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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5855 | 😠 | Suggestion | Game with aggressive bugs seems impossible when Mortako spawns. These little guys outrange any defences I have at the time, and density of the waves makes impossible to get rid of them with mobile units. Basically, a minute after the Mortako's spawn - death. Have a nice time play it, I give up. | 2025-12-07 06:02:32 | |
| 5854 | 😀 | Bug | path finding wont work out for this poor bot | 2025-12-06 20:56:21 | |
| 5853 | 😀 | Suggestion | I just discovered the "System index" (list of all items and their recipes) by accidently pressing "I". Why is that not a discoverable icon? Is there more hidden functionality that can ONLY be accessed by a keyboard shortcut? | 2025-12-06 19:38:51 | |
| 5852 | 😟 | Bug | Cannot add any 'call' node to a behaviour, neither existing, nor new. Not even an existing behaviour with a call function in it already. This issue occured after the update which added loop insructions for all unlocked components. Including the savefile where I first noticed this issue; but I have confirmed that when I opt-out of the experimental, I can add 'call' nodes again (both new and old saves, though old saves have issues in that there are behaviour nodes the stable game isn't familiar with, from experimental) | 2025-12-05 07:27:55 | |
| 5851 | 😠 | Suggestion | Coding improvments: 1: Go through the list and ensure every instruction has a description, that it's actually good, and an example that actually demonstrates it's application. Seriously, a bunch are little sketchy enough that if you don't already have an idea how they work, it can be a headache to try and figure out what is actually meant. 2: When inspecting in the coding system, give us a way to directly see the contents of a memory array. It would have saved me a couple hours if I could just look into the thing and see precisely what's going on in the code. They're sort of a black box at present. | 2025-12-01 08:52:03 | |
| 5850 | 😟 | Suggestion | Looking at Make Anything Machine type system... it's possible to test if a particular unit can build a thing, but no apparent way to go the other direction and programatically create an array of everything that can be built. It'd be easy enough to do it as a build-on-demand type, but that's reactive. Ideally, something like "Loop Production Capability", that would cycle through all the options of what can be built currently. No need to tediously fill a screen with a block of nodes that just manually fills an array and needs to be updated whenever you finish a research. | 2025-12-01 08:41:50 | |
| 5849 | 😟 | Performance | It is impossible to build a Large Wind Turbine instead trying to build a wind turbine | 2025-11-30 20:52:41 | |
| 5848 | 😀 | Bug | fd | 2025-11-28 16:45:44 | |
| 5847 | 🙂 | Suggestion | add button to flip blueprints | 2025-11-28 08:07:45 | |
| 5846 | 😟 | General | I can't complete the mission, I do everything according to the instructions. | 2025-11-27 14:07:25 | |
| 5845 | 😟 | General | I can't complete the mission, I do everything according to the instructions. | 2025-11-27 14:01:00 | |
| 5844 | 🙂 | Bug | Editing a construction site doesn't always save. | 2025-11-24 16:03:34 | |
| 5843 | 🙂 | General | The Game is very good. The different Themes, Resourcen, and Science. I have only a Problem with the Storyline, Alien History 7/10. Iam stuck there. I have seen, that there is a bug, but its not correctet for now. Overall the Story is not translated in the Language settings. And the english version is not even very clear what i have to do.... I hope you can make the game perfect. Best wishes | 2025-11-24 13:51:03 | |
| 5842 | 😟 | Bug | there is no way that i can see by default to disable orders or make order precidence. If you have 9 buildings in a square and put crystal in the center buildings invintory. when a building decides to require that spcific crystal and the bots swarm the outside of the square even after installing a teleporter and giving it the order to move the object the insestant robots orders that keep populating oiverride the teleport order to have it go to an outside buildings invintory where the bot can reach it. | 2025-11-22 18:20:40 | |
| 5841 | 🙂 | Suggestion | Campain mode? This is a pure suggestion. So please consider carefully since it might mean a lot of work As i play the free play mode, and am end game, there is something that keep bothering me and i finally realise what. Free play =/= Story mode. Free play is unlimited, free to do whatever however you want. The buildings are each their own factions. If anything, if there where scenarios, aka mutiple maps, this game might <- see, i said might, not will, be way better because the free mode is, well, to free. Ideea what i try to say: limited map. No unlimited space (mind you, i am talking about a story mode, not the current free play mode). Each mission has a cap on what tehnology and what enemies and what resources we can do. Each map can have something like: we can't advance due to blight, enemies, and so on. Here is a relatily save so we need to progress in this area before moving on to the next one. Again, limited resources so we can't go on infinitly but also no time attack. So the cap is resources and not time. And here will come some of the cool thing: that I component that allows building to be stored and move, equip to a unit that will be saved for next map = we are advancing with our stuff from previous map as well as progress. Same with bots. There to be a limited numbers but some of the units will be transfered from one map to the other while the rest will essentially be destroyed since the alience or other story progress to make sense why only a handfull will progress to the next map (or area in the story mod). This wil also get rid of monotony since each map can be different so different aproces. And this is just the robots. There can be other campain for each race or