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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 6683 | 😟 | General | Ich komme einfach nicht weiter (im Tutorial) | 2026-04-03 18:33:23 | |
| 6682 | 😀 | Bug | More Bugs and Weapons! And Fighty bots | 2026-04-03 17:31:54 | |
| 6681 | 😟 | Bug | dunno if this is a bug or not. The "Blight Shield" research doesn't seem to make any difference, except unlocking stuff. - my units still can't be sent into blight (still getting the message) - my units still seem to take damage from blight | 2026-04-03 17:28:10 | |
| 6680 | 🙂 | Bug | Selecting this section of instructions and then pressing "delete" causes the game to freeze for a few seconds, and when it resumes nothing happens. The instructions are not deleted. This is in the behavior attached to the Command Center, in the "Post Deployment" subroutine. | 2026-04-03 16:15:26 | |
| 6679 | 😠 | Bug | Trying to use MoveUnit on another unit will always result in the node taking the PathBlocked route. | 2026-04-03 14:19:59 | |
| 6678 | 😠 | Bug | CPU使用率超不过20%,特别卡卡卡 | 2026-04-03 13:05:42 | |
| 6677 | 😟 | Suggestion | [Experimental] The new metal minimap color is nearly the same like that big crystals color. I liked the old color more. For better visibility, I would suggest 1 pixel wide outlines (constant width at any zoom; outside, around the whole cluster, not inside per tile like self faction color) for different object types, e.g. blue outline color for all resouces and different fill color for each resource type; red outline for all hostile faction, but still repective fill color of that faction, green outline for allies, yellow for exporeable, ... . That would also make sub pixel objects larger to be visible at all (when zooming out far). | 2026-04-03 12:42:44 | |
| 6676 | 😠 | Bug | When pasting a copied bot into a factory, and then changing the number produced, the factory will build the default unit type instead of the pasted blueprint. | 2026-04-03 11:27:23 | |
| 6675 | 😟 | Bug | Units often get stuck at large blight pockets because their pathing doesnt reach far enough to get around. | 2026-04-03 11:20:15 | |
| 6674 | 🙂 | Suggestion | On/Off Status: Ability to connect on/off status of a unit to a faction register would be great. | 2026-04-03 10:17:08 | |
| 6673 | 🙂 | Suggestion | When relocating a building, it would be nice if the various ranges it shows would mvoe with the blueprint | 2026-04-03 06:24:13 | |
| 6672 | 😠 | General | Units are blocking eachother and the move node gets stuck, the Path Blocked trigger never fires and it results in the node getting stuck forever. | 2026-04-02 21:05:51 | |
| 6671 | 😟 | Bug | Random Coordinate: The RandomCoordinate node will fail when no value is set, it should default to 0,0 coordinates. | 2026-04-02 16:51:58 | |
| 6670 | 😟 | Suggestion | The production-overview of items lacks one key information: where is the consumption, including throughput metrics | 2026-04-02 14:45:52 | |
| 6669 | 😟 | General | I looted an advanced refinery and I see it adds two gas slots to whatever I put it on. But, after doing the first Blight research, it does not appear I can actually use the Advanced Refinery with Blight products. Is this intended? | 2026-04-02 13:48:49 | |
| 6668 | 😟 | Bug | Input mapping wont recognize the + key on german keyboard. NEIN NEIN NEIN NEIN NEIN! | 2026-04-02 10:42:31 | |
| 6667 | 😟 | Bug | Deployment of a building is caught in an infinite loop | 2026-04-02 09:01:05 | |
| 6666 | 😟 | Bug | beatwho told me to do this on discord after asking about a question in #help | 2026-04-02 07:41:32 | |
| 6665 | 😀 | Bug | Hi, there seams to be an issue with 'Alien Explorables'. I have attached the save. When you start the behavior from the deconstructor engineer, you will see the behavior termiate at 'get unit info' (internal sockets). I guess the alien explorable is somehow missing something and the behhavior can not handle it. I hope it helps a bit. Casegard | 2026-04-02 06:16:48 | |
| 6664 | 😠 | Performance | 游戏卡顿特别严重! | 2026-04-02 06:06:30 | |
| 6663 | 😟 | Performance | Please provide a method for splitting coordinates into seperate unitary offsets and distance values. | 2026-04-02 05:22:30 | |
| 6662 | 😟 | Performance | Attached game keeps visually hitching every now and then. Units will freeze then snap forwards as if the bg sim kept going but the client struggled to keep up? It's subtle at the moment, not as bad as we've had before with mass bug spawns, but also it's not clear to us what is doing it in this case. It just began to happen at some point, and hasn't stopped. | 2026-04-02 04:51:53 | |
| 6661 | 😟 | Bug | Coordinates are not displayed as keys in the memory view interface. | 2026-04-01 21:23:28 | |
