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IDRatingCategoryDescriptionScreenshotDate
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
1742😟GeneralAddition and correction for report's 1738 & 1741:

Only on some combination's the portalbe radar refuses to work. Only using slot 2 or 3 and the radar isn't working/scaning. If I use the combination of "Construction" and "No Power" the radar does not match anything but if i use something like "Dropped Item" and "In Power Grid" it works.
 2023-08-28 19:18:24
1741😟GeneralAddition to report 1738:

Only slot 1 of the scanning parameter's of the portable radar works.
 2023-08-28 19:13:38
1740🙂SuggestionI have played through to a point where I unlocked scanner/radar and can see them being useful for automation on a scouting bot, however the range is so limited that they are useless on a structure. If there aren't already options in the game I haven't unlocked yet I would ask that much larger range scanners (I believe the small scanner is a 30 tile range) be added with a range spanning large sections of the map, to the tune of a couple hundred tile range, to allow for a centralized command and control. Unless the plan is to have dedicated scanner scouts roaming around, but then you have to deal with the problem of bugs being so strong that you don't have anything running an automated scouting program without a massive entourage of late game assault bots. 2023-08-28 19:11:45
1739😟SuggestionI understand the idea of sacrifice and choice when it comes to internal sockets, but for a game that is about automation the limited number of internal sockets makes using one for a behavior controller extremely limiting and in many cases not a viable choice. I would suggest having the programming/behavior component build in to allow for automation as right now I can choose between automation with little to no functionality or full functionality with no automation. 2023-08-28 19:06:40
1738😟GeneralUsing the second filter slot of the portable radar is not working. If you select something for slot 1 and 2, the radar never mathes anything. If you only use slot 2, the radar never starts scanning. Currently you can only use slot 1 and 3.

Tested in the latest experimental build.
2023-08-28 19:05:38
1737😟BugManual request no longer works on experimental  2023-08-28 19:00:27
1736😟BugUnits can move through the blight using behaviours when they can't do so manually. 2023-08-28 18:55:56
1735🙂Suggestionyou should create a "code table" where you define your games terminology. for example: "Range -> radius in map tiles" and "Area -> diameter in map tiles"
that way you can create consistent descriptions no matter who writes them. and your translators know which terms need a consistent translation.
currently the term "unit" does not seem to be consistently defined. sometimes it describes all entities and sometimes it describes only movables. a code table can greatly help developers decide when to use entity and when to use unit, or whatever terms you decide to define them as.
a good code table also automatically defines the term hierarchy visible to the player. for example, this is how i currently see the game:
World Object -> anything you can interact with
-- Construction Site -> not yet a building if any
-- Dropped Item -> physical representation of an inventory object
-- Entity -> anything that can carry out orders
---- Unit -> a moving entity
---- Building -> a stationary entity
-- Foundation -> map tile overwrite
-- Minable Resource -> money
Item -> anything you can carry around in inventory slots
-- Product -> all the construction material you can harvest or produce
-- Component -> items you can equip
Register Object -> virtual objects you can insert into registers
-- Colour -> virtual object denoting a colour
-- Coordinate -> map position, behaves mostly like a world object
-- Object State -> some match functions can use this too narrow down candidates
-- Virtual Value -> virtual object without inherent meaning
2023-08-28 18:41:09
1734🙂GeneralUp to this point, game has been working great! Now I'm in a werid spot where the game keeps crashing. Loading an older save to try to get past it.2023-08-28 18:39:32
1733🙂Generalis verry good game a performance is no good speed 2023-08-28 18:32:53
1732😠Generalinventar bug 2023-08-28 18:03:25
1731😀SuggestionSmall suggestion. Since the game randomly chooses the direction or orientation of buildings, and it's more than a little difficult to see what the orientation is before placing an object, can you please give us the ability to spin (1x1, 2x2), or reverse (for 1x2) items. Without requiring a delete and place on our part.

 2023-08-28 18:01:22
1730😠SuggestionWe really need a behavior option to check if a field is blank

i.e. read a signal register, do one thing if it's empty and do something else if it has a value
 2023-08-28 17:24:15
1729😠GeneralI cannot progress through my game because I cannot AND DO NOT WANT TO solve your stupid ass, puzzles to get data cubes!!!! Congrats you ruined what was, in my mind a great little game, with a fucking gimmick!

