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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 1887 | 😀 | General | Logistic network I would be nice if I had a feature where I can select "only full stack" In my current game I use "Logistic Network 4" to "Transport Route" my harvested ore. But all shuttle collect equal/less than 20 item. Some collect 3-7 items. So the shuttle waste movent time. If i could setup collect/transfer only if units has 20-40 items, would be perfect | 2023-08-31 18:08:41 | |
| 1886 | 😟 | Bug | When I paste a copied template to a selected group then parts (visual, programm parameter, ... ) are lost It would be nice if the feature is a bit less hidden. | 2023-08-31 18:02:52 | |
| 1885 | 😀 | Suggestion | Control Center → Units → Search I like to select all found units | 2023-08-31 18:00:22 | |
| 1884 | 😀 | Suggestion | Allow order filtering by requested item / resource. | 2023-08-31 17:49:14 | |
| 1883 | 😟 | General | hard to get a scout to crollet form ones worker | 2023-08-31 17:43:36 | |
| 1882 | 🙂 | General | When you "Acquire" your command centre and the Deploy it elsewhere you keep going to the first location that you originally placed it when you click on the Center Camera button | 2023-08-31 16:56:14 | |
| 1881 | 😀 | General | Requested in discord for copy of savegame file. | 2023-08-31 16:04:04 | |
| 1880 | 😟 | General | Find destruction to be problematic in general. Forced to build with subpar early game components early on that need to be changed out for higher density production later. However, it takes as much time, if not more, to deconstruct than to construct and deconstruction is not fun. Make this way easier or you will lose some folks at point this needs to occur which is only a couple days in for me. I also noticed that about half the clicks to select deconstrution end with Aborted rather than Select target for destruction. This makes destruction even more painful even with a Twin with two of them feeding the destruction. I can rarely keep it going to destroy building after building of early construction due to this Aborted being about half the clicks on the selector button. Like the game but this makes me hesitant to do all the clean up and upgrades I want to make. Not because the upgrades aren't appealling, but because the destruction the clear the way is so painful currently. Group delete even as resources really aren't an issue, would be feasible, but delete and leave on the ground is find too. Something to make this transition less painful would be appreciated. | 2023-08-31 15:37:21 | |
| 1879 | 😠 | General | Producing larger (upgraded units) like wind turbines should use the previous smaller version as the ingredient. This is to help get rid of the smaller units rather than taking up space. | 2023-08-31 15:36:11 | |
| 1878 | 😠 | General | it is broken, i dont understand it. second time doing the tutorial, i have plenty of metal bars and two workers doing nothing but transporting resources, yet i wait 15 minutes to order 5 metal bars, with 50 in stock | 2023-08-31 14:41:37 | |
| 1877 | 😟 | Bug | When I edit macros then some shortcuts is turning on constant camera movement. I need to end game and load the game back to turn off camera movement | 2023-08-31 14:25:20 | |
| 1876 | 😟 | General | When I edit macros then my | 2023-08-31 14:22:48 | |
| 1875 | 😟 | Bug | The Item Transporter works I would expect it to when responding to "Request" in behaviors or automatically from production queues. However, it does not seem to allow a building to "Pick Up" or "Drop Off" to another building within its range. Screenshot and save attached. The 5 buildings at the bottom center should be able to Pick Up and Drop Off from the linked warehouse but the behavior hangs. This behavior works elsewhere (at range 1 with Personal Transporters), and these buildings can connect to the warehouse for requests. | 2023-08-31 13:15:05 | |
| 1874 | 🙂 | Performance | dsf | 2023-08-31 13:05:22 | |