fraction.... including the aliens and of course, the bugs... we are simple playing as the bugs and need to get rid of humans.... Also you don't need to be exactly and chronologically, as we discover the humans via logs, the next campain, humans, is what happened x time ago or somehting like this. Again, free play mode don't really need to change. I say don't because the story to be moved to story mode and no story in the free play mode. But the thing is, the progress of the story, is completly miss mached with game progress. A lot of times the progress can't be made because research in a difference fraction or enemys are becoming strong or resource issues, so the progress of story and the free maps being random = it's a missmach, all see just optional, no pressure, no significant. As in, the story mode feels like they are random quests and not real story missions and that is just because of how the free maps are just random and infinite. In a story mode the maps can be made to be ideal with the mission. Including to explore. While in free mode? i can go in any direction, i will find the same things i need, over and over and over again. This would also balance the ruins rewards, enemy power (since you either are to weak or to strong), a lot of the items would be usefull (sorry but who uses the crystal power generator when you can create solar powers and batteries almost imideatly? same with some of the units, it's just waste of resources and time since you'll need to replace them after all, resources are unlimited so there is no pressure to get cheap units). And well, this all are just the robots. The alien and humans have so many units and buildings, that they could have their own campains. BTW, no, you don't need to create a lore and such. There is enough to do so really story mode time needed to complete = free play mode time needed to complete. Anyways, i leave it here since oviosly i have no clue if this ideea could even be implemented. Alternative: in free play we have regions. So like how the blight and mass enemy bases prevent us from entering some zones, to have territory like areas. Each area to have some kind of boss of some kind. BTW, due to the ability to regenerate resources and convert them, do we really need an infinite long map? because my alternative map is based on the ideea that no randomness, but only parcially. And the ideea with bosses is that you can't beat them unless you use certain level of tehnology, meaning this can be the limitation for advance and the ideea of teritory means that this bosses won't attack you unless you enter their teritoy. And this also menas that the huma-.... ok won't spoil for others, so ideea is that their base, while you get control, you are cut off from your robot base, meaning they are on their own, and that is once again, due to needing tehnology from both. And like this the human tehnology will be locked behind story progress. | 2025-11-22 17:58:24 | |
| 5840 | 🙂 | General | Version 0.1.16573 (Oct/Nov 2025) Advanced Human Foundation is both unlocked before the material required to produce it and offers no better speed bonus than the regular Human Foundation which costs under 1/30 of the cost per tile. The Viral Pulse attack small component would make more sense being unlocked under the virus tech tree. Given that the Sensor Spike Component is both large and later in the tech tree than the Human Long-Range Radar, should it not have more range? Time Egg description should be similar to the Unit Teleporter in stating that it must be connected with other Time Eggs to operate. Under the game settings and when first encountering the blight it is described as a "corruption" yet blight adds world stability? Repair the mothership part 1-2 text and dialog no longer match. Given the new direction of more advanced components consuming previous tiers, the portable radar should use scout radars as an ingredient. Same for the Anomaly Lattice. Storage Block (24) is to the left of (8) and (16) is to the right in the build menu. Given the similar appearance, having them in ascending size order would make it less likely players will click the wrong one. The part of the space elevator story arc where the Human Explorer must be repaired in the Resimulator is partially redundant because the player will already have had to unlock and build a Small Intel Scanner and solve several human ruins to acquire the datacubes before the tutorial by HIGGS on how to do them. Given the inventory differences between the three Explorer versions, maybe the recipe should be added to the Human Resimulation core recipes on quest completion/unlocking the human faction explorer in the tech tree? Is it intentional that the human ruins tutorial quest unlocks the microscope recipe for human factories before the tech is researched? Given how late in the game the blight core has been pushed, the shield T1 to blight shield resimulation recipe is both no longer of a tactical or economic advantage given the 125 blight crystal cost for the 5 cubes vs the 5 for the manufacture of the shield. Miners when full have a tendency to cluster around the Store unit to the extent they block access for Transport Route units resulting in a gridlock. The control centre for Units feels disorganized with all units ever produced in order of production as a block. Maybe filter it by unit type similar to the Items menu for the control centre which can then be clicked on to view individuals? Compared to previous versions, Flyer drones are incredibly inactive. They do not respond to the logistics network which was their primary function in replacing Runner bots to reduce congestion and given player access to Deployers the need for full out of network construction is limited. Without added behaviours they are now mostly a waste of resources. The Symbiotech building is 3x3 in size with only a single component slot. Consider giving it a Component Efficiency bonus to make it competitive with other L building options. Plasma Bloom