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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 2452 | 😟 | General | HDR does not work as intended. Colors are changing, but HDR mode will not be activating | 2023-09-17 11:36:21 | |
| 2451 | 😟 | General | I 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 | 😟 | General | The 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 | 😟 | General | Scout instruction needs an option not to go into dangerous territory. It can't be used safely currently. | 2023-09-17 11:17:19 | |
| 2448 | 😟 | Bug | Check 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 | 😟 | General | The 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 | 😟 | General | Upgrading 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 | 😟 | General | Upgrading an | 2023-09-17 10:49:13 | |
| 2444 | 😟 | Bug | when 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 | 😟 | Bug | Looks 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 | 🙂 | Performance | In 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 | 🙂 | Suggestion | It 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 | 😠 | Suggestion | Loop 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 | 😟 | Suggestion | I 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 | 😀 | Bug | Hello 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 | 😟 | Bug | Screen 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 | 🙂 | Bug | The 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 | 🙂 | General | Some tutorial tasks are vague. | 2023-09-17 00:15:59 | |
| 2434 | 🙂 | Suggestion | Does 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 | 🙂 | Suggestion | could be nice if this could be avoided as a default | 2023-09-16 23:26:40 | |
| 2432 | 🙂 | Suggestion | It 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 | 😀 | Suggestion | why 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 | 🙂 | Bug | I 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 | 😟 | Bug | I 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 | 😟 | Bug | Move 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 | 😀 | General | Can 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 | 😟 | Bug | When 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 | 🙂 | Suggestion | With 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 | 😟 | Suggestion | If 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 | 🙂 | Suggestion | I 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 | 🙂 | Suggestion | I would like the ability to mass-rename bots | 2023-09-16 16:55:16 | |
| 2421 | 😠 | Performance | FPS sinken unter 10 und dann ist es nicht mehr spielbar | 2023-09-16 15:59:47 | |
| 2420 | 😟 | Bug | This 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 | 🙂 | Suggestion | a way to place a better building over a lower tier | 2023-09-16 15:06:01 | |
| 2418 | 😠 | Suggestion | Really 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 | 😀 | General | IS IT POSSIABLE TO HAVE FORMATIONS? | 2023-09-16 14:08:50 | |
| 2416 | 😟 | Bug | I have collected heaps of Blight Gas but can't research it. Everything I try to put it in says not enough room? this seems like a bug to me because the store I am putting it is empty. | 2023-09-16 13:56:32 | |
| 2415 | 😟 | Suggestion | Please could we have an option for 'Drone Transfer Only' as it is really annoying trying to get just the drones to deliver in their area and not have other bots rushing in to do it. | 2023-09-16 12:56:57 | |
| 2414 | 😟 | Bug | I think this RIP icon might be misplaced? | 2023-09-16 12:16:58 | |
| 2413 | 😟 | Bug | I think there is a mistake in the description. It's Left Mouse Button to Toggle Network and Right to open up the details menu. :) | 2023-09-16 12:00:15 | |
| 2412 | 😠 | Bug | When a behaviour references a blueprint, it does not use the latest version of that blueprint. | 2023-09-16 11:52:29 | |
| 2411 | 🙂 | General | It would be cool, if for multiplayer/co-op, there would be the option to assign units to a player, like to have a player do outposts while still retaining control as the host. | 2023-09-16 11:25:46 | |
| 2410 | 😟 | Bug | Setting store to a building in construction gets removed after the construction is done, instead of being set to the newly constructed building | 2023-09-16 11:12:28 | |
| 2409 | 😠 | Bug | World coordinates do not get stored in the library | 2023-09-16 11:11:20 | |
| 2408 | 😟 | General | The copy/paste behaviour binding to the highlighted unit is extremely unintuitive and needs something more visual to show whats going on | 2023-09-15 23:59:54 | |
| 2407 | 😟 | Suggestion | The game has great potential but is going to be hard to get traction with until some of the rough edges are shaved off. As the game is now I think its putting too many obstacles in the way of folk that want to automate. * I would suggest removing behaviour controllers from the game and making them an inate part of every building & unit. Its painful to refit without programming and every player will hit this as they proceed. * Programs should be updated automatically by name. I need to get everything perfect or hunt down every unit using a program to manually update ie every bot using my miner script should update when I change the miner script (but keep its parameters, registers) * It should be easier to reconfigure components of a entity. Adding control registers to each component would make it easier to request components manually and to reconfigure units on the fly. * The cost of entities should be higher, at the moment its fairly trivial to spam dumb units, and power sources. I'd suggest some kind of unit count cap that upgrades by research (not calculation based as you want to encourage programming) * Replacing built in behaviours would also be beneficial - let folk edit your logistics script - if that script is too crazy then it indicates something is missing from the programming (job management at a guess - job list controlling components would be ok especially if entities could just pull jobs as a register value) | 2023-09-15 23:57:19 | |
| 2406 | 😟 | Suggestion | As the game is now I think its putting too many obstacles in the way of folk that want to automate: * I would suggest removing behaviour controllers from the game and making them an inate part of every building & unit * | 2023-09-15 23:43:48 | |
| 2405 | 😀 | Suggestion | let the robots clip through each other to avoid pathing error | 2023-09-15 23:40:08 | |
| 2404 | 🙂 | Suggestion | Please, please, please provide a bit more guidance in the codex on how to create various different behaviours or give us the option to manually code everything in(i think this used to be an option) game is a great new take on the factory genre though | 2023-09-15 20:28:30 | |
| 2403 | 😟 | Bug | No space despite space being availible. | 2023-09-15 18:50:54 |