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IDRatingCategoryDescriptionScreenshotDate
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2098😀SuggestionWe need a way to recycle old and outdated components as we upgrade. 2023-09-05 17:21:04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
2084😀BugThis script runs well - with one exception, Set P1 from the behavior module to say Iron Ore / 200. P2 to the storage chest you are loading from, P3, P4, P5 to different storage chest or building location.
The problem is that even though P1 is Iron Ore - 200. When it drops off, it only drop 20.

Scout Bot Script, scout should have one small storage and optionally 2 internal storage

DSCAd3k91HU0tML8z0xxlZ22QQ7un10pKcr0qG6ZR0ew1jX0xeXAu3PMmmp2Nds5E1GPytH3ZFmef0psXq13AJzpI4gcuhi2pkFzq02caJu04IHUx3iRj0k3skvgx3wN5Pl213aRZ0XqJS71z4uo10lzg1V0pdMxp2Je7s84FkDeV27H49P2W1B1o1xGseR2tW4nG1C8vT12NvC5e06JzEy1sEmG02fkHsV0Eb6no1THGMP4TDx0l0yJQHK1ZEypC1jFAQj0bWekj0P0gAF3DxfeQ26gldg2LOWDL3X6g7p1FOeik1zDy8M456
2023-09-05 06:40:23
2083😀BugYou can automate small module reactors, before unlocking the technological research for them if you find the item via a explorable ruin! 2023-09-05 03:04:23
2082😟GeneralMake it more clear how certain components work such as the item transporter. Additional mechanics are unclear. I've forbid bots from supplying/receiving items yet other bots are picking up their inventory etc. feel like i'm constantly trying to understand the core fundamentals rather than developing my colony 2023-09-05 02:53:50
2081😠SuggestionWhy can I not put comments on program start, every other instruction block I can but this is the one that makes the most sense for general notes about the behaviour without limiting it to my font size or screen resolution by putting it in the description which you cannot see in the library anyways rendering the description more harm than good. 2023-09-05 02:13:23
2080😟BugGraphics are not updated while paused for distant units so if I pause (eg. attacked) and pan the camera far away to the battle the units are partly missing sometimes, almost always in the wrong place, etc. and I have to unpause and repause as fast as I can just to force it to redraw before I can start giving orders to deal with the situation! 2023-09-05 01:24:33
2079😠BugDistance instruction to target with no unit set gives me as the value but distance to that enemy as number. The expected outcome is if I put get self output in target and the actual target enemy in unit, then I get as output the enemy with its distance, a number that is unique to my relationship to THAT enemy, telling me I have a relationship of 10 meters to myself (the former case) is kinda pointless and violates the principle of least surprise IMO 2023-09-05 00:29:52
2078😠SuggestionYou should be able to multi select and then move to folder or delete all behaviours selected in the library instead of doing it one at a time, if I want to move the last few behaviours of the 60 I have not in any folder up into a folder to clean things up I have to scroll down, up, and back down again for every single behaviour I want to move!!!! so I just don't which makes the problem worse 2023-09-05 00:01:00
2077🙂BugFiber Optic Cable no longer showing on Resource bar  2023-09-04 23:59:56
2076😠BugWTAF - Why does Move Async and Radar clear requested items?2023-09-04 23:04:16
2075😠Bugcursor didappears frequently
 2023-09-04 22:47:51
2074😠BugREQUEST ITEM DOES NOT WORK UNDER SPECIFIC CONDITIONS THAT I CANNOT DEDUCE. (I can manually request the item with the bot. A less complex behavior allows for me to set a Request Item:Value in a Parameter and then request that... but in this behavior, it simply is passing through the Request Item without actually requesting the item. And there's no explanation as to why... It's an auto explorable solver. It gets the missing item, makes sure that the faction has the item, and then is supposed to set the request item to 1 unit of whatever is in P3. P3 shows 1 item of the missing item type... but it refuses to make a request to the logistics network.)2023-09-04 22:42:22
2073😠SuggestionScroll wheel zoom-in and -out in the behavior UI needs to focus on where the mouse is currently. ZOOMING from the upper left corner only makes following the visual code SO VERY MUCH MORE DIFFICULT THAN IT NEEDS TO BE.2023-09-04 22:39:39
2072😟GeneralPlease pause game when going puzzul.  2023-09-04 20:40:04
2071😟BugWhen editing behavior if you pick: place construction and you have large library of structures you can't scroll through them, you can only pick from what is visible on screen2023-09-04 19:03:07
2070🙂SuggestionSupport multiple visual register values

Larger buildings can show multiples, but they do not show up in places like the control center. Smaller units, like transporters, can only easily indicate THAT they are transporters or WHAT they are transporting not both.