| 1873 | 🙂 | Suggestion | Hi For programing it would be nice to have some way of checking if I got a tech or not, this would be nice for scout programs so it can ignore some explorables depending on what is researched. It would be nice with some condional on the scout command to scout i a direction like scout north/east/west/south. Right now every time I use scout it some how constantly run in to the Gigantbeast(Gigakajiu) and run home, and then 4-5 min later find it again. Or if I more the scout far away it goes in a straight line several screens away until it find some thing, but leave so much space unexplored. It's usualy better to explore manualy for the most part. | 2023-08-31 12:12:40 | |
| 1872 | 😟 | Bug | I am trying to make a "constructor" bot that specifically deliver goods to buildings under construction. The "deliver items" behavior doesn't work as intended when handling modules (condensator, transmitter ...). The bot freezes and doesn't deliver the module. The "deliver items" behavior works fine with items that come in quantity though (plates, mineral, ...). It would also be good if one could access all the ingredients required for building a construction at once. It would also be good if there were behaviors that enabled bots to handle specific network tasks (such as the ones emitted by specific targets). | 2023-08-31 11:40:11 | |
| 1871 | 😀 | Suggestion | A loop function that iterates over each locked inventory slot in a unit. | 2023-08-31 10:46:07 | |
| 1870 | 🙂 | General | I built a production-line of 24 big storages with smelters on each side. some storages, especially the 6th, starts stockpiling, though it is set to just push items to next storage. it stocks both ore and iron and only pushes materials, when completely filled, so the next smelters run out of resource. Still a great game, keep it up =) | 2023-08-31 10:37:01 | |
| 1869 | 😠 | General | ПЕРЕВОД НА РУССКИЙ ЯЗЫК. немогу даже обучение пройти | 2023-08-31 08:34:44 | |
| 1868 | 🙂 | Bug | I created a behavior that loops through the specific nodes in range and tries to locate the node with the lowest resource amount. The problem I was running into is that infinite amount nodes are counted as the smallest value you can find so it would always choose the infinite node as the smallest. I got around the issue by checking if the amount was infinite and skipping that comparison. The ideal situation would be that infinite amount nodes would count as the largest amount you could find. Thanks :) | 2023-08-31 08:27:27 | |
| 1867 | 😟 | Bug | Cannot interact with the mini Drone inventory windows while they are behind the "Paused" box | 2023-08-31 06:48:14 | |
| 1866 | 😟 | Bug | Transfer Drones are not transporting Metal Ore to the destination building despite being mostly within range. | 2023-08-31 06:08:45 | |
| 1865 | 🙂 | Suggestion | Hello! Please add animation to producing components. Just 2 - Idle and Working. Base be look much better. | 2023-08-31 05:47:45 | |
| 1864 | 🙂 | Bug | SPOILERS! Are the Mothership's resource gauges filling the wrong way? They look like they *should* be filling bottom-to-top but are actually filling left-to-right. | 2023-08-31 05:39:51 | |
| 1863 | 😀 | General | Bug hole under crystal as mentioned in https://feedback.desyncedgame.com/?id=1862 at coordinate 166, -33 | 2023-08-31 04:03:04 | |
| 1862 | 🙂 | Bug | Spawning bugholes sometimes places them in odd places such as this cliff corner. I've also seen one underneath a crystal resource. | 2023-08-31 03:54:49 | |
| 1861 | 😟 | Suggestion | Save user's choices when a new game begins. Restore those values (except random seed) when the player choose to start a new game. Players might want to restart with same setting as soon as the map shows up - 'this map looks bad, try another'. | 2023-08-31 03:41:50 | |
| 1860 | 😟 | Suggestion | I think that the animations of things building are not quite "enough". I would love to see buildings be way more animated, ala StarCraft 2 to understand if they're doing something. I realize this is a bit difficult with the modular system, so I'll let you do the hard work in figuring out how to do that :) | 2023-08-31 03:36:59 | |
| 1859 | 😟 | Suggestion | I think that the | 2023-08-31 03:36:03 | |
