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IDRatingCategoryDescriptionScreenshotDate
1792🙂Suggestionplayer should be able to assign multi selected drones to do the same thing at once; e.g. select five mining drones, tell them all to deliver to the same storage (instead of having to tell each drone) 2023-08-29 16:29:35
1791😀Suggestionmaybe better bots have better item transfer speed to encrounge use of better bots
 2023-08-29 15:44:11
1790😀BugBehavior exceeded loop recursion limit, have bot with simple script to loop signals matching on red, then dismantling object with signal... runs for a bit then throws recursion limit error and exits script. I've tried adding a tick counter to throttle it, but that just makes it take slightly longer to exception. Not seeing an obvious method to handle this condition. 2023-08-29 15:39:57
1789😟GeneralWould like to see multiple building blueprints 2023-08-29 15:38:06
1788🙂SuggestionThere should be a way to dismantle components too, not just units/buildings. Doing any sort of unit cleanup results in piles and piles of junk 2023-08-29 14:28:14
1787😟General"Have item" behavior states: Check if you have a spcific amount of an item.
But i can not enter a number
2023-08-29 13:33:18
1786😀GeneralMy Old Parameter "ost" is for no reason my new Variable A witch normaly is the resut of a Signal 2023-08-29 13:31:28
1785🙂SuggestionPower Fields: There should be a way to scrap/upgrade oboslete power fields so they aren't just setting around. 2023-08-29 12:59:02
1784😀General111a's'f士大夫 2023-08-29 12:52:13
1783🙂BugMore info for my previous bug report about have item and first item behaviour. Turns out its detecting the drone in the internal drone bay as an inventory item which prevents it from being considered empty. The reason I need the drone is because of unreachable silica on hilltops gumming up the search program. 2023-08-29 11:48:44
1782🙂GeneralVisual Indicators on Production components that they are currently producing.

Fabricators have a fire showing that they are producing at the moment, clearly visible.
Refineries do too, but its hard to notice, the fire glow is always on, only the particles turn on and off.
And on assemblers there is no visible indication at all as far as I can tell.

Making it visible on the building like in the basic fabricator would enable one to see in a glance if parts of a factory work or dont
 2023-08-29 11:42:17
1781😟Generalthe game has just begun and just finished !2023-08-29 10:11:08
1780😟BugMusic is wierdly bugged. Jumps wild just after 0.5sec to the next song 2023-08-29 09:31:42
1779🙂SuggestionIn the behavior editor when the mouse hovers over a variable or parameter all other references to that variable should be highlighed so we can see where it is being used. 2023-08-29 09:17:20
1778😟BugThe behaviour "Have Item" has an issue, if the passed in parameter is set to inifinity items (or 0) the no items path is NOT taken when the bot is empty. This is because internally infinity is represented as -2147483648 as seen in the notification on the right of the screenshot. 0 is greater than a negative number so the check fails.
Also "First Item" seems to have a similar issue, I was trying to use that and it wasnt working either when the bot was obviously empty.
2023-08-29 09:04:27
1777😠SuggestionPlease dissable the function that automatically breaks out of loops & stops the script as it's incredably irritating.  2023-08-29 08:51:23
1776😟BugWill preface by saying it might be intended design, but the tooltips don't necessarily suggest as much.

The large component power field (which produces 1000 power) does not seem to be affected (positively or negatively) by the efficiency modules (internal in this case). Not sure if the bonus from these is multiplicative or additive, but in either case, the power output remains at 1000 per unit rather than 1400 or 1440 as you might expect.
2023-08-29 08:41:15
1775😟BugThe Match function does not match a type that was returned by GetType for the same unit.2023-08-29 08:39:39
1774😟GeneralGateway- Technologie stay why? don´t go !  2023-08-29 08:37:07
1773😀SuggestionTemplate: Include Flyers in Building template 2023-08-29 08:14:44
1772😀SuggestionTeleporters:
- Reserve an inventory slot for each teleporter. That way, a 3-M building with 3 M-Teleportes can use them all three at the same time
- Sometimes to-teleport items get stuck and must be manually unstuck with "Cancel orders"
 2023-08-29 07:29:24
1771😟BugStorage buildings don't move items if the target is a storage and the network is set to 'transporter only', despite being in range of a transporter module.2023-08-29 05:31:54
1770😠Bug"Cannot link registers between units" Cannot link any register from any unit or building together anymore.2023-08-29 05:07:55
1769😟BugWhen trying to link the p1 (or any other register) to the production register of the Fabricators, I get the error message "Cannot link registers between units".2023-08-29 05:02:23
1768😠BugI'm on longer able to manually link the registers between components, even if it's on the same building. I think this is a new bug introduced with the recent update. If I were to clear the currently linked green register, I will not be able to drag and link the registers the same was as previously before this bug was introduced.2023-08-29 05:02:08
1767😟SuggestionThe dual-mapping of right click between [Right Click] -> [GoTo] and [Right Click] + [Drag] -> [Pan Map] is a bit of a frustration. I suggest either the GoTo being executed on [Mouse Down], rather than mouse up, or change [Pan Map] to [Middle Click] + [Drag]. I find the need to pan the map much more common than the need to adjust the camera angle. 2023-08-29 04:41:20
1766🙂SuggestionIt is difficult to design logistics networks in the behavioral controller without knowing the number of incoming / outgoing items. Could a function to check those be added? 2023-08-29 03:00:03
1765😟BugCurrently i cannot connect registers in the UI, i get an error saying cannot not link registers between units 2023-08-29 02:56:52
1764🙂BugBug Bug. Bug pathing broke bug movement. Bug stuck forever behind bug food 2023-08-29 02:39:35
1763😟SuggestionRight clicking to move units is sometimes interpreted as a right click + drag operation to move the screen, which cancels the unit movement and causes issues if you're trying to give commands to units quickly. The drag distance should be taken into account and if it's under a certain threshold it should be interpreted as a right click at the starting coordinates of the drag. 2023-08-29 02:33:14
1762🙂Suggestionin the behaviour editor when I hover over a param or variable it should emphasize the other uses of that variable or param in the behaviour. Would be nice to hover over an input up the top for example and see all the places it is used, or a variable that only makes sense in a loop to quickly see if there is a reference to it you left outside accidently 2023-08-29 02:30:38
1761🙂SuggestionA medium component that provides two small components. 2023-08-29 02:00:49
1760😟SuggestionThanks for adding the infinite resource. This is incredibly helpful. Im having to keep restarting because I run out of resources before I can successfully expand before things come to a halt. As much as I like limited resources, I beleive High richness should be even higher, I feel like the current high setting for richness is what medium should be. 2023-08-29 01:13:35
1759🙂SuggestionWith so much Automation and programmability the drones being Packaged Units drastically removes the players ability to configure them. there is no good automation method to install drones other then using behaviour modules and shared storage, and in the instance in this screenshot i had to track done the drone while it was on a task to install a gas internal component to allow the drone to move and handle gas.