Component needs to include in the description that it needs blight terrain to operate. Unlike the Sentinel Ion Lance Turret which is a beam weapon with the move and fire property, the Human faction Heavy Missile Turret has lost the primary feature that made it slightly better over the other splash damage type weapons. Now it is barely a slightly longer range Photon Cannon and far inferior to the Missile Launcher component that is earlier in the tech tree. The tech order of some human foundations feels inverted in that the materials to unlock them are a full tier lower down the tech tree than the items unlocked which need them. Human Shuttles produced in the resimulator are difficult to select as they clip into the resimulator. Consider adding a rally point feature like other bot production structures for units produced by this building? The Human Factory building needs a buff processing wise. For a 3x3 structure the only recipe it does slightly better at than components that can fit in 1x1 or 1x2 buildings is Gear Boxes. By the time the player unlocks them the low power use is not a strong selling point given access to power generation components producing thousands and large numbers of other power hungry production lines. Currently Blight Gas has a problem with late game consumption since Plasma Blooms make its sole non-technological use obsolete. This makes getting rid of stockpiles a challenge. Given the three kinds of resource converter components, maybe add a recipe to convert a full stack of Blight Gas into a single unit of resources like obsidian and blight crystal. There should be a manual override for the construction inhibition when surrounded. Late game players will have flying delivery units and Item Transporters allowing maximum density construction. Potentially consider an upgrade for the radio under the Human tech tree which is a single internal component that acts as both a sender and receiver? The Bug Wave Spawner integrated component of the Large Bug Hive needs a tooltip explaining how to operate it or at least the ingredient requirements. Also mention that the spawned units have a timed life. Consider having blight requiring components default to giving a Visual if they are not on blight (when clicking something with them it already has the purple blight icon with a warning sign but their state of operation is not easily visible at a distance)? Units with a garage will automatically deploy their cargo on encountering hostiles but not wait for them to reload if the transport is targeted elsewhere meaning it can show up empty handed for the intended fight. Late game flying logistics units have a tendency to photobomb where the player is trying to click. Consider adding a hotkey that when held allows air units to be ignored when clicking. When hovering over the resimulator Stability UI it does not explain most of the perks/penalties unlocked. For example it does not say what Gateway channels are. Also if perks are cumulative consider making it a list? Other than a 300 health difference and a minor interface visual difference, the Tank Frame and Human Tank are identical. Consider removing the redundancy. At the start of the Alien History quests the text describes the anomalies as being hostile towards the aliens and the need to protect them without context given that ELAIN was previously only focused on repairing the mothership or investigating the world to overcome obstacles to the repair. Also only the virus infected resimulator bots have previously been described as the anomaly yet as the quests continue it shows the aliens in conflict with the bugs which the codex describes as the native life of the planet. The player needs more narrative explaining why there is a need to stabilize the world. Currently the Observer and Console alien structures feel like wedged in plot devices with no function beyond a brief single use to progress the mission chain meaning there is no incentive to expand their numbers or not to permanently deconstruct them. Consider giving them second functions that retain usefulness throughout the playthrough (eg. observers could link distant logistics networks for AI Behaviour Controller use or slowly generate anomaly particles and consoles could be used to manipulate events). AI Behaviour Controller behaviours should allow move commands to be issued remotely. The Peaceful Mode game setting should rather be called Enemy Behaviour. In the current state the Aggressive setting of the Peaceful Mode game setting goes through rather large early game difficulty spikes in that all nests on cliffs near the player starting location immediately dogpile the fledgeling base with the massive attack waves (starting at 16+ units) snowballing new nest spawns before players will have unlocked better weapon components or assembled a large army. On 100% difficulty continual attack waves against single points including 10+ virus laden scale worms and over 50 trilobites start when Expanded Power is researched. This tends to lead to early game base shutdown due to infection as players will not have had time to delve into the virus research tree or construct the freshly unlocked Pulse Lasers. Early game there are also periodic waves of mass expansion which infrequently try to spawn 20+ nests on a single front near the player base that diminish in frequency as playtime progresses. By the late game nest expansions reduce to producing 2-5 scattered nests in total making their clearance trivial and attack waves become infrequent. There are also rare super attack waves of several hundred units which travel vast distances to attack the base that completely stop occurring late game even without clearing their spawning nests. Maybe consider adding more game settings to scale expansion rates or limit distances from the base that nests are used for attacks? Alternatively a grace period mechanic that caps the size of early attack waves to a multiplier of the number of player units early on would also be an option. | 2025-11-22 17:40:35 | |
