Desynced Feedback

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IDRatingCategoryDescriptionScreenshotDate
2134🙂GeneralCorrection: right click and left click on reversed on the description of the network button

expected:
left click toggles
right click brings up menu

actual
right click toggles
left click brings up menu
2023-09-06 15:57:34
2133😟BugI think the internal efficiency modules are broken. I have used them in vehicles and in buildings and it seems to make no difference to the power usage, or any other stat when you hover over the power in the bottom left. 2023-09-06 15:33:19
2132🙂GeneralPlease let us turn off notifications by type we have seen at least one. I honestly am aware that virus has been detected, and no I do not care.2023-09-06 15:23:03
2131😀SuggestionAwesome game, but please, compose a good soundtrack  2023-09-06 15:22:23
2130😀BugYeah sorry, just submitted a bug report but it was my mistake.
pleas ignore previous bug report with the same picture
2023-09-06 14:52:00
2129😟Bug2x1 M (8) buildings show as M 8 buildings in the main part of Blueprints but they show as an M (4):
* to the right in blue prints
* when built
2023-09-06 14:48:54
2128🙂SuggestionI would like to be able to manually drop an item in a storage slot even if it is locked. Only manually though.  2023-09-06 13:20:35
2127🙂SuggestionPlease add auto sort to storage 2023-09-06 13:02:11
2126😟BugCannot point to the silica tree on screen, therefore i cannot remove it.2023-09-06 11:13:26
2125😀GeneralWhen editing the behavours please consider a few things.
1) put the variable values on the screen like you do with the parameters.
2) allow us to change the variable or give it a tag on screen.
3) allow us to step running code.
4) allow us to copy paste code blocks from in the editing field.
my script that visits and delivers to multiple buildings was a pain to code. Once I had the delivery for one building working, it would have been really nice to copy 6 code blocks as a unit and paste them on screen.
5) allow branching code. some times its nice to do two different things after a code block. I know this might be hard to do async programming but it's worth a request,
6) implement the rest of the components. I had the silly idea of variing a RGB light on top of a bot with a heal component attached, that way I could flash a read light when it was moving.

More to come
 2023-09-06 11:10:10
2124🙂SuggestionWhen clicking on the map to move, and clicing in a metal ore field my bot will not move unless equiped with a miner module.

This makes exploring tougher and has gotten my both destroyed because the bot stops moving.

Please change the behavour. I can run through a metal ore field, but can not run into one is odd.
 2023-09-06 10:52:13
2123😀SuggestionCan we have a filter for the Gigakaiju?, so I can make my units avoid/ engage it?2023-09-06 07:55:14
2122😀SuggestionDear Devs,

From "Control Center" >> "Unit" tab, we should able to see the robots/buildings health bar on the right side (tiny) if they are damaged. We shouldn't be using filters for this reason. Thank you!
 2023-09-06 07:27:44
2121😀Suggestionon the power bar/info bar could there be a energy storage capacity and how much tottal capacity is filled, thank you for your efforts. 2023-09-06 07:00:21
2120😟GeneralSo two things:

1. There are "hung" logistics orders because in the process of trying to set this up, I allowed bots/drones access to the buildings-- by disabling "item transporters only" and the left cluster on channel 2 and the right cluster on channel 2 want to fulfill a delivery... but even though there is nothing that can reach from left to right, it still set up a direct order (as part of a "shared storage" behavior in the storage blocks on the right cluster?)

I will turn on "item transporters only" after I upload this save and report results in discord, but I do not expect that the order to transport metal bars from the left cluster to the right cluster is going to be cleared by changing settings-- and you might argue that this is intended behavior (I get a lot of that at work)-- but it's not intuitive behavior, and it's difficult to troubleshoot... and it's difficult to clear. I have to go to each building and clear orders on each building after I update the logistics settings to work around this problem.

2. If you select the building I marked in the screenshot I posted to the discord server, you can see the that STORE target points to a building with empty slots but it says there are no free slots in the store target tooltip... and if you check the delivery path for store targets, they're empty all along the path. I don't think these two things are related. But it's distracting from the actual problem described in #1 above to have a tooltil that tells me that the destination I want to send things has no free space and causes me to look for a way to determine if that state message has any contribution to the problem of resources not traveling as expected.
2023-09-06 05:26:13
2119😟BugSuper simplified replication steps.