please add a method to automate the installation of logistic drones in the blueprints including their equipment if at all possible.

thank you for a new and very fun game.
2023-08-29 01:08:06
1758😀GeneralGreat Game!! 2023-08-29 00:58:41
1757😟BugNo raised land "foundation" when a ruin is floating in the air2023-08-28 23:58:03
1756🙂GeneralHelp, I lost the bottom left of my UI. 2023-08-28 23:42:42
1755😠BugThe UI descriptions for the "Subtract" and "Divide" Behavior functions isn't clear and leads to unnecessary trial-and-error. The way the parameters are labeled, we can't clearly tell which one is being subtracted/divided from. Either the labels are accidentally reversed, or they are simply ineffective.

For example, the UI for "Subtract" lists the first parameter, followed by "From" the second parameter, then "Num". It implies that you are subtracting paramater 1 from parameter 2; however, the opposite is what is computed. If the labels are "correct" and properly correlate to what the code intends to do, then the labels are ineffective and should be more clear. I imagine it's the same with the additive math corresponding functions; however, the order of numbers doesn't matter with those, so it's not as visible. Nearly every time I use these functions, I have to first test two known values to see which combination yields the expected return; invariably, I guess wrong and have to swap the parameters around. It isn't a huge deal, but it's a rather silly problem to have.
 2023-08-28 23:39:43
1754😟SuggestionBehavior controller needs a step that checks if the unit can reach the other unit. 2023-08-28 23:34:56
1753😟GeneralIf setting -> game -> interface size is set above 100% (I used thje largest 120) the Library menu is off the top of the screen when creating a new blueprint.2023-08-28 23:22:08
1752😟GeneralUnit type: Shuffle bot is missing 2023-08-28 23:07:50
1751😀GeneralPlease continue updating the game! It's so amazing. I'd love to continue the whole virus research and so on. For now I have no critic points, except that the game could be a bit faster when playing PvP or that it's a setting so the machines are faster and the progress is faster so you can play PvP real-time-trategy games like AgeofEmpires X Factorio. I'd love to see that! 2023-08-28 22:54:00
1750😟GeneralBOT Called ERROR cause crash BCS of his negative count in item slot....
Idk how the hell it got negative ammount, but as this robot get destroyed it crash game pretty hard, that I cant even close it
 2023-08-28 22:52:53
1749😀General 2023-08-28 22:08:20
1748😀SuggestionFor behaviors, please add an operation that allows bots to detect "next not infinite resource". 2023-08-28 22:00:17
1747😀GeneralI'm out and about, killing bugs. I like to power down at night, to save energy. Oddly how non-nocturnal these bugs are. None of them sentry about. Seems like they should. 2023-08-28 21:37:30
1746🙂GeneralKann man Komponenten die man nicht mehr braucht zerstören? Wenn nicht, wäre ein hilfreiches Feature.
Ebenso eine Lagerzuweisung wenn man mehrer Bots gleichzeitig markiert hat. Aktuell kann man dann kein Lager für alle zusammen auswählen.

3. Punkt, per Doppelklick alle Einheiten des gleichen Types auswählen, zumindest die Einheiten die im aktuellen Bildschirm zu sehen sind.
 2023-08-28 21:05:00
1745🙂GeneralHey guys, loving the game so far. This is the first thing I've noticed. The text box for Elain has some weird wording. Nothing major but worth a quick fix. Thanks!2023-08-28 20:13:19
1744😟BugUnit is picking up a scan of a resource (metal ore) that doesn't exist or it can't reach (perhaps it's off the map somehow). This just puts it in a continous loop of not doing anything.2023-08-28 19:57:30
1743😟GeneralAfter some more testing with the portable radar I came to the conclusion that the "No Power" condition isn't working properly. Even if I only use the "No Power" condition the radar never matches anything. 2023-08-28 19:31:21
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