| 5839 | 😀 | Bug | Version 0.0.16573 (Oct/Nov 2025) Soulweaver Model still has a bugged polygon on the rotating inner ring resulting in a distending triangle. Trilopew, Scale Worm, Shield Worm, Malika and Mothika integrated weapon details list the weapon ID string and not the actual name. Greelobyte weapon is just a repeat of the unit name. Blight discovery tech on passing through high blight areas is not consistent and can be triggered by reloading when units are passing though blight areas that are not currently clickable. The Abandoned Miner Base will be targeted by aggressive bugs before the quest is completed to transfer ownership. When viewing the preview of a Bot Blueprint in the production menu of Robotics Assemblers, the colour for the Viral Turret is blue like the Small Turret. Blight bar is unlocked twice with both Blight Discovery and Blight Research which requires the previous tech. Sentinel Ion Lance Turret lacks a power draw (at least in the details). When structures are destroyed it does not always create a "ghost" replacement construction site. Time Egg connections do not show in the overlay mode. The Human Lander graphics clip through the terrain when climbing cliffs. Currently transport drones doing transport routes only push items from their dock unit and fail to make deliveries to it without a behaviour. Under the Information filter the Flower filter incorrectly describes the local Flora (plants) as Fauna (animals). Bunker and Heavy Bunker garage slots are not listed in the Sockets part of the Details UI. The Monolith Lightning Component component adds 2 anomaly storage slots. Heavy Bunker model radar visual pierces through attached components. The Human History missions do not factor in required human structures that have already been built, although moving them with a Deployer registers. It is possible to get the dialog of both Alien History story endings by activating the console at both stability extremes. | 2025-11-22 17:11:37 | |
| 5838 | 🙂 | General | Moving drone port production to the advanced assembler, and subsequently buildings with a large slot and storage, causes that technology to be locked behind IC production even though nothing related to drones requires that level of technology. This delays advancing past single tile logistics a significant amount. If this is intended, you might want to consider lowering the technology required for the medium item transporter to enable more advanced builds earlier. I haven't played in a while and wanted to check out the new additions. Things look great. However, the game seems to be much slower progression wise. This is caused by multiple factors such as tier 2 items requiring tier 1 items as inputs. This also makes it harder to use the early buildings that lack storage and not having access to storage related components. | 2025-11-22 02:43:33 | |
| 5837 | 🙂 | Bug | No entierly sure if this is or not a bug, but the Repeat fill up does not save IF i copy paste a unit (aka create copies, the copies will not have the repeated request) AND in this buildings case, i used the Edit. And i needed manually to re add the repeated request (no clue why i screenshoted after but yeah, it was reset, no request). BTW, is it possible to add a nother number in the top right corner of the items? thoes are for request. Aka we can easily see if an item is request and how many | 2025-11-20 23:23:29 | |
| 5836 | 🙂 | Suggestion | 1st of all, thank you for the updates, they are amazing! (experimental). I added 3 get unit types just to highlight that yes, they need to be combined into 1 single thing. I understand that in coding it MUST be exact but in a game 1 should cover all of them... like seriosly, please combine this ones and even more. Especially since the "Match" already exist and should be used as a model | 2025-11-20 20:32:34 | |
| 5835 | 🙂 | Bug | I had 3 large wind turbines queued to produce on one building, and 3 medium wind turbines queued to produce on different building. When queue comes to the third large wind turbine - it won't place an order from other building that has already produced all 3 medium wind turbines. I had to manually drag medium wind turbine to place where it is needed. This bug can sometime appear while producing other I/S/M/L components that contain components in recipie and required components are stored in building that produces it. | 2025-11-20 20:06:38 | |
| 5834 | 😟 | Bug | These bots seems be having a pathfinding issue around this specific plateau. I've done my best to confirm the move to command is sending them to a different yet they continue to sit idle in front of the plateau. | 2025-11-20 04:04:56 | |
| 5833 | 😟 | Bug | powered down unit, that i intentionally put to block the exist (wall surounder the base to ensure bot's don't get killed due to enemies and such) but because the a radar dropped item picker wanted to pick up something, the bot, that IS turned OFF, moved. | 2025-11-20 00:41:57 | |
| 5832 | 🙂 | Suggestion | For the radar, or program, or an entierly new I slot, can we get a parameter where we just store map buildings AND resources? What for? to exclude them from radar. Why? well the picture is a good exemple, i don't have this yet unlocked so the scout it's stuck. But if i could exclude it, it will show other results or none until i remove it. Also this is a As many as possible, this is exactly why i said maybe a new Integrated item. So, why the resources? When playing with infinite, i honestly just destroy non infinites just to clear the space to copy paste miner buildings, so yeah, it's very annoying to set and ensure they don't mess up. So a "ignore" filter can be a resources over x amount.... and now the non infinite, sine the game has an in game way to make them "infinite", this "do not" filter would massively help to have a hassle free don't use up the resources, only mine if over x amound. And if it's an I component, no need to stress with the programing or tons of filters since the filter will be, well, filters. Aka for this one will be either coordanance or directly the building itself, and for resources? something like value over or only if value under (in both cases to include same value since i honestly don't see why we need to fine tune it). And i will re say this: this ideea is for a MASS filtering (for ignore list). This is why it would be interesting to be it's own I componant. Think it like a mini database. And of course, this can be combined with radio and programin but the ideea is for it to be an I componend to reduce the risk of mixing up stuff. More or less it's a radar but it's only for the radar, as in, any resolts that mach criteria won't be listed by the radar with the ideea being that we can define values (bigger or smaller) and well, map ruins) | 2025-11-19 23:56:11 | |