If I wanted to play a puzzle game, I would have bought puzzle game .... I didn't, I bought a base building that sold itself as Factorio without belts specifically because I HATE puzzle games.
 2023-08-28 16:51:25
1728😟BugAt certain zoom levels, parts of your base render in grayscale on the minimap instead of your faction colors. 2023-08-28 16:48:42
1727🙂GeneralI hope to add the function of batch copying buildings; At the same time, the function of automatically calling idle devices to produce building materials according to building needs; And useless component destruction function 2023-08-28 16:37:58
1726😀Generala request,

is it possible to get a search function in the Behavior library?

BTW I love the game.

grz Wiblert van Tiel (Onzin)
 2023-08-28 16:36:31
1725😀Generalhi 2023-08-28 16:18:10
1724😟GeneralVolume on this message is lower than on the previous ones2023-08-28 15:09:11
1723😟GeneralVolume on this specific message was much lower than the previous ones 2023-08-28 15:08:48
1722😟GeneralWhen cliking to remove a paramater with the "-" check i that parameter is currently used in any action. If it is either p[revent the removal of the parameter or show a confirmation and warning box about it. As otherwise it can be easy to misclick and remove a paramater you wanted, thus stripping it from all actions that referenced it.2023-08-28 15:00:00
1721😟GeneralDont have minirals enclosed in plataus. It messes up the hole search minable operation cause one can't mine them2023-08-28 14:32:53
1720😟BugPackage All/Unpackage All behaviour steps only pack/unpack one drone when using fixed inventory slots 2023-08-28 14:21:34
1719😟BugWhen on the blueprint screen next to the New Blueprint button (+) is a text box. If you type into this and click + to create a new blueprint with that name, instead you get a new blueprint with the default name.2023-08-28 14:12:28
1718😀GeneralI've spent far too much time in this game already 10/102023-08-28 14:00:12
1717😟SuggestionThe "Get Ingreedients" function is boarder-line usless as it's hard-coded to have
3 slots witch is simply not enough. A good fix for now would be increasing the
number to slots 9 or so
 2023-08-28 13:43:06
1716🙂Generaled 2023-08-28 13:05:07
1715😟SuggestionAt present when you create a folder in the Library it is a bit clunky:

1. when you clik to create the folder the name isn't auto selected. If you forget to click in the Name input box then you trigger all sorts of hotkeys.

2. When created a new folder and you click out of it without adding a blueprint/behaviour the new folder vanishes. Meaning I have to make a new folder, add a default blueprint, click up to go to root folder, drag my desired blueprint(s) into my new folder, then delete the default blueprint.
2023-08-28 12:51:37
1714😟BugBots do not always go back to gathering after trying to drop off their cargo at a storage box that's full. Sometimes they just stand around with an empty cargo hold. 2023-08-28 12:43:17
1713🙂Bugrandom spawn for a NPC item (and resulting drops) have fallen into an innaccessable location (small valley) which is messing with automation as the location is unreachable. Suggest making scans to ensure any spawn & drop locations are accessable. 2023-08-28 12:39:39
1712😟BugGame autosave continue to save game even on Game Paused so previous files are lost, Example. i decided to calculcate something. put on pause. made all calculations and decyded to load prevuios autosave before game pause. but instead i have all saves same progress. 2023-08-28 12:21:12
1711😀SuggestionI probably am not seeing it, but having a MoveTo Corrdinates would be helpful. I loose my sweeper and other autobots. Having them "Park" would be nice. Low priority, but decent QoL. 2023-08-28 12:10:24
1710😀General123
 2023-08-28 11:33:28
1709😟BugWhen selecting more than one unit, you are unable to use the "drag-to-target" function on the hotbar with "signal", "Store" and "goto"

This makes giving orders very difficult as you need to target only one of the units and then copy+paste on every single unit,
 2023-08-28 11:18:13
1708😟BugBots can wander into blight territory with the radar scouting equipment, although it apparently should not be possible. However, if you move the bot or give a command the bot gets permanently stuck in the blight. 2023-08-28 10:29:40
1707😟SuggestionPlease make it possible when you have multiple units selected to drag and drop them. Like the go to or set signal command. 2023-08-28 09:55:01
1706😟BugI'm unable to save blueprints with wokers in it, all my building prefabs are saving and appearing in the folders i've created but workers don't save.