| 6660 | 🙂 | General | I am attempting to automate creating beefy Alien Workers in a Reformation Pool, preferably without having to use a behavior controller on the worker (Alien Units do not have integrated behavior controllers). However, when trying to re-link the unit's Radar component to it's Goto registry (clean up loose items and send them to it's Storage registry), the link does not occur. If this is because I'm trying to make a link on an external unit and Set Link doesn't have this functionality, what other options do I have that isn't installing a behavior controller on the alien unit? If it is not possible, then please consider that to be a suggestion. Preferably in the form of "overwrite remote unit settings" as if you press C on one unit and then V on another. Inputs being target unit to overwrite and either a target unit to copy or blueprint in library. ... while we're at it, Alien units are forced to be on-network when created, disobeying their blueprint. Removing that behavior would be nice (Disconnect behavior node doesn't work remotely). Also, having Rally Points on anything that can produce units, including the Reformation Pool and Drone Bays, would be delicious. | 2026-04-01 20:20:40 | |
| 6659 | 😟 | General | Здравствуйте! Подскажите как пройти дальше в инопланетной истории, как не пытался взаимодействовать с этими зданиями, ничего не выходит. К сожалению в интернете тоже не нашёл никакой информации. Заранее спасибо | 2026-04-01 20:07:22 | |
| 6658 | 🙂 | Suggestion | Control Groups in Behaviors: Would be great if we could add or remove units to / from control groups via behaviors. | 2026-04-01 18:02:49 | |
| 6657 | 😟 | Bug | The invisibility module functions on the bugs. However, there is no visual invisibility effect. | 2026-04-01 15:49:08 | |
| 6656 | 😟 | Bug | When using recurring request (keep filled up to amount), when there is already some of the requested item in the inventory, that amount is subtracted from the entered amount. For example in the image I requested to keep circuits filled up to 80. However, there were already 79 there, so this resulted in it only being filled up to 1. | 2026-04-01 14:59:38 | |
| 6655 | 😟 | Bug | Game freezes a few seconds after unpausing, as the scout arrives at its destination. Apparently the Is Moving instruction in the behaviour does something bad, possibly related to looping back to itself while the unit is still moving. | 2026-04-01 14:19:15 | |
| 6654 | 😟 | Bug | the "mine" node mines a random nearby resource instead of the targeted resource, causing all sorts of issues | 2026-04-01 14:11:59 | |
| 6653 | 😟 | General | Optional allied unit outline option in overlay. I really struggle to find my own units through the map, and also feel selecting them through menus feels too roundabout. This is my #1 gripe. | 2026-04-01 13:29:45 | |
| 6652 | 😟 | General | Alien Playthrough - have to stop after a few hours struggling to get a working production up. for me, its similare, if not worse then the Human faction, because you have only a handfull of units and after the initial square of research, you basically have to build a robot base to continue. | 2026-04-01 13:14:12 | |
| 6651 | 😟 | Bug | Weird flickering black segments. They appear on different plants when you change your viewport by zooming or moving it. | 2026-04-01 12:47:39 | |
| 6650 | 😟 | Performance | 有一个很重要的建议,对于资深玩家特别重要请官方人员重视,谢谢! 编写行为时,解锁还是太慢了。资深玩家喜欢程序瞬间响应的感觉。我需要能瞬间获取位置,瞬间获取数值,瞬间获取组件寄存器数值的功能,他们的优先级要低于[程序开始],但是要高于[解锁],高于一切。 有一种可能性是[遍历可生产物]、[遍历配方原料]的过程拖慢了程序速度,可以的话请你们想办法优化 | 2026-04-01 11:40:52 | |
| 6649 | 😟 | General | Alerts in this game are annoyingly vague. Every sound is the same, whether it's urgent or not. "Under attack" and "taking damage" also seem interchangeable for some reason. I can click on "under attack" and see a bot wandering through the blight, or on "taking damage" and see one engaging enemies. Things like attack and infection should not sound like a random signal. Attacks and environmental damage should also not appear similar or be literally interchangeable. If they aren't distinct enough to inform properly then they are just pointless noise: if I pay attention to them I quickly learn not to because they're so often frivolous. If I don't then I miss important ones because they're all alike. | 2026-04-01 10:39:18 | |
| 6648 | 😟 | Bug | Power Nova does not auto-request crystals to generate power also ZERO indicator that this thing runs on purple crystals | 2026-04-01 10:17:25 | |
| 6647 | 😟 | Suggestion | Please make it, that i can place foundations under existing buildings, without having to manually placing the blueprint holding shift+click on each tile | 2026-04-01 10:10:46 | |