| 5831 | 😀 | Bug | When one double clicks on an item in an "Explorable structure" it automatically transfers the item to your inventory (wonderful quality of life feature) but does not remove the icon from your mouse cursor. | 2025-11-19 11:21:20 | |
| 5830 | 😟 | Bug | When connecting the 'Done' node of a Loop to somwhere previous in the code, I get an error message saying I can not leave a loop early. I'm not trying to leave a loop early, I'm trying to go back in the code when the loop is done. I can work around this by using a Jump and Label, but it slows down the code. | 2025-11-19 05:06:17 | |
| 5829 | 😟 | General | Following up on my previous feedback (5828), I just noticed the Explanation box at the bottom of the behavior editor. I wish I had seen that hours ago. Though I still don't understand where the memory is stored, and the explanations are introducing new keywords like 'Keys' that haven't been mentioned anywhere else. | 2025-11-19 02:51:28 | |
| 5828 | 😟 | General | I'm having issues with two major areas: unexplained controls, and confusing key-words. As an example for the controls, I spent hours playing before I learned I can use the mouse wheel to set values on registers or production numbers. I also spent most of my first game using the Behavior Component before I stumbled across the Internal Behavior Controller. This limited all my internal slots by one unnecessarily. Why wouldn't this always be visible on the hotbar? If I'm in the Behavior editor, if I want to make a brand new behavior, I need to leave it, go back to 'select behavor' and then 'New Behavor'. There should be a 'New Behavior' as well as a 'Load' button inside the editor next to the 'Save As' button. The 'Apply' button should have a different icon than the 'Save As' button since they have very different actions. (Maybe just remove the down arrow, as it's essentially just a 'save' function. In-fact it should say 'Save', not 'Apply') Some example keywords I find confusing are 'index', 'register', 'value', 'parameter', 'memory', 'array', 'variable', 'element' etc. I'm sure a programmer might understand most of these words from experience, but as a layman, these words don't mean much to me in this context. It took many hours for me to realize that a 'Unit Base Parameter' and a 'Unit Register' are exactly the same thing, as far as I can tell. Are Variables and Parameters the same thing, just Parameters are able to be set on the toolbar? Are Parameters read-only? I can't seem to set them in code, despite the fact I can select them as an output. What is 'memory'? All the values are written to variables and values. Are those memory or is it something else? The 'Memory Insert' box has two inputs, but no outputs. What does it do? The codex entry on Parameters is nice, but no entries show up for any of the other keywords I mentioned. The pop-up tool-tips are confusing and poorly explain the purpose of the programming boxes. For example, the tip for the 'Loop Number' box says "Performs code for all numbers in a range". What code is it performing? What does it mean to perform code for a number? From what I can tell, what it actually does is it increments the number of the value while the next code box is running. The tooltip should say something similar to that. Sorry, for the ramble, but I've been frustrated with the confusing way the code boxes work. From what I can tell, most of the boxes take in multiple inputs (Index, Value, Number/Coord, Parameter (aka Register)) and applies it to a single output. Why have multiple boxes that essentially do the same thing with different wording. The outputs will be named 'Value', 'Result', 'To', or 'Old', but all have the same effect as far as I can tell. If not, these outputs should have better tooltips as well. Overall I'm enjoying the game, it's just trying to understand the inconsistent and over-lapping keywords in the behavior section has been frustrating. There are a lot of interactions available in this game, so I understand tacking the UI is a challenge, but it still needs some work to make it more accessible and user friendly. Thank you. | 2025-11-19 02:14:11 | |
| 5827 | 🙂 | Suggestion | when trying to use edit on a unit that is in a blueprint, there are unclear options. as in i have absolutly no clue what i chose will affect the unit or the unit in the blueprint? can you please make it simple and NON tehnical? please because it's so annyong that i try to copy paste something i have as a blueprint because it's right in front of me, but i am always asked about updating. Also when this question shows up, the screenshop function F8 can NOT be used. Going further, even if i want to edit a unit that is in a blueprint, i am still asked if i want to update and i honestly have no clue who to do it so that the blueprint is not affect. Going further: please add an undo or similar when messing up. Currently my undo button is auto save every 1 minute. Going further, The sound when a unit attack or goes in blight, can they please be a tick box to be turned off? As an exemple if the music does NOT change to being attacked, but i see that one unit takes damage, i know it's a