The game is super complex but i'm still having fun. Also been following the videos on youtube by "The Dutch Actuary" he seems to explain things clearly.

 2023-08-28 08:08:35
1705😟BugMore pathing issues. These drones are running into buildings and rocks? Trying to get past them, not into the patch.2023-08-28 07:59:55
1704😟SuggestionDrone miners drop excess ore outside on the ground if there is no space inside the building storage... would be nice if they didnt 2023-08-28 07:58:28
1703😟SuggestionWhile it's a solid start, I've got a number of suggestions re: behaviour programming

The way many nodes operate is counter-intuitive: I would expect the move(range) node to take two inputs: the target and a number for range. Instead, it only has one input and you need to use some other nodes to enable it to do it's job. If I hadn't found a tutorial showing an example, I'd never have guessed how it functions.

There are nodes with titles that aren't going to be mean much to a player who hasn't already had it explained to them, nodes with unlabeled outputs or unclear inputs, etc. I don't need a full tutorial on each, just enough info so that I can look at it and say "yes, i know how to make this do the thing it's supposed to do".

Beyond that, confirmation dialogue to save changes, undo, the ability to save sub-sets of a behaviour as routines to make it easier to re-use code without having to reinvent any wheels.
2023-08-28 06:39:50
1702😟BugCursor pointer is no longer in correct position. Seems to be down and to the right off target.

Is persistant...ie... a restart doesn't resolve issue.

Possibly caused by Alt-Tab or Alt-Enter combinations.

2023-08-28 06:21:18
1701😟BugBug: Autopathing failure on these two robots2023-08-28 04:50:44
1700😟SuggestionWe need the ability to configure each logistics channel independently. For example:

Channel 1 2 3 4
Deliver Items X X X
Request Items X X X X
Supply Items X
Remaining Options...

Currently if you want to create a logistics chain between collection->warehouse->Local Storage->Local Production you have to have at least 3 buildings for the warehouse/local storage segments. One storage to request on Channel 3, once building with a transporter that is set for Delivery Only and Channel 3 and 2. A second storage to supply on channel 2. You can then set the second storage as the Store register of the first storage.

You could do all this with a single storage if you could configure it so that requests are only made on channel 3 and items are supplied on channel 2. The current system causes a building count explosion once you start producing items on mass.
 2023-08-28 04:25:11
1699😟BugUnable to target enemy foundation for attack, hack, or deconstruction. So it keeps pinging my radar because it is "enemy" 2023-08-28 04:19:59
1698😟BugHaving an issue with radio receiver output not being draggable onto signal reader input. Save attached. Might work with multiple tries 2023-08-28 04:13:26
1697🙂BugI can type negative numbers in to params of instructions in the behaviour editor as literal values but I cannot do that for the behaviour controller params in my unit's components 2023-08-28 03:51:13
1696😟SuggestionI don't know if this is intended or not, but I am playing with Aggressive bugs and it appears that they spawn way too close to existing structures. I have had multiple occaisions of them spawing in the middle of the base.

My suggestion is to have the bugs spawn outside of visual range, power coverage and 15-20 units away from any player structure.

Thank you!
2023-08-28 02:22:08
1695😟SuggestionThere is no real reference to a measurable timespan.
It would be nice to see day length as a numerical value (ticks) rather than it being an ambiguous quantity such as "short" or "long". A custom input would be cool here, but thats not the main suggestion.
2023-08-28 02:20:47
1694😟GeneralWhen selecting the structure to build for the "Place Construction" action in behaviors, it isn't possible to scroll. Therefore, when there are too many blueprints in your library, it becomes impossible to set various buildings without scaling the game. Eventually, it will be impossible to select foundations and such. 2023-08-28 01:49:33
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