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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 6631 | 😟 | Bug | When using large-scale buildings to collect Blight Crystal Chunk, sometimes the Anomaly Particle cannot be captured. This bug is difficult to reproduce consistently. Sometimes no Anomaly Particle comes out for a long time, and sometimes they start to appear in large quantities. | 2026-03-29 16:27:50 | |
| 6630 | 😟 | Bug | 枯萎区,枯萎水晶数量不大于200且旁边有枯萎放大器,采集时就不会产生异常粒子; | 2026-03-29 15:32:03 | |
| 6629 | 😟 | Bug | I activated the console before the mission, and now I can't complete rhe mission | 2026-03-29 12:30:18 | |
| 6628 | 😠 | General | I SET ALL MY PRODUCTION BUILDINGS TO METAL BARS COMPLETE THE TUTORIAL WTFFFF | 2026-03-29 10:46:59 | |
| 6627 | 😟 | Suggestion | How tf shall i complete tutorial step 17? i have put in the metal bar production but wont take next step ur game is really counter intuitive | 2026-03-29 10:40:19 | |
| 6626 | 🙂 | General | Bonjour il serait symphatique de mettre des objectif plus clair dans le jeu on avance globalement dans un flou abyssale | 2026-03-29 10:39:30 | |
| 6625 | 🙂 | Suggestion | Improve the Human Warehouse The Human Warehouse is a great idea but please give it more than just one internal slot! In no playthrough did I actually use it because of this. Reasons: Every big storage like this is probably supposed to be a shared storage and thus the slot is already gone. At the point of unlocking the Human Warehouse, almost all my buildings are running a behavior, even if it is just to sort and display their inventory. Then also looking at it's size of 3x2 it is way easier to build other buildings which have enough slots to support all my needs and still offer a great amount of storage. The already integrated powercell is a nice touch but a storage building does not really have a need for power. Give us a second internal slot instead please! | 2026-03-29 09:46:24 | |
| 6624 | 🙂 | Suggestion | Dropping items (and may be picking up, too) should make the dropped item available only after the one tick it takes in a behavoir -- to make it more relyable, intuitive, and consistent with the behavior display or animation. In the save is a drop chain (lower chain) that effectively teleports the item over many building, but that depends on the order in which the simulation calculates the buildings, which can be unrelyable, see upper chain. Also, still count the item to faction amount during that one tick. | 2026-03-29 08:59:17 | |
| 6623 | 🙂 | Suggestion | 建议可以调整是否触发战斗音乐 | 2026-03-29 07:39:26 | |
| 6622 | 🙂 | Bug | Una disculpa no adjunte una foto al problema de los tanques que no pueden entrar al teleranpotador en tanques. las unidades arriba si pueden. | 2026-03-29 07:16:34 | |
| 6621 | 😀 | General | Un tanque humano tiene un teletransportador componente L y si se ordena a otros tanques humanos meterse, no pueden. pero a mis soldados de obsidiana si dejan. me refiero a cuando seleccionas a varios y les mandas a meterse al portal. los tanques humanos si pueden pasar por el teletransportador cuando esta en un edificio. pero no cuando esta en una unidad tanque humano pesado. | 2026-03-29 07:12:15 | |
| 6620 | 😟 | General | Lost Space Elevator: So i claimed all the area around me and forgot where is the space elevator, it would be great if there was a map marker added upon discovering it. I know i can find it using the menu, but others might have some trouble here. | 2026-03-29 03:22:33 | |
| 6619 | 😟 | General | Satellites Not Delivering all Resources: Satellites when equipped with storage modules and filled with resources often return with some of the resources still in inventory. | 2026-03-29 01:39:22 | |
| 6618 | 😀 | Suggestion | I saw your previous reply. I didn’t expect an official staff member to actually respond to me—thank you! I’d like to request that the developers add the "square root" feature as soon as possible. I’m currently designing a behavior where the robot moves in a circular path around bugs, and the biggest obstacle is that I can’t calculate the square root of a number, which makes it impossible for me to get the next coordinate (maybe there’s a smarter way to do it, but I don’t know how at the moment). Right now, I’m trying to use the idea of R² - X² = Y². Thank you! | 2026-03-29 01:35:24 | |
| 6617 | 😀 | Performance | Please officially add the "square root" function to the game. I don’t know how to calculate the radius between robots using addition, subtraction, multiplication, or division. | 2026-03-29 01:25:39 | |