unit who does not automatically aboid the blight without me needing to check every time this happens if it's an enemy attack or a bot that does not know not to go into the blight unless it is imune or i intentionally make it go for whatever reason. Going even further, when my units attack something to get rid, like thoes silica trees that are so random that i freaking hate them and will not bother mining them, any change to again, make a tick box, for music to not change into the attack one? i am getting extremly irriated to hear this sound because it's false alarm so many times and when it's not a false alarm i might need to reload my save because i assumed it is a false alarm. Finishing off: can we please have an ability, even if it uses a I slot, to make the units pass each other since the moving out of the way does not work that well. Speaking of which, is there a way to create a one way gate? The ideea of this one way gate: It's exactly how the gate is but units can only pass, well, in one direction. This is extremly usfull if we want to control random bots, as in, keep them in one area. Like an attack team, when they want to leave, we roate the gate, so the units can pass out, and then rotate it back so this units can come back in but none can come out. This would futher help with managing the bots since they won't be able to all gang up on a storage, blocking each others way, while still allowing for mutiple of them to keep coming and going. Essentially imagen a one way tunnel. Regarding the fondation, can we please have a factorop space age level of them being automatically build if they are in the inventory? i have over 2000 of them being build and it's extremly time consuming, and this is still the lowest one (and yes, it's not about speed, but about the fact that i can see clearly, remove all trees, see any drop items, so on). Ideea is simple, is in storage? does logistic exist? then the items will be used, not to build the construciton, but to instantly construct. BTW, the reason why i am annoying with the units attack random stuff = attack music, is because i have the infinite resources on. Why? the biom, i can't change it without it drastically affecting the resources. sometimes there is no silica, no metal, and i do mean i can't find anything at all. So i mix around by having a nice biom while infinite resources to compansate. The ideea is the following: add resource options (please add a new tap for this) where we can change the richness per resouces. And of course, we can chose which resouce to be infinite. Also an option to remove all but the infinite ones because yes, this is the ideea, i keep destroying the non infinite so constatnly false alarm battle music. BTW, why does water exist except to trigger people with OCD? Again, please add a tick box OORR let use build fondation over it like a landfill. Speaking of landfills, does something like that exist for cliffs? as in create ramps or destroying the cliffs? like a laser or turret that allows the destructions of plateau rocks and cliffs? Please add that because they are in the way.... and no option to turn them off. Like seriosly, please add tick bos to turn off anything that would prevent building there (aka like the ability to destroy them) also sorry if this does exist and i just have not advanced the game far enough. I play around and not focuse to much on progressing. | 2025-11-18 01:54:16 | |
| 5826 | 😟 | Bug | Clicking on miner bot doesn't progress tutorial | 2025-11-17 23:42:31 | |
| 5825 | 🙂 | Bug | when adding new parameter and then sliding it in betteen existing ones, the LINK does not automatically update and insted stays where the slot of the original was even if now there is a different one, insted of the link being where the parameter it was linked with is. Aka red link is how it looked like when i closed the programing and the green link is how it should have looked. | 2025-11-17 22:32:37 | |
| 5824 | 😟 | Bug | High priority does not work. The bots are auto locking the 1st item as well as everything else to be visible. But when i create a new bot, that new bot will pick up the 1st order despite it NOT being priority, and the bots who are idle, have the item as locked, and, via programing, become high priority, don't do anything because it's the closes insted of priority. On the same ideea, even if i build something and mark high priority, most items will still be delivered to other buildings insted insted of delivery to the high priority. | 2025-11-16 17:47:15 | |
| 5823 | 😠 | Suggestion | 2025-11-16 16:42:05 | ||
| 5822 | 😠 | Suggestion | why are we or does not an option exist, to start at 00 00??? i keep wasting time because i generate good maps but when starting, the 00 00 location is not avalable due to terran or other none sense | 2025-11-16 16:42:04 | |
| 5821 | 🙂 | General | Mission Human Discovery I am trying to complete the quest to find Human Research labs. I have interacted and fully solved many of them but the quest is not getting updated. | 2025-11-16 15:29:07 | |
| 5820 | 😀 | Suggestion | I asked before will ask again: please add tick boxes to prevent enemy drop, including base, and if the infinite resources is on, please add an option to remove the small, medium, and scattered ones since they are just in the way. the whole point is to reduce the need to manage resouces. You know what, i actually realised something, the no small, medium and scattered should be it's own tick box. Why? i would love to play with max richness insted of infinite but thoes little one are serioslly getting on my nerve and there is another major issue: unless the biom and plateau is balanced, there resources won't be balanced so high definice.... heavence sake, yes, i forgot, this was exactly why i chosen to play infinite, because i wanted more free space. Why? because i can't stand that plateaus and similar are in my way. So again, please add teraforming, please add a REAL flat (aka even if plateau as a biom exist it's flat, no