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IDRatingCategoryDescriptionScreenshotDate
5216🙂SuggestionSome Building have a built in power source which is great for research outposts - but there is no indication of this bonus on the inforamtion screen when building them. 2025-04-12 15:14:40
5215🙂BugRenaming directory creates a duplicate in the presense of a Multi-building Blueprint.

Steps to Reproduce:
1. Create a Directory in the Library
2. Create a standard bluprint of a single building and store in directory
3. Create a multi-building blueprint and store in directory
4. Open the Directory and Rename while displaying it's contents

Outcome:
The multi-building blueprint disappears and reappears in a duplciate directory under the folders original name
 2025-04-12 08:03:24
5214🙂SuggestionGrößere Miningschiffe und größere s gebaute mit mehr slots wäre echt praktisch 2025-04-11 18:28:07
5213😟GeneralCONFUSING 2025-04-11 04:09:12
5212😀SuggestionA component that could recycle items back to base materials would be nice. This may already exist and I just have not found it. 2025-04-11 00:34:20
5211🙂GeneralBei verbraucher Menü mehr möglichkeiten in zeitraum anbieten. Ich finde den Sprung von 10h 1h und 10 sek etwas zu krass. Wäre echt gut wenn da noch 1 min 5min und 10 min dazukommen 2025-04-10 20:01:43
5210😟Bugusing a bot with a deployer to pick up a building equiped with a drone launcher fully loaded with advanced mining drones and deploying it elseware deletes the adv mining drones.

(dont know if it maters but: adv mining drones were made upgraded from reg mining drones)
 2025-04-10 10:21:47
5209🙂Bugshift + Ctrl +(w,s or d) :results super fast movement
shift + Ctrl + a :results in no movement

you can use keybindings to move across the map very quickly in any direction you want... as long as its not left ;)
 2025-04-10 08:33:18
5208🙂BugTransport routes are unstable. I have multiple bots transporting silica to one storage. The moment the storage is full the (half-full) bots move to their miners to pick up, but the moment the storage is no longer full they all turn around to deliver first.

This oscillating behavior is very wasteful and provides no actual benefits. In particular when the bots cross terrain without network coverage: they're draining their batteries for nothing.

Correct behavior would be to choose a course of action and stick with it until fulfillment.
 2025-04-09 18:36:36
5207😀Suggestionヒトのフライヤーに、ハイグレードキャパシタやMini Fission Plant等の個別の電源を備えてほしい。 2025-04-09 09:03:22
5206😀Generaltutorial was great and explained the systems well! 2025-04-09 05:24:55
5205🙂SuggestionPlease provide a solution for clearing large amounts of notifications. 2025-04-09 00:23:52
5204😀Generaljust saying im loving it so far :) 2025-04-08 09:06:20
5203😟GeneralViel zu komliziertes Gameplay. Daher zu intensives Tutorial. Ich muss sehr viel lesen, kann vieles falsch machen, zB habe ich mein Hauptgebäude etwas nördlicher angelegt und prompt funktioinieren die Ingenieure nicht mehr so wie im Tutorial beschrieben; ichmuss sie erst irgendwohin schicken, ehe sie den Abbau starten. Manche Beschreibungstexte sind im tuttial anders als in der UI. Macht mir daher keinen Spaß. 2025-04-08 03:50:43
5202😟GeneralI’m working on a mod that adds objects, I don’t know if this is a bug or not but all i did is import an object to the game in the name of "StructureX - Copy.glb" then changed the file it self to have a different shape but its always returns to this first object... (in the picture)

I did delete the file "StructureX - Copy.glb" did not help
changed the data.visuals.StructureX also removed it completely to see if there any changes but it did not work

I don’t know if this is a bug in the code. or it’s not flushing the data

Need help, also checked Desynced Wiki but not much of a help
2025-04-08 01:27:30
5201😟GeneralTwin bots with 2 laser miners only have one laser mining despire both being in ressource range. This is observable when they start mining on behavior programmation instruction.

