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IDRatingCategoryDescriptionScreenshotDate
2246😀Generalit could be nice if units pictures under control center (f) did show attachments too 2023-09-09 18:15:38
2245😠BugCannot pick up items anymore without "deliver" logistics settings, but that will cause bots to start picking up and delivering random things when they enter the main base. Zero tutorialization on expected behavior. (You may think this make sense. It does not.)2023-09-09 17:44:30
2244😀Generalвм иваиави 2023-09-09 17:12:13
2243😟BugDeconstructor FX can remain on even if bot behavior causes bot to leave range of deconstruct item. (Save attached has the deconstructor in question at the bottom of the screenshot.)2023-09-09 17:10:07
2242😀SuggestionMechanism for updating the software version of your existing robot fleet.


Because:
At the moment, trying to keep the software of bots up to date is bit of a nightmare. I ended up doing a lot of manual work to fix it. CTRL-C/V is a bit buggy and awkward as it does not update the bot name until you move mouse away and on bot again ( so its not clear if updates have applied or not)

Ideas for updating the robots:

- "Remote software loader" component, sends specified behavior blueprint to a units first behavior component
C- Checkbox in blueprint bot list for "auto update behavior compontent software based on name", and then pull in the software update even for units that are queued up for construction already in a building.
- Generally some way to do versioning in the behavior editor so that i can cycle old versions and compare, etc. List becomes too long with "Miner v1" "Miner v2" etc
-
2023-09-09 17:07:47
2241😟GeneralI would like to be able to drop items directly from buildings. I don't understand the point of that restriction, it is very annoying. 2023-09-09 16:57:33
2240🙂BugThis is either a bug or an UX thing:
Somehow my gas drop-off unit here gets its gas slots blocked by orders for zero gas. This is while i have dumb gas mining bots try to drop off their gas to the unit in question via their `store` register.

I have 111 hours and cant figure this out, and by the way:
Feature request: Cancel order(s) behavior block function thingy

Anyway good job on the game in general, runs really smooth!
2023-09-09 16:53:55
2239🙂BugSomehow 2023-09-09 16:46:04
2238🙂GeneralExplorable on plateau. Wasn't sure if this is an intended location, though it looks nice up here. 2023-09-09 16:43:48
2237😟GeneralFor a portable radar, if the 2nd filter slot is empty, the 3rd filter slot will be ignored. This is not explained anywhere and is rather annoying. 2023-09-09 16:25:07
2236😀Performancesimple behavioral controllers drastically slowing down the performanceof the game.

I love this game. please. please. please can we do something that improves performance?
 2023-09-09 16:15:55
2235😠SuggestionThe Puzzles are completely daft.  2023-09-09 16:10:09
2234😀SuggestionThanks for the great work on the Faction Orders screen! The pagination really helps. Would you consider adding additional filters, such as by logistic channel?2023-09-09 16:03:55
2233😀SuggestionIt would be great if there were functions in behavior for getting the stability level in the re-simulator so you could request the appropriate cubes as needed.

Another useful function would be to select a location that is able to be built upon. I had an idea for creating a bot that would lay foundations on any applicable tile within my power grid, but there's no way to select empty tiles.
 2023-09-09 15:37:38
2232🙂SuggestionCould you please add a pin button in control center and build menus?

I am currently trying to change settings on 50+ drones and for the life of mine, I can't figure out how to do it without opening menu, searching for a drone, checking its settings and realizing I already changed them, then searching for another one and so on.
It's less of an issue with buildings and bots (there's copying and blueprints), but with shuttles and drones it's a massive PITA.
 2023-09-09 14:35:27
2231😟BugFor the life of me, I can't figure out what's going wrong here. Perhaps this is intended design, but it doesn't seem right. I have an assembler farm creating items needed for, among other things, building construction (specifically, in this case, Internal Efficiency Modules). The assemblers dump into storage blocks that are on appropriate logistical networks. When I create buildings requiring the IEMs, none of the bots get queued up to pick up an IEM from the storage block and bring it to the construciton site. If, however, I bring a transport bot with identical logistical network settings over to the same storage block and pull the IEMs into the transport bot, the other bots suddenly start retrieving the IEMs from the transport bot and delivering them to the construction site. I can't get the bots to pick up directly from storage though. So, for the last several game hours, I've just been parking a transport bot next to the storage block and occasionally requesting a bunch of items so that the bots will actually pick them up & deliver them for construction.