evelation, no wind bonus, why? due to OCD, everything flat, something is curved? trigger!!!! and yes, this is why OCD is not healthy). BTW i don't know what it's up with the season thing but here are some suggestions: summer days are longer, winder days are sorter. Winter batery (not energy production) will drain faster (cold affect bateries). Ahhhh, regarding my original request, please remove thoes silica trees, i mean, tick box for it, they seriosly get on my nerve because they are so random, in the way, need to get destoryed or mined, it's very iritating!!! Also please add an option to path the base via foundation. And lastly, the thing i keep asking: please make it so that the bots can pass through each other. This game is suffering massively because the bots are blocking each other, can't get to areas if someone else is blocking them. Ah yes, an i forgot. A new button for bots, aka a parking. It's really just a tick box type of on off. It's very similar to home but insted of making the home busy to use the beacon (aka go to the nearest beacon) if they are damaged, no power, infected, and really any other stuff if you just add to the beacon a new little option to create a filter. Aka there is no filter for damaged units? even if a unit get's damaged, they won't move. And of course, even if the beacon with the damage exist, units who don't have this option on won't move. And no, please don't complicate stuff, because yes, it would be amazing to have bots that have full inventory go there except why? no need to complicate stuff because this new buton is for bots, if it's on, imedieatly stop what they are doing, go to the nearest beacon that match the condition, and stay there until the condition is fixed. So exemples of such filters: not full health (again, don't complicate with little damage, sever, so on, program exist for that, this is just QoL for hassle, no think, solutons), not full battery (this means no more bots delivering something and got stuck outsite the logistic for whatever reason), idle...yep, no more idle bots. Path blocked (a lot of times the bots who can NOT pass each other block each other ways but this Am i blocked, is not recheck so they just stay there, blocked, even if nothing is blocking them...), virus, Waiting for request or parts (again, that is all, no need for what, it's really just to have them move out. You don't want such function? don't create a beacon with this function) and i am sure i miss a few but ideea is to keep it simple. Icons and such. keep it simple simple simple. Also, is it possible to create a Lower then, or larger then, for the radar? as in, i want to mine non infinite resources via moving bots, well that is the ideea, for them to go only for the non infinite. Also a new function "unocupied" miner (please note this is strickly for mining resources). What does that mean? it means it looks at resources that have at least 1 tile unoccupied by bots. As an exemple the filter can be: no unit, mine... currently this will just show the minable itself but with this 3rd filter, it will check if the there is at least 1 space empty, for this unit to go there and start mining without getting blocked. This of course is exclusive for bots but dose not matter since this is a suggestion for QoL and not how to make buildings and bots do the exact same thing. Plus, the buildings care do the radar part and it's really just the bots who need to recive the instruction to mine. For scout movement, move away, move, so on, 1st of all, can they all be combined and just be a drop list what to do? please add for moving at exact location (aka unit and coor need to be exact), near it, away from it. Please add a tick box: wait till arrive at destination, aka no more jumping for next instruction despite not being there because the check for movement is very tricky. And for all of them, tick list, like, move towards home (vs moving randomly in enemy base...), avoid blight (if tick box is on), avoid plateaus | 2025-11-16 00:52:47 | |
| 5819 | 😟 | General | I've been trying to make the automation scripting work but I CANNOT figure out how to do it, because the debug to log action doesn't seem to be doing anything and also I can't tell what is inside a variable during execution. The icon of an item doesn't tell me anything. Specifically I've been trying to make a drone pick up a resource/item that it is close to (from the ground), but even though there's a get location function I have no clue how to use it cus I dont know what my other functions are actually returning, YOU NEED to give players more tools to tell what the fuck is going on while they're running a script. | 2025-11-15 17:12:58 | |
| 5818 | 🙂 | Bug | Unit is tured off but it moves to give the small power extension I scaned some ruins, needed green chip. But because they are not ready and the bot wanted to leave, i turned it off. But it found a small logistic extesion so i build it. It was not automatically picked so i draged it from the unit's inventory to the construction. And next moment, the powered down unit starts moving, it goes very slowly but it moves despite being powered off. Also i did notice in a previous save that occasionally units that are powered off moved | 2025-11-15 16:12:58 | |
| 5817 | 🙂 | General | При строительстве в редакторе блока не хватает кнопки "сохранить шаблон". Это очень помогло бы, так как заметил что часто собираю один и тот же шаблон. --- During construction, the "save template" button is missing in the block editor. It would help a lot, as I noticed that I often collect the same template. | 2025-11-15 04:34:45 | |
| 5816 | 😟 | Bug | i used this to find non infinite resources to destroy them (btw infinite are 0, why?) but as seen in screenshot, the crystal chunch is NOT reciving the value. Normally this should add the value aka the 25, but nothing happens. | 2025-11-14 23:55:37 | |