| 6646 | 😀 | Suggestion | Would it be possible to add the State Icons as more Object Type Filters? Some of them already exist, but I am particularly interested in the "Running a Behavior" and "Has a Stale Order" statuses. | 2026-03-31 19:58:19 | |
| 6645 | 😀 | Suggestion | "Faction Item Amount" returns the total amount of unreserved items across the entire faction. Could an alternate form be added as a dropdown that only returns the amount in the current logistics network? Checking if an item is stocked and it doesn't do me much good if I have some in a random unit a thousand miles from the network. | 2026-03-31 19:50:52 | |
| 6644 | 🙂 | General | Thank you for the ability to move comments to a new line. Is it possible to add the option to submit/close a comment with Ctrl+Enter or insert a new line with Shift+Enter, similar to how it's implemented in Discord, for example? | 2026-03-31 18:21:43 | |
| 6643 | 🙂 | Suggestion | Please add some "ingegrated behaviour" chips equivalent to the Alien start. My suggestion would be, integrating the AI-Behaviour chip into the Heart, and at least a "signal reader" into all Alien frames/buildings | 2026-03-31 15:15:08 | |
| 6642 | 😟 | Suggestion | 控制中心中,装置太多了很乱,可以上线排序的功能吗 | 2026-03-31 01:40:52 | |
| 6641 | 😟 | Bug | The loop producer items node in the behavior panel does not contain all the actual producer items, for example when it is given an assembler it does not contain a robotics assembler. | 2026-03-30 22:56:54 | |
| 6640 | 😟 | Bug | I am not sure if this is a bug or a "feature" but either way I think it needs looking at since the crafted drones that can be crafted by an assembler have no way to easily be filtered out if you want to do something like a mall crafter. Like only having unlocked or all items is really limiting, like I would like a non deployables option on that loop producer items or some way to filter the crafted items by their actual categories in the producer menus. | 2026-03-30 20:11:31 | |
| 6639 | 😟 | Bug | The aoe repair component or repair component does not repair our faction's flowers automatically. Flower built, not captured. | 2026-03-30 18:43:09 | |
| 6638 | 🙂 | Suggestion | ive been thinking about the virus recently, it kinda bothers me how it becomes mostly irrelevant pretty early in the game, so ive come up with an idea to make it more interesting: the core idea is that there are 3 different strains of the virus (red, green, blue), and the player is made to specialize in 1 of them via research. the infection logic would use a rock-paper-scisors system - red beats blue, blue beats green and green beats red. possible effects of virus strains: red: increase/decrease weapon damage; green: increase/decrease movement and production speed; mess with movement orders; blue: increase/decrease energy production and shield power; turn off shields; now about the research, you can make it so you have to chose 1 strain that you get immunity to / positive effects from, that leaves u with 2 good strains and 1 bad one that u can now deal with in new ways (if there is mainly green virus in an area, the red virus will have a hard time spreading). so basically it doesnt just matter if you got the virus or not, later on it will matter which strain of the virus you got in which area etc. this would make the virus also a relevant weapon in pvp again :D ps: obviously some people wont like this, so you can make it an option in the map settings or whatever | 2026-03-30 16:35:45 | |
| 6637 | 😟 | Suggestion | Unit death notifications could really use more info, at the very least a name. Location and an icon only really tells me what it looked like and what gear it had, but I can have multiple units with the same chassis and gear doing different jobs, I need to know which one it was that died. Which means going through the list to see what I am short of, when it could just tell me to begin with. | 2026-03-30 15:27:51 | |
| 6636 | 😠 | Bug | IsInsideLogisticsNetwork node broke, it always returns false onn checking a coordinate even when its clearly inside the logistics network discord link with further details: https://discord.com/channels/426249804981600259/1377790745506877560/1488190680760193156 | 2026-03-30 15:21:55 | |
| 6635 | 😟 | General | Every game so far it feels like crystal is a huge issue long before other resources. Is this intended? It's strange how quickly it gets used up compared to sand, metal, or even special resources. Of course things that use other resources also use crystal, so now my whole game is about, "go out to get crystal so I can use the other things I have in abundance". | 2026-03-30 14:49:05 | |
| 6633 | 😟 | Bug | ID:6510 再現性の高い方法がわかりました。 私はターゲットにフォーカスを移す時にShiftキー+左クリックをよく使います。 例えば、テレポートコンボはテレポート先がターゲットになっていますが、画面をターゲットに移動したい時にターゲットをShift+左クリックし、Nキーでカメラ移動しています。 この時に元の可視範囲がそのままになっているようです。 | 2026-03-30 10:33:39 |