I have a lot of hung up construction due to this. If I'm doing something wrong, I'd love to understand what.
 2023-09-09 14:26:49
2230😀GeneralIt would be helpful to know how much energy a unit is getting from a Power Transmitter. Maybe an incoming "wireless power" gauge? 2023-09-09 13:45:37
2229😟BugThank you for the QoL updates in this latest patch! There seems to be a regression, though. Previously, when creating buildings, the previously-selected blueprint folder would persist. Now, if we're creating multiple buildings from a blueprint folder, we have to re-select that folder each time. 2023-09-09 13:44:36
2228😀SuggestionIt would be helful if, when a building is selected, any units that have routes to or from that building would be highlighted. I think the most common use case for me would be to make sure I have units assigned to transport items to or from a building. 2023-09-09 13:43:50
2227😀GeneralI have a few suggestions to submit separately, but I wanted to leave a general message to say how AMAZING your idea and initial game are. I love it! Can't wait to see what the final version becomes. 2023-09-09 13:39:57
2226🙂SuggestionI would like a behavior instruction that loops over all locked slots. 2023-09-09 13:30:29
2225😠BugIf I copy nothing into an output param in a subroutine but my behaviour that calls that subroutine gave a register like store for that output param then it doesn't get cleared to an empty value but somehow gets the magical 0... is empty equal to 0 or is 0 a distinct value, if ya gonna make a programming system its got to be more consistent. Things behave differently depending on where they are or what they are... there are 3 ways to check equality but none of them alone can definitively tell me something is empty...  2023-09-09 13:25:08
2224🙂SuggestionI would like to be able to restrict a manufactuing component to only output to a specific slot.

I need to keep slots free for transporter deliveries but the assemblers are filling all available slots and then the building can no longer execute deliveries which are not its own. Locking slots doesn't help becuase the items to be delivered are the same items that the building is producing. Theoritically, the building could fulfull the order from it's own inventory, but it doesn't seem to do that - the order is assigned to some other source, and then if there is no room to deliver it locks up.

The only solution currently is to dedicate the building to deliveries and remove the producing components entirely, but that doesn't feel efficient. Then I have component slots I'm not using and extra buildings needed for producing.
 2023-09-09 13:22:14
2223😀GeneralLet me Drop Items directly out of an explorable  2023-09-09 13:10:14
2222😟BugHello ! Thanks for the game but i'm having an issue with item transporter.
For my metal plate production with the file, the top row of big storage is the input, most left one chained with the most right one, and the last one should drop all the metal bars the big building can hold (8 stacks). And yet it only transfers 1 or 2 stacks at a time with the other stacks being reserved but never moved. I feel like it's more of a performance issue than a bug but i'm not sure, sorry if this is the rong category !
2023-09-09 12:53:09
2221😟BugSetting a Lock Itemslot range of the same start and end value doesn't lock that slot. But the range is inclusive when it spans more tan 1 number, e.g. 1-2.2023-09-09 12:39:06
2220😟BugHDR Output is broken since last update :(2023-09-09 12:23:02
2219😟SuggestionThe behaviour name for the Paste From Clipboard shouldn't be editable as if I change its value and the click the Paste button it loses my chnages and keeps the original name.2023-09-09 12:22:38
2218😟SuggestionI'm finding it annoying that I have to enable deliveries on a bot to make it fetch its own requests. I frequently use the self-assigment as a test to see if the item exists in the network. If I request the item and the bot immediately runs off to get it then great, but if it doesn't move then I know that I don't have the item and I need to make it. Now I need to enable deliveres to get this behaviour which is annoying because then the bot runs off and does other random deliveries as well.  2023-09-09 11:53:44
2217🙂SuggestionI would like to be able to paste the set of locked slots from a building onto a unit. 2023-09-09 11:47:02
2216🙂SuggestionIn the most recent patch you made bots not self-deliver thier own requests unless they are marked for deliveries. Most of the time I guess this makes sense, but it breaks explorables. When I solve an explorable now and click the 'take' button it doesn't actually take the items unless the bot has logistics enabled and is marked for deliveries. 2023-09-09 11:28:45
2215😀Bug134135 2023-09-09 11:18:30
2214😀Generaldas einzige was in diesem Spiel überhaupt noch fehlt das ist perfekt ist wäre eine Möglichkeit die Spielgeschwindigkeit zu erhöhen dass man mehr schafft in derselben Zeit 2023-09-09 09:55:28
2213🙂Suggestionwhen multiple miner bots are selected it should be possible to drag the store symbol on the storage location. currently this is only possible if one miner bot is selected and has to be done manually for each bot.