1. Turn off the drone building in the upper left of this building cluster.
2. Toggle all fabricator buildings to "item transporters only"

Expected results

3. All queued logistics orders that cannot be fulfilled are cleared and/or remaining orders are fulfilled

Actual results

3. I'm guessing that because the drones cannot leave the powered off building, the orders are not cleared and "hang."

Workarounds (theoretical, I didn't test all of these):

4. Cancel Orders on each fabricator building (tested this), or
4. Remove drones, or
4. After setting "item transporters only" wait for all drones to finish queued logistics orders and for them to remain parked for an extended period of time


I do appreciate you asking for a save to see the replication steps/problems. And I appreciate the other guy who commented that he's run into a similar problem even more... because I'm not imagining this, even if the idea behind the bug does not seem intuitive. (But that is kind of the nature of bug hunting. It shouldn't do the things that I'm seeing, I suspect. But weeding through the chaff of "user doesn't understanding intended behavior" to find "user found actual bug" can be a tedious problem. Also, I work for a software development company and I work with QA people all the time, although QA is not my actual job. So I get the inherent difficulties.)
2023-09-06 04:49:14
2118😟BugCollecting filled deployers and then placing them doesn't seem to be working on units or the main base, and I can't "cancel" the construction. It could be my fault but I want to make sure, Thank you! 2023-09-06 00:36:18
2117😠BugEven after clearing the transport deadline through repeated use of "cancel all orders"... the UI still incorrectly reports the store target has no free space (when it clearly has free space.)2023-09-06 00:25:52
2116😠BugWhen free spots exist, the game still insists no free spots are available.2023-09-06 00:15:48
2115😠GeneralTransporter (medium module) is effectively REFUSING to transport more than 1 unit at a time. Despite having multiple slots open, it reserves the entire stack of metal bars from the fabricator (19 units of metal bars) but only transports 1 unit at a time. Like, WTF.

I set EVERYTHING in this cluster to "Channel 2", and to only allow transport via transporter (no bots or drones). Intermediate location (the 2x2 building) has the shown reserved slots and the destination is all metal bars only.
2023-09-06 00:00:24
2114😟GeneralThe hole bug is inside explorable alien building2023-09-05 23:46:01
2113🙂BugSuch processes as tasks such as Add and Multiply override the variable item its used on, so if variable is for example 40 x Iron ore and you multiply or add 40 to that variable, it will forget the item type and only give out a value. 2023-09-05 22:55:11
2112😀GeneralProposal - add new tab to control center, with list of all unique behaviors (i.e. behaviors with unique string), and their names. With it add option to replace either of those behaviors with a new string, with checkboxes to keep: Variables, Parameters, Registers, with each unchecked box clearing that element as if with new bot.

This will help mitigate issues with mass replacement of behaviors, while still avoiding most issues with automatically linked behaviors. Add a warning before it is used for the first time warning of possible breaks of behaviors due to changes made by player.

This may also act as a 'faction behavior library', which will help sharing code between players in the same faction, rather than having to look for specific bot.

Putting it into control center, rather than library makes it harder to accidentally overwrite behaviors by missclicks or ignorance, as control center is rarely used menu by most newer players.
2023-09-05 21:52:33
2111😠BugHovering over number values and scrolling doesn't change the number in the behaviour editor like it does elsewere in the game 2023-09-05 21:28:09
2110😠BugRe simulato doesn't come with a core. 2023-09-05 21:00:53
2109😟SuggestionWhen multiple units with AI Behavior moduls are selected, you can start the behavior of all - but you cant stop them. It would be great if we could stop the AI behavior too! 2023-09-05 19:49:27
2108🙂SuggestionSince behaviours and blueprints library is shared across save games you should be able to edit them directly in the main menu. Feels weird to start a new game and spend ages just preparing library subroutines and blueprints before ever unpausing 2023-09-05 19:34:28
2107😀BugHigh priority for item delivery does not seem to work. 2023-09-05 19:28:24
2106😀SuggestionPlease support behaviour parameter ranges. Instead of making me copy the name and mousing around to pass p3, p4, p5, p6, p7, p8, p9, p10, p11, p12 to the 10 input params of one of my many other subroutines that take 10 sequential params along with maybe a couple others (which I do often to represent a list/queue) and it making the graph a mess because of these long input lists (don't get me started on my 20+ versions) it would be incredible if I could just pass in param C~L in one or two boxes in my call instructions!

Ideally this could be defined on the subroutine definition by marking those params as sequential and maybe getting an extra param for a reference to the range itself in the same format as the caller gave them. This way in my subroutine implementation that takes the range can call another subroutine that uses sequential/range params too or, if I choose to deal with specific elements, still get access to p6 directly.

