😀BugBlueprint folders seem to work fine! But pasting prefab bots breaks them. I'll be organising my bots with more fun factor soon. :) 2023-10-11 18:41:19
2834😀GeneralI notice to my delight that you can add a blueprint folder! But the function by which you can name them does not appear to work - there is no add folder button and clicking away from the text string does not work. I've recently completed a challenge run - no buildings - and organising the ridiculous number of bot blueprints I had to build with that would be nice. But I can't because the game will only let me add one folder, and doesn't show a nmae for it. 2023-10-11 17:27:57
2833🙂BugThe highlighted wall is inside the cliff!2023-10-11 16:39:00
2832😟BugThis bot was told to mine metal, he didn't run out of metal, but he stopped mining and is now taking random orders from my network.2023-10-11 16:31:08
2831😟SuggestionI should be able to chain GoTo/Storage orders across multplie sources and destinations, so that I don't have to arrange 1-to-1 order chains with each mining bot. 2023-10-11 16:29:41
2830😟SuggestionBots that are told to mine almost immediately stop mining and start taking random orders from my network. Bots ordered to mine should be able to find the resource they were told to mine within my network, not within a small personal range. 2023-10-11 16:29:36
2829😀SuggestionIt is qiute possible to want to build builldings in a specific pattern - for example you might want to stagger capacitors, portable power fields, shared storage and portable transporters across a number of one-cell power plants so their inventory does not go to waste. They would all need shared storage so you'd utilise a stagger of portable transporters with portable power fields and capacitors on either side. As a result of this stagger it would be possible to utilise basic one-cell 2s buildings to generate constant power with your choice of solar cells or crystal generators, and also to have them all store two resources of your choice - metal and crystal ore would be good choices at the start of the game.

In addition they would store and transmit power, which is a perfect synergy. But having to p-lace them in thirds means three times the blueprints and the chance of placement errors. It would be nice to have that fixed.

Having a blueprint for these would let you build them in nine-cell blocks, while early game technology would place them comfortably in reach. But you have to blueprint the loadouts separately which can lead to blueprint bloat.
 2023-10-11 16:10:52
2828😀BugIt's possible for a defined item's locked space, reserved space and output space to combine in any order. The game does not account for this, leading to stack duplicatation that can harm your early game storage diversity.  2023-10-11 15:21:43
2827😟SuggestionIt should be possible to set Request, Deliver and Supply to different channels. The check box should not be 'on' or 'off', but 'channel 1', 'channel 2', .... Thus it would be possible to request items on one channel and to supply them to another channel. E. g. an input storage of an production plant that request the required resource on a globel channel (e. g. 1) and supplies them to the plant's channel (e. g. 2).  2023-10-11 13:44:38
2826🙂GeneralThe game needs more egonomics, but it have a great base
 2023-10-11 11:15:22
2825😟SuggestionHaving a unit selected, it would be very helpful to have lines showing ALL connected other units, e. g. transporters scripted to pick up and distribute items. 2023-10-11 10:21:41
2824🙂SuggestionWould be  2023-10-11 03:09:36
2823😟GeneralThe worst annoyance i can think of atm is when you request an componant in two buildings.

Say 4 in each building, the 1 item will bounce back and forth until it completes all 8 requests, and you end up with only 1 item instead of 8.
 2023-10-10 22:24:25
2822😟BugA scout is spawned and cant move because the path is blocked. Im assuming it is blocked by the metal ore it is stuck in. 2023-10-10 21:31:21
2821😟SuggestionMy looter left his looting drone behind, also radars do not work on drones to use full range of 6. 2023-10-10 20:45:38
2820😠BugCommand Center Bot haven't internal capacitor (line where it should be added are commented-out) 2023-10-10 19:53:57
2819😟BugWhen making a behavior longer then 6. for example i had a behavior that had 18 funtions to auto build "power pole" for expansions. it would work for about 3 placements then the program would revert to 6 funtions and deleted the other 12. 2023-10-10 17:46:19
2818😟BugSaved Behaviors (Programs) disappeared. 2023-10-10 17:44:36
2817😀Bugcan't remove extra items from mothership 2023-10-10 17:39:33
2816😀SuggestionWhen upgrading building in place (with Control), it would be nice if the old building worked if the only change was additional components. 2023-10-10 17:08:31
2815🙂SuggestionIt would be nice if we could set a signal with information (e.g. COLOR RED) AND a coordinate at the same time from the UI, (like we can set e.g. COLOR RED 254). 2023-10-10 16:04:54
2814😟PerformanceTurn on Fabriactor, order always go to red bot over green one2023-10-10 14:26:04
2813😀SuggestionAs technology advances, old equipment modules become redundant and need to be replaced. But there is no way to remove them from the game world. I suggest an Uncrafter, like the Dissasembler, to provide for this, and an instruction that is only valid if all the buildings or units selected are the same type: Reblueprinting. Reblueprinted structures and units will pass the items either to storage or uncrafting at your leisure, and if passed to uncrafting the resources can be stockpiled through locked slots and Shared Storage. Uncrafting should have an inventory for storing as many item types as can be used to craft an item and should check them for the reverse crafting recipe to use stacking properly. 2023-10-10 11:47:30
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
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