this is in an issue when moving all bots from a depleted deposit to a new one: all bots must be assigned to a new storage manually.
 2023-09-09 08:50:59
2212😟SuggestionThe Set Component instruction should take an optional index for dealing with multiple components of the same type (0 for all, 1-x for that specific component). Would be neat if they were ordered consistently, too, but I don't actually need that.

My reason for this suggestion is that I can't dynamically set up a TwinBot miner with two miner components.
 2023-09-09 07:58:27
2211😀SuggestionHaving examples of what the diferent behaviours do might help making it all less confusing. Overall a great game, keep it up! 2023-09-09 07:47:24
2210😀GeneralHi, can you add a hotkey for turn on/off the behavior process? and it's even better for this hotkey to support turning on/off the behavior prosess for all selected bolt or buildings. This realy helps when paste a seeting to multiple items. 2023-09-09 07:10:51
2209🙂GeneralBlueprints should also include drones and their configurations or an easy way to add components / behaviours to all drones in a structure 2023-09-09 06:31:45
2208😟Generallitterally jus started the game and i' stuck, there is no informatio at this stage of thegame that shwos me how to power my miners to get metal ore  2023-09-09 05:49:02
2207😟GeneralStructure (RED visual) is not on the network, has a portable item transporter, and is trying to output to an adjacent structure (which also has a portable item transporter) but cannot do so. I suspect this is a timing issue - those requests were generated before the structure had a portable item transporter installed.2023-09-09 05:37:18
2206😟GeneralStill getting tutorial lady even after disabling her in options 2023-09-09 05:32:04
2205😀Performancenice
 2023-09-09 04:39:09
2204😀SuggestionAfter playing the game a while and unlocking all the things in the explorables, the explorables are just ignored and not investigated any more. They take too long to get anything worthwhile later in game.

Suggestion would be to have a means of "automation" via the behaviors to "solve" the explorables. Could be quite a programming challenge.
 2023-09-09 04:16:03
2203😀Suggestionafter  2023-09-09 04:14:34
2202🙂SuggestionThe game really needs a way to distribute * modified * programs to bots.
EG I have a bot. I have added a Behavior from the library to the bot.
If I modify the Library behavior, the Behavior is NOT modified in the bot.
If I modify the bot behavior, the Behavior is NOT modified in the Library.

This is bad :/
1 ) I can have multiple versions of a Behavior. This can be very confusing
2) If I have many bots and I modify a Behavior I have to update many bots with many clicks. This is annoying because it takes so much time, AND I might miss a bot

I think it would be better that Behaviour can only be modified in the Library, AND modifed code is automatically updated on the Bots.
The Behavior can still be seen in each bot but not modified.

Perhaps also, in the Library or maybe in search I can find the bots with certain behavior installed, similar to find Unit or Item by name
2023-09-09 03:41:11
2201🙂SuggestionAbility to identify or manipulate idle bots, if a building requests resources from logistics but outputs using a component, it can become crouded with bots that havent recieved new tasks just idling around their last destination. it would be nice to designate garages for them to wait in if idling or some other way of moving them to where they will be more useful 2023-09-09 03:38:34
2200🙂SuggestionAbility for robots delivering for construction take materials for more than one building, placing foundations for example takes an unreasonably long time even if the required foundations are available nearby and each bot has the space for all of the foundations combined. 2023-09-09 03:35:44
2199😟Suggestion1) The Library colors are too similar. It's too hard to read the gray text of a behaviors title against the dark background

2) For a new behavior. Type a new name for the behavior and then click ' + '...but the title disappears. That is annoying :/
You have to click ' + ' first, then type in the new name
I kind of understand why but I'd prefer if it worked both ways
2023-09-09 03:34:12
2198🙂SuggestionAbility to have bots that only do construction tasks/delivery and ability to have bots deliver only items requested outside of construction 2023-09-09 03:33:26
2197😀SuggestionGreat game, biggest issue is how unresponsive the drones are 2023-09-09 02:38:44
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