Labels might work for this, but it would still be useful for the visual register to show up wherever the unit is seen as an icon, like control group ui, group selection ui, control center, register slots, etc..
 2023-09-04 18:40:18
2069🙂SuggestionWould it be possible to create a "hold" command for bots so as they request or deliver items, they do so without moving? (so they act like a building) It would also be very important for these bots to not queue deliveries to locations not adjacent to them. They most only look for request locations immediately near them.

In addition, it would be very helpful if a bot, when attempting to queue a delivery, could first look at it's path and decide if the path is valid before queuing a delivery. Therefore, a bot that was boxed in by buildings would not queue a delivery outside of its box.

Generally, if the bot can not make the path to the delivery location, either because it is holding position, or because it is trapped, please do not let it queue that delivery.
 2023-09-04 18:05:18
2068🙂SuggestionBehaviour desperately need a static variable setting. Maybe an instruction that works like copy and set number but will not wipe the variable just like top level variables that persist when the behaviour ends and restarts naturally.

Certainly not for all subroutine variables and I get that you would want to have it instanced per call site of that subroutine but honestly even if its global across all calls to that subroutine and not instanced to the call site it would be super helpful as the only other way I can think of is to always have like cache output variables that must be propogated at least up to top level behaviour variables if not params so they persist across runs & calls but that requires propogation of what can end up a heap of variables with little to do with the higher subroutines, to say nothing of forcing the top level behaviour to consume more variables/params and figure out what if anything to do with them...
 2023-09-04 17:54:08
2067😀GeneralDestructing a large explorable sometimes leaves graphic artifacts 2 tiles out.

I'd like to color my bots so I can easily see which routes they are on. (or flashing light)

Absolutely no performance or gameplay problems.
 2023-09-04 17:49:28
2066😠BugBehaviors looping seems to be broken they will run once and exit regardless of jump label loops or normal non loops.2023-09-04 16:50:26
2065😟BugMovement orders (right click) cause power transmitters to lose their target2023-09-04 14:24:33
2064😀SuggestionHello ! First of all, thanks for the game, having a lot of fun with it !
I was thinking maybe having a way to get the missing ingredient from a recipe in the behavior controller would be awesome ?
2023-09-04 14:07:29
2063😀BugBug(s) - I just destroyed their hive and they're just cool enough to hang out as long as I don't attack them/2023-09-04 13:24:55
2062😟SuggestionI would like to see the gamma and minimap settings maintained after restarting the game. Currently, I have to change them every time I close and start the game, which is a hassle.
I enjoy the game itself but the screen is too bright. Regarding the mini-map, the magnet function turns off when you click on the mini-map, but I would prefer it to remain on.
 2023-09-04 11:59:48
2061🙂SuggestionIt would be very useful if subroutines had some way to save state between calls. Currently we need to use parameters which is awkward because (a) they are in the caller's scope but the caller doesn't use them, and (b) if there are a lot of values it becomes visually very messy. 2023-09-04 11:35:08
2060😟SuggestionAs you drag a build from a blueprint or paste out to create multiple of that building in a row it should show a counter near the cursor to show how many of that building your current drag would build. Easier than counting the shimmery boxes up to 13 2023-09-04 11:19:52
2059🙂SuggestionI would like labels to be arbitrary strings that I type in like every other language. I don't see why they need to be instances of in-game types. 2023-09-04 10:56:12
2058😀BugIgnore previous report, @Johan told me about ctrl-home. It would be nice to have that documented somewhere. Many thanks! 2023-09-04 10:11:35
2057😠BugWhen I copy one unit and paste it only another single unit with v all is well but if I do it with a group selection the behaviour is not copied 2023-09-04 09:57:50
2056😟BugPotential bug: I decided to package up my command hub in a spare deployment container, and move it. Since then, the default camera position when I click 'reset camera' has been moved to 0,0. I can't figure out how to move it back again, and it didn't reset to the new position when I re-deployed my base. 2023-09-04 09:50:08
2055😠BugIf i copy a unit with a running behaviour to another unit the behaviour and all that comes across but its paused even though the original unit had it running 2023-09-04 09:49:46
2054😟BugAs requested by beatwho on Discord:

I have a weird problem with a transporter, just set up a iron smeltery with a 2x2 building with a transporter, everything is tripple checked for settings, but the main building will not throw iron bars into the storage, if i unlink it and link it again it empties its contents into the store, but then stops, occationally it transfers its stock to the output storage. The storage is a 24 slot, and i have never seen this issue before, not even on a 24 slot store before. While writing it has filled the output storage about half, but is still full internally, and is not throwing at a steady pace. Got a savefile of it.

FrankieDK
2023-09-04 09:21:21
2053😟General[Experimental]
Order transfer to instruction seems to have stopped working in current version. Drop off item with destination of construction site is not an alternative currently either.

Example in this testing save
2023-09-04 08:15:21
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