If asking manually (disabling behavior) mine the same ressources, both miners work correctly.

If reactivating the behavior, both laser miners work.

Can be observe on my replay on crystal on north.
 2025-04-07 23:46:22
5200😟GeneralI expect transport bots with transport route setup and not connected to logistics, neither behavior, to go from source to destination, and come back. At source, it takes what it can (until beeing self full or source empty), and at destination it drops what it cans (fill destination).

The actual behavior is : if destination as free space and the bot has some load, it stops what it's doing and returns to destination to fill the space. That means that on return route (towards source), if the destination gets a free space, the bot reverse it's path and return to destination. This loops until the bot is empty and never does full go and return paths.

Observable with cristal north.
 2025-04-07 23:40:33
5199😠GeneralIn behavior editor : please, it's very important to disable auto layout (auto links and auto place boxes). At least at this EA point. Actually I'm totally afraid to use that editor because any move can break almost everything. Just let user place things safely and do relations he wants. I'm actually losing more time fixing auto layout breaks than I would doing more stuff manually without need to fixes. 2025-04-07 21:35:25
5198🙂BugA unit got stuck here on the map and I can't get it or the inventory out 2025-04-07 03:09:21
5197😟BugI have a building that has a behavior component, and an assembler {plus a few other components}. It has a behavior loaded "Limited Build". It is in a standard base 2M building. I go to force upgrade the building {using CTL} to an updated building that has most everything else the same except it is an upgraded building. The behavior that loads into the building is not what is in the blueprint, but another behavior that is in the library. This should not the intended result. It should correctly load the behavior that is part of the blueprint for that building. 2025-04-06 23:53:54
5196😀Suggestion"Человеческая световая рамка" - правильный перевод: "Легкое человеческое шасси"
"Человеческая тяжелая рамка" - правильный перевод: "Тяжелое человеческое шасси"
 2025-04-06 19:03:10
5195😠GeneralИгра говно, обучение не понятное  2025-04-06 10:21:02
5194🙂Generalintroduction feels a bit rough, but i am stupid so i dont blame the game.
Its fun tho, i enjoy
2025-04-06 09:52:57
5193😠GeneralTrying to equip a component already equipped (when no more instance of the component is equippable) takes the "No Component" path... Except once in a blue Moon it takes the success path.

The script 'tests/test reequip' provides a minimal example of the normal behavior (equip say a fabricator and put Fabricator 40 in P1). The current script of the ChallengeBot exihibt the bugged behavior (notification: "unreachable: ..."
2025-04-06 06:19:34
5192😠SuggestionFix this dogshit 2025-04-06 01:26:07
5191🙂GeneralCannot close the Explorable menu without walking away. 2025-04-05 16:57:54
5190🙂SuggestionFrom their description alone, it's not clear that `Loop research ingredient`gives ingredients for a single research step (as opposed to the whole research), and that the `Loop ingredient`works at all on research (and does give the total remaining cost). 2025-04-05 13:20:48
5189🙂Suggestion`Loop producer` and `Can produce`could also work on units body. 2025-04-05 12:15:00
5188😟Suggestion- On inputs which have no producer, the `Loop producers` instruction loops forever instead of terminating right away.
- Ores and technologies are such inputs despite having producers. For ore in particular, looping through the valid mining head would be particularly useful as not all heads can mine all ores.
- Th hover info makes no mention of the numerical value this instruction returns (the number of ticks a producer takes to produce the input).
2025-04-05 12:10:20
5187😟BugThe hover information for the `set research` instruction is that of the `get research instruction`: "Returns the first active research tech.". It should instead read somethign along the lines of "Sets the first active research tech.", with a hint as to whether that research is set via replacement or insertion.2025-04-05 10:12:03
5186😀GeneralTHIS GAME IS AWESOME. I described it to my wife as "PVP kenshi factories" 2025-04-04 16:40:58
5185😟Bug研究画面で、研究のヒトツリーの「人間の生産」がある階層は、人間の生産分も含めて、クリックして表示されるアンロック内容と
マウスオーバーで表示されるアンロック内容が一致していない。
2025-04-01 11:22:53
5184🙂GeneralI can't figure out how to change my team color, I know in multiplayer there are team colors, is that not something we can set in singleplayer? 2025-04-01 02:59:43
5183😟GeneralSynchronous mine instruction.