| 5815 | 😟 | Suggestion | i think you get the ideea what i try to do here. The suggestion is add for the loop the value for the resources via more, less, any. Why? because on infinite resource maps it's a massive waste of time to clear out the non infinite to make space for the miners, so this could make it automatically. Plus there is tehnology to make resources infinite, no? well once again, the loop resource would be perfect if a filter existed with ideeas like less then or more then and the extra steps are not needed | 2025-11-14 20:30:58 | |
| 5814 | 😀 | Suggestion | hello regarding the signal Reciver (yes, i just now realised i screenshoted the transmitter, sorry), the item, is there a way to add 2 more slots? why or for what: so that units can read up to 3 radio bands. Why is this important? it's not important it's just a freaking quality of life stuff. How will it work since they can't all work at the same time. Well that is actually the ideea. A priority system. You see how the radar has 1 2 3? if the radio reciver has the same, it will essentially work like a loop: it will read what is on nr 1 while ignoreing 2 and 3. Only when there is nothing on nr1 it will give the result from number 2, copy paste for 3. And like this we can futher automazise the bots. | 2025-11-14 20:05:12 | |
| 5813 | 😠 | Bug | can you please add better drop box? i never understand, is the sync supposed to arrive exactly at the location? or is it sposed to work for x seconds then next? can the drop box be extremly simple, NO dictionary needed simple: go next to (target), go exactly on coord (give error if no coordanance found so we can tell if we do somethign wrong, aka the coor and the unit need to mach perfectly), and a tick box saying wait till arrive, meaning that if it's not on, the chain will continue, if it's on, it's a WAIT function. it's so annoying how it's right now. I neeed to create programs because the programing are not good???? Here is an ideea, why are program not very very very good but locked behind research if they are to good or something like this. Honestly, i don't know why you would even want to do this because people will LOVE to play this game if from the START of the game we can use quality program and they are not locked behind a research or lecture or video explaining or search online for a blueprint or other issues. Make the program be very very user friendly so that even a child can use them without any promps or tutorial. they need tutorial? you'll lose most of your players because most people will never bother and only few of us will continue until we figure it out. Move is one of the basic stuff. Yet i need to pause the game to figure out how to use this set up? sorry that is not quality when the bots work better on their own and we need to create chains to do something else. In the time i waste programing this i can just create manually a very superficial thing of storage empting something or units to follow | 2025-11-14 19:29:49 | |
| 5812 | 🙂 | Suggestion | i been watching this bot for a minute. Something very interesting with regards to move away (it has radar to find enemies and move away from them) this move away works as if it's a scout. as in this bot circles the base, all the new lines of where it goes are L like shaped but with the second branch being away from the base. I will conclude that this is essentially using the scout "random" movement, but honestly, please change it to use "home base" as a "random" destination because move away? the only time it matters is if it's again enemys, and i do not know how many times some of my bots got destroyed because due to the move away, going randomly AWAY from the base, they essentially when into their death, RIP. So yeah, as far as i am aware, move away works perfectly for the 1st line (i am talking about the screenshoot, the movement lines, as i said, it's always 2 lines), but the brance, as in the second line, should be directed more towards the home base insted of away. And yes, we can add move to home,that is what i will do, it's just that this is a suggestion to double check that code because it's more handy if the move away's 2nd, aka random, direction, will point towards home. | 2025-11-14 17:18:45 | |
| 5811 | 😟 | Suggestion | terraforming, let us destroy the rocks as well as the cliffs via lasers and other stuff | 2025-11-14 14:31:44 | |
| 5810 | 😠 | Suggestion | I'm very suprised my scout can't path find around the blight and that I have to manually maneuver it back home again. That's just so, so tedious! | 2025-11-14 00:43:52 | |
| 5809 | 🙂 | Bug | is this supposed to happen? because all of thoes are the enemy but all of them are shut down due to virus, i did not even do anything | 2025-11-14 00:08:44 | |
| 5808 | 🙂 | Bug | Edit to my previous bug report ID 5807: I just found that the "Cancell All Orders" actions deleted all my building and bots "Recurring Request (Keep filled up to amount)" settings. This is probably not a bug, but I didn't considered it will delete also the "Recurring Request" orders. | 2025-11-13 17:26:13 | |
| 5807 | 😠 | Bug | In some buildings and bots I use "Recurring Request (Keep filled up to amount)" functionality, but after a game exit/reload this setting (Active Requests) is lost in all buildings and bots. | 2025-11-13 17:16:43 | |
| 5806 | 😀 | Bug | Descritpion: Teleporters that are given their target with a link teleports their passengers to a semi-random coordiante. So far the coordiate have had a very large y-component, but the x-component of the coordinate does not correspond to the expected one, so that might be a coincidence. When the coordinate is to high the game crashes. How to reproduce: Asign the target of a teleporter with any king of link from. In the save file: Teleporter 1 and 2 have their tagets given from a behaviour and then linked form an output variable. Teleporter 3 has its teleporter taget assigned from the Signal slot. Take TestMcTesty and move him to the other side of the portal link. He is assigned to hot key 1 to be easier to find. Work around: Assign the target with | 2025-11-13 15:58:27 |