Come to think of it actually none of this would be needed if I could dynamically get a parameter by its number. If you could add an instruction that was just "Get" and if given a variable/static with the number 1 in its input then it stores P1 in the output, etc. plus you would have to have an accompanying Set so that params can be modified by their index too.
 2023-09-05 19:11:59
2105😠BugDragging from behaviour library onto a unit highlights as if it will do something and I was excited as I expected it would finally be a way to easily apply updated behaviours to units!... but it does nothing 2023-09-05 18:59:05
2104😠SuggestionMore context in subroutine editor or remove the pointless context that is there... Showing the number of subroutines deep I am by offsetting the UI so it appears on top is not really helpful as depth is rarely as important as things like what the name of the caller I was just working on even was! 2023-09-05 18:04:10
2103😠SuggestionWhen creating a new behaviour from a call subroutine instruction you should be able to name it and maybe even put some initial parameters/names on it. Its often better to design the subroutines shape (what inputs/outputs and in what order) from the call site rather than inside an empty definition especially when the "Doorway Effect" takes over and I forgot what the reason for this new behaviour was because I am presented with an entirely new screen with 0 context 2023-09-05 18:02:38
2102😟BugThis node that spawned on the hill like this should probably look like it's above ground, instead of being buried into the ground.2023-09-05 18:00:16
2101😀Suggestionglobal static (dynamic scope) variables. Like the registers but with no predefined meaning or actions tied to them. Instead of propogating parameters it would be great to be able to check if a unit has some variable/key set and get that value. Eg. setting this units risk appetite could allow deeply nested subroutines to decide if they move away from enemies when spotted during their main job loop like exploring ruins. 2023-09-05 17:59:56
2100😠GeneralHi there,

why is the "Request Item" function block only working, when the item is "not" in the inventory. That doesn't really make sense.
When I want to request an item it shouldn't matter if the item is already in the inventory or not. With the function beeing as it is, its kind of worthless for useful behaviours, i.e. :

I want storages for a specific items (one storage for radar, one for behaviour control, etc.) that can request items within the logistics network, either from the production buildings itself or a central storage, where every produced item is gathered.
2023-09-05 17:37:54
2099😟BugItem transporter (medium component) perfectly work for all buildings in range ~2h. And bug and still work only on building where he is in. 2023-09-05 17:25:21
2098😀SuggestionWe need a way to recycle old and outdated components as we upgrade. 2023-09-05 17:21:04
2097🙂SuggestionAllow for Mining Re-Target on buildings that are just being Build when copining a Miner 2023-09-05 16:46:29
2096😀SuggestionA World Map with Notes Would Help with Remembering and Improve QOL 2023-09-05 16:26:33
2095😀SuggestionA Ping Function would greatly improve QOL in Multiplayer CO-OP 2023-09-05 16:25:51
2094😠BugThe Loop Signal appears to blank the variables that have the Signal and Entity output into them at the end of the loops (Done). I have 2 entities broadcasting the green signal and run the below behaviour on a 3rd entity. During each loop P1 an P2 show the expected values for each signal foun by the loop. At the end of the loop (Done) P3 and P4 are both blank. Seeming that varaibels A and B have been wiped at the end of the loop. If I write A and B out to new variables C & D during the loop then C & D still hold the last loop values at the end of the loop (Done). This is very unintuative.2023-09-05 16:20:59
2093😀SuggestionI would add priority management on the creation of component 2023-09-05 15:43:49
2092😟BugWhen in the programmig screen if you press C you can copy units nehind the program screen. As it pops up the copied message.2023-09-05 13:14:34
2091😀BugI don't know if this is intended or not, but surely it is awesome. Apparently there is no cap for RGB light intensity. 2023-09-05 12:53:20
2090🙂SuggestionCan we have a filter option for any storage for something we don't want in the storage? I have a 30 slot bin filled with random stuff including metal ore. I don't want to have to create a pick job for each stack, I want to be able to say "don't store metal ore here" and it all be taken out and dumped elsewhere 2023-09-05 12:22:14
2089😟SuggestionQoL: research facilities shall request at least 2 steps research cost. This prevents unnecessary pause between each research steps due to transporation delay.2023-09-05 12:18:58
2088😀Performancetold to end these in for stream tomrrow this is the now 2023-09-05 11:32:46
2087😀Performancetold to send these in for stream tomorrow this is the before 2023-09-05 11:32:11
2086😟GeneralSry Jungs euer Tragbares Radar scheint buggy zu sein.
Anstatt die eingestellte Resource von einem Feld zu sammeln, kümmert der Bot sich nur um ein Feld.
Ist dieses feld leer fährt er alle möglichen Gebäude ab, anstatt weiter diese eingestellte Resource zu sammeln und die ist direkt ein Feld neben dran.
 2023-09-05 09:06:47
2085😟GeneralLots of item transporters are stuck inside chained storage containers. Items are not moving down the chain and are stuck in "reserved for outgoing order" 2023-09-05 08:00:23
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