Right now, the mine instruction conflicts with the default behaviour of miners componenent. For example, using this instruction in a simple, naive way results in not mining the last bit of ore. This is due to the miner component already reserving a quantity of one to drop the ore currently mined; then if mine is called while the last piece of ore is being mined, it thinks it is full.

One way to solve this issue while also making this instruction more convenient to use would be to make (a variant of) it synchronous. The success branch would only start when 1 or x amount of resource have been mined, and if needed the miner component register would be cleared.
2025-03-31 21:10:43
5182😟BugAttempting to solve an explorable and removing the repair item before finishing causes the explorable to be locked out in an incomplete state

I set up a bot to automatically take items from a scout and supply any items that it needs to solve the current explorable, however I did not have anything between the dropoff and pickup nodes, so the bot dropped off the required circuit board and immediately picked it back up. It seems that the scout tried to solve the explorable, marking it as repaired, but was unable to either reserve or use the item before the other bot picked it back up. Thus causing the explorable to be permanently stuck in an in-between state where it is marked as repaired, but not releasing it's items or being considered solved despite all other conditions being met
2025-03-30 22:45:02
5181🙂GeneralSolar cell is working within blight at night. 2025-03-30 15:18:25
5180😟Suggestionhey, just a suggestion with the tutorial, instead of A wall of text, maybe small box of text -> let player do action a couple times to get the feel. NEW box of text that gives new action Connected to said action. like i get More info about LOGICAL SETUP before i get how to move a bot, so im now "focused on" the logical bit instead because "why did that get shown" when im getting told to move a bot 2025-03-30 06:25:34
5179😠GeneralIn behaviors the instructions equip and unequip component and their description are very confusing. Especially equip. It seems I cannot choose the destination slot ? 2025-03-29 00:11:32
5178😠SuggestionAdd a `return` instruction for behavior

The first time around, figuring out what happens when a program runs out of instruction is very confusing, particularly the part where a script implicitly starts over, running forever. After finally having figuring out what exit, break and call do, I'm left with the following problem:

I want to write program useable both as subroutines and as standalone program, if anything to debug subroutine unitarily. These behavior are meant to run one time at once. As such, asstandalone program, they would need a final exit statements. But exit statement interrupt the whole behavior, the top level behavior so to speak, so are unsuitable for subroutine.

A simple fix would be to make top level behavior implicitly stop rather than restart when running out of instructions, letting the users explicitly wiring their loop if they want the restarting behavior.

But I assume there are good design reasons as to why top level behavior implicitly restart, so an other solution would be a return statement, which yields control back to calling context (and terminates if in the top level behavior).
 2025-03-29 00:02:00
5177🙂GeneralAt the beginning of a game, when setting register with constant, I do not have access to power cell, scout, engineer or mobile command center. But I do have access to laser mining drill, because it's just an improved drill I suppose.

I understand and fully agree with the decision of hiding locked items to prevent spoiling discovery for new players, and overwhelming us with clutter. But the inability use power cell's ID in behavior literals annoys me enough to raise feedback, even though I really can't think of a suggetion to improve the game design.
 2025-03-28 23:46:03
5176🙂GeneralMore options to select multiple bots. Currently:
- left click: select one unit
- left click and drag: select multiple units
- control click | double click: select all units of a given frame
- maj with the above: extend/reduce selection (toggle) selection
- with multiple units selected, click on a portrait: select that individual unit
- with multiple units selected, ctrl|shift click on a protrait: deselect that individual unit
- with a single unit selected, left click on the portrait: center view
- with a single unit selected, right click on the portrait: contextual menu