| 1858 | 😟 | General | It be helpful when sharing screenshots/etc for transfer indication lines to have chevron gaps going in the direction instead of just moving the gaps, since that isn't apparent when not in motion. | 2023-08-31 03:00:08 | |
| 1857 | 😟 | Suggestion | A Filter option for "Empty Space" that returns a coordinate. Empty space being anywhere without Foundations/Buildings/Resource nodes. I'm trying to make an auto-flooring bot and this lack of option for radar/filter is about the only thing stopping me. Thanks for an otherwise excellent programming system though. | 2023-08-31 02:04:10 | |
| 1856 | 😟 | Bug | Item duplication of Deployables. I found several deployables while exploring, one of which required research and supplies an 'Acquire' button rather than a 'Deploy' button. I put several Deployables in the inventory of a Scout and placed them - the 'Acquire' one was socketed in an internal slot. After placing one of the buildings, the `Acquire` one was duplicated into inventory. I started with one of those and now have three. | 2023-08-31 01:50:08 | |
| 1855 | 🙂 | Suggestion | Can't build Storage Blocks with modules from library but can save them | 2023-08-31 01:47:45 | |
| 1854 | 🙂 | Bug | I have high ressources in this play through and found that it appears as if every metal ore is a 'rich ressource field' - ending with a lot of messages for the event of having depleted them. | 2023-08-31 00:38:41 | |
| 1853 | 😟 | Bug | South of my base on the edge of a blight zone i have set up a single building with 2 harvesters and 1 medium wind turbine, while looking at it in the power grid portion of the command center i noticed other items will randomly jump onto the closed power grid and sap some of its power before falling off the grid again. | 2023-08-31 00:30:31 | |
| 1852 | 😀 | Suggestion | add some way to have a unit go pick up dropped items automaticly. | 2023-08-31 00:16:43 | |
| 1851 | 😟 | Bug | Reinforced Plate Mission Blocked | 2023-08-30 23:46:27 | |
| 1850 | 🙂 | Suggestion | We need a way to recycle modules (not just buildings) that we've etiher built too many of, or have found in the wilderness. | 2023-08-30 22:38:02 | |
| 1849 | 😟 | Suggestion | Right click to clear and focus input fields would be nice | 2023-08-30 22:20:02 | |
| 1848 | 🙂 | Bug | underground invisible 4x4 rock | 2023-08-30 21:31:32 | |
| 1847 | 🙂 | General | It might be good to sort the abstract things on the unlocks page below all the items and note them a little more clearly | 2023-08-30 20:59:39 | |
| 1846 | 🙂 | Suggestion | Follow up to unlocked items hotkey, having it focus the searchbox as well would be useful. I know this has been a back and forth, but at least being an option (like a checkbox next to the searchbox) would be useful. | 2023-08-30 20:58:45 | |
| 1845 | 🙂 | Suggestion | I think it would be useful to have a hotkey for the unlocked items codex page, as well as some tips on that page about, for example, item tooltips with modifier keys | 2023-08-30 20:57:56 | |
| 1844 | 😟 | Bug | it seems i have to unset the mining component when active before i can issue a successful move command on experimental | 2023-08-30 20:51:01 | |
| 1843 | 🙂 | Suggestion | Automatically grouping saves into folders (Eg "Freeplay started YYYYMMDD") with their own autosaves would be nice | 2023-08-30 20:46:22 | |
| 1842 | 😟 | Suggestion | It would be nice if Esc closed the explorables screen | 2023-08-30 20:35:41 | |
| 1841 | 🙂 | Suggestion | You can copy unit and then paste either it's settings or a new copy. You can create blueprint from copy and from selection. You can also copy the blueprint and modify it. But you can apply settings from a blueprint to an existing building. It would be nice if after copying the blueprint you would be able to apply it's setting as a usual paste. | 2023-08-30 20:34:16 | |
| 1840 | 😟 | Suggestion | The ability to queue production would cut down on the micromanaging. Or set production limits ie produce until X in stock | 2023-08-30 20:06:25 | |
| 1839 | 😟 | General | Why minimap lose magnes when you click on minimap to zoom to deferent location (maybe use RMB to lock magnet to minimap) | 2023-08-30 19:38:25 | |
| 1838 | 😀 | General | Nice game | 2023-08-30 18:47:09 |