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IDRatingCategoryDescriptionScreenshotDate
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
2196😀Generalbtw games reset 25 2023-09-09 02:11:01
2195😀Generalso il love the game but i see that you havent made a storige behavor to send to molti storige bens but i hight be missing something but love and adicted to this game alll good ... poss send waves ov monsters to atack us ..?? but love what you have made here and wish i knew a bit of programing . if poss a tourtoial on beahever program? in game if just a bit ..
 2023-09-09 02:10:31
2194😠BugLabels don't seem to work if they have no value in their instruction input and the jump target is a variable of empty value! this really sucks I thought a bunch of stuff was working but had these subtle bugs 2023-09-09 01:01:10
2193🙂SuggestionQoL: display transporter only and/or logistic channel 1~4 info on this order list2023-09-09 00:36:30
2192😀GeneralThanks for the so far very nice game. Its also running fine on Linux (Majaro, AMD GPU) without any issues so far. Keep up the good work 2023-09-09 00:32:30
2191🙂SuggestionРазрешить выбирать передатчикам исследования 2023-09-08 23:15:04
2190😟GeneralSeed 2618886145 starting scouts trapped in metal deposit 2023-09-08 22:50:16
2189😟SuggestionThe fact that a Jump has an out line is confusing. As it implies after the nodes jumped too (Label) has ended the execution will return to the JUmp node's out line, but it doesn't.
I think the JUmp should have no out line like the break does.

This was my concept work around after eventually realising what was happening.
2023-09-08 22:22:20
2188🙂BugХотелось бы, чтобы эволюция жуков была визуально видна по постойкам жуков 2023-09-08 22:09:19
2187🙂GeneralMusic is not playing all tracks and stuck playing the same two track repetedly. It would be nice to add more music to the game as well.
Map navigation with keyboard disconnects from map regulary stopping thekeys from working. You need to drop what you have with the mouse pointer and touch the map to activate key navigation again. This happens all the time.
Some time when you are setting a location point for a bot or assigning it to a buildin it wont take and you need to repeat the process. Drag and drop works good but point and click is glitchy.
 2023-09-08 21:35:38
2186😟General 2023-09-08 21:20:52
2185😠BugIt almost seems pointless to file bug reports after my last exchange, but here you go... experimental version, the game REFUSES to transfer items between a source and a destination, even when the destination is immediately next to the source. (And it's not part of a logistics network.)

I've been seeing a lot of this behavior on this experimental release, such that it makes me wish that I could revert back to stable. When I transfer something from source to destination, and they're right next to each other, and the game FORCES the transfer to happen via another bot as a queued logistics order... even though that other bot is on the other side of the base... it's just stupid.
2023-09-08 20:58:54
2184🙂GeneralIn the behavior editor, would be nice to have a button that deletes the current behavior.

STEPS:
1. Find or create a unit with a behavior controller
2. Select unit with behavior controller
3. Click the Modify Behavior button
4. Add some behaviors in the editor

EXPECTED
A button in the window that resets the behavior

WORKAROUND
There is a workaround for this, but it is not very intuitive: from the behavior editor, click the Libary button, then under Current behavior, there is a trash can button, "Clear current behavior"

This functionality would be more intuitive in the behavior editor window.
 2023-09-08 19:39:59
2183🙂SuggestionI'm software developer not a bad one. I had some challanges with figuring out how to start some automation programming. Some in game tutorial maybe a few examples would be very helpful. As the idea actualy doing programming myself do apeal to me a lot 2023-09-08 18:48:36
2182🙂SuggestionRemainder math (have 2 outputs on division, result and remainder)
Tooltip example on all behaviors - the explanation is often very hard to get, and the to from num are directly contradictive to their real workings at times.
Random math - gives you a true random number between X and Y
Global subrutines - some things you might wanna use every where, and not code it each and every time
 2023-09-08 14:20:10
2181😀SuggestionI think it would be a great feature to have the option to place your buildings down in pause construction mode 2023-09-08 13:17:30
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