What is missing IMO:
-select/extend/subselect/deselect all units of a given name, as an alternative criterion to frame.
- with multiple units selected, a convenient way to subselect or deselect a group of unit, by frame or name, from the portraits. Could be ctrl for group and maj for deselect (with no maj = subselect).
- with multiple units selected, a convenient way to center view. Maybe even the option to open individual units contextual menu by right clicking their portrait.
 2025-03-28 23:33:09
5175😟BugWhen storage components are used to expand the inventory of the 1L3M building, this inventory box blocks access to the behaviour component buttons that are displayed behind the inventory box. The 1L3M building has a mobile resimulator in it which shows to the right of the main inventory box. Please allow movement of these boxes or possibly minimizing the inventory boxes to get to the behavior component boxes that show up on the left side of the screen. 2025-03-28 03:26:06
5174😟BugWhen the grid cursor is being shown, the 'title' of "Resources:" is shown over items in the logistical network. Either move the title down under the logistical network or have it not be shown when there are no resources under the cursor. Or preferably both. 2025-03-28 03:21:58
5173😟Bug订单不能完整显示2025-03-26 09:55:12
5172🙂GeneralRepaired the Mothership and need to supply additional High Density Frames. Send the Satelite several times with 100 High Density Frames, but it returns with all Cargo still on Board.2025-03-25 09:33:43
5171😀Suggestionсделайте программу для создания карт для противостояния))) было бы вообще топ2025-03-25 09:12:40
5170😀Suggestionдоброе. есть предложение как для модинга(точнее хотелка) и так же идеи для сражений(это можно было внести и в модинг, если бы дались возможности самим изменять ТХ едениц через модули). ну начне с предложений. к примеру добавить вооружения или механику для воружения связанное с видимостью для юнитов. к примеру снапероское воружение стреляет далеко но ток по зоне видимости(тоесть если разведки нет то ток в своем видимости 15 едениц. когда вооружение может стрелять и все 20 едениц дальности), так же сделать механику для видимости гор. пока юнит не залезит на гору не будет видеть что на ней и так же чтоб снаряды могли врезать в горы, а не сквозь энерго пушки стреляют). так же модули(внутрение) для увелечения дамага, радиуса атаки(и не ток атаки, любые радиусы даже для дронов доставки, радары). модули резистов. чтоб можно было увеличивать той или иной резист. можно добавить какието анамали где эти резисты нужны будут для квестов. переосмыслить модули хп и щитов(добавить в процентной ставке). и также в технологии людей пока не понимаю особенно юниты и вооружение мало не понятно и старые тех. до новых нельзя воспользоваться. бункера так же не понятно зачем.2025-03-25 09:03:18
5169🙂Suggestionエイリアンツリーの解放と関連させたりして、エイリアンが敵対的になる場合と友好もしくは中立になる場合のマルチストーリー。
2025-03-24 15:03:21
5168😟Bug採掘ツールで資源の塊を指定すると塊ではなく資源種になってしまう。
例えば、任意の塊だけを採掘したいのに、その塊を採掘しきった後、他の塊を採掘してしまう。
2025-03-24 11:22:14
5167😟BugThe Hub works as expected for the factories, feeding resources into their request (Same Channel)
The Hub works as expected to output the resource to the OUTPUT Storage (DIfferent Channel)
The Hub works as expected (at the start of the game) in regards to the input, only getting what is PUSHED into it, and then distributing the above 2.

The hub is 'failing' later game (I think because the orders of the requesters are no longer phantom full) which isn't expected at ALL because they're on different channels AND the hub is STORE to the output, not the requester.

(Does that make sense?)
The end result is the resources just get sent back and fourth between the requester input, instead of being distributed to the factories.

~ Laserak
2025-03-23 23:39:41
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