| 6616 | 🙂 | Suggestion | Double-click to select units would work a lot better IMO if it were based on identical names or at least identical equipment. The modular nature of units in this game means I almost never want to select by chassis, but I often do want to quickly select visible units I've given the same names to. | 2026-03-28 16:15:17 | |
| 6615 | 😟 | Bug | ID:6608 ワスプは、システムインデックスの画面以外では、リシミュレーターのウイルスレシピに表示されます。 | 2026-03-28 16:08:27 | |
| 6614 | 😟 | Bug | Starting as Human, the first foundation tile you can place, is already a high-tier one that requires materials you don' t have access at that moment | 2026-03-28 14:36:30 | |
| 6613 | 😀 | Bug | 磐石,说明附带特殊空间,属性里面也有。但是制造出来后没有附带空间 | 2026-03-28 13:25:26 | |
| 6612 | 😠 | Bug | 建筑看不到 | 2026-03-28 13:02:53 | |
| 6611 | 😟 | General | 玩不懂,不会操作,教程也看不懂 | 2026-03-28 12:50:51 | |
| 6610 | 😠 | Bug | 我的建筑看不见!!! | 2026-03-28 12:41:39 | |
| 6609 | 😠 | Bug | 正式战役看不到建筑哇 | 2026-03-28 12:41:01 | |
| 6608 | 😟 | General | バグなのかわからないけど。 全て研究が終わっているのに、ワスプという飛行タイプのようなバグが要研究になっています。 (詳細ウィンドウで「研究」ボタンを押して研究画面にいっても何もハイライトされない。) | 2026-03-28 08:09:10 | |
| 6607 | 🙂 | Suggestion | Power Grid Opacity Setting: Consider adding a setting for power grid opacity, i think many players will want to be able to see the grid while still being able to enjoying the games graphics :) | 2026-03-28 07:27:25 | |
| 6606 | 😠 | General | WaitComponent Node Gets Stuck: The WaitComponent node tends to get stuck a lot, in particular when using it with miner components. I think this happens when the unit receives a move order while mining. | 2026-03-28 06:28:34 | |
| 6605 | 😀 | Suggestion | ID Reply Author Date 584 setting the GOTO register should be an easy way to make it dock into the unit. Admin 2026-03-22 02:21:32 . es una buena forma de resolverlo pero disparar el arma tiene mayor prioridad por lo que no se queda dentro. pude resolverlo quitando el componente pero quedo un poco raro. pense que podria añadirse algo. muchas gracias por el juego los aprecio profundamente. tambien agrego para su base de datos que mi novia la paso muy bien con mi ayuda. lo cual es curioso considerando que su tipo de juego favorito seria pou. considerarian añandir animales bonitos? | 2026-03-28 05:05:53 | |
| 6604 | 😀 | Suggestion | El soldado de obsidiana pesado es muy pequeño deberia ser del tamaño del minero o mas grande | 2026-03-28 05:01:52 | |
| 6603 | 😟 | General | 11 - Deployable building During the tutorial I accidentally clicked Deploy on Scout then placed it on my Command Center. Now I am stuck | 2026-03-28 02:41:48 | |
| 6602 | 🙂 | Suggestion | I think attacking non enemy object or enter blight area should not change the BGM to battle music | 2026-03-28 00:45:20 | |
| 6601 | 😟 | Bug | Small hardpoints installed on a medium tank chassis are mounted to low and clip into it | 2026-03-27 22:55:19 | |
| 6600 | 😟 | Bug | The Anchor-point for the medium hardpoint of the Human Bunker is either - to low, if the weapon should be mounted on the top, or - to high, if, whatever you fit, should be invisible. | 2026-03-27 22:52:05 | |
| 6599 | 🙂 | General | In the mision of reapir the mothership you do not need fused electrones even in the milestone to unlock say that you need them | 2026-03-27 21:38:08 | |
| 6598 | 😟 | General | Anomaly particles is a huge bottleneck. The only way to get them is the AI explorer. Codex says it can also be manufactured in "Unknown". It'd help to show what it can be made in - that would at least give me an idea which part of research to focus on. | 2026-03-27 21:19:14 | |
| 6597 | 😠 | General | Step 10 of Human Evolution doesn't seem to work. It asks to put the Higgs AI Core and Blight Core into my resimulator. I did that. Nothing happened. There doesn't seem to be any recipe usable in the resimulator either. Even the previous step was difficult to figure out. It said to extract the Higgs ai core from the elevator. That didn't work. Problem is the quest didn't say you can only do it with the AI explorer vehicle. | 2026-03-27 21:06:02 | |
| 6596 | 😀 | General | 正式版のフル研究データです(^^) | 2026-03-27 19:46:01 | |
| 6595 | 🙂 | Suggestion | May I request a button to suppress the popup when hovering a component? Sometime I need to check their range but the popup make it very difficult to see. | 2026-03-27 17:47:07 | |
| 6594 | 😟 | Bug | This Maps Terrain has some strange Pathing - some cliffs are passable that should not be, and some which look like the should, are not. overall, most plateaus on this Setting have hardly any access points. | 2026-03-27 16:50:41 | |
| 6593 | 😟 | General | Why on god's green earth do you count FOUNDATIONS towards the number of 'player buildings' used to calculate bug wave strength...?! | 2026-03-27 15:03:16 | |
| 6592 | 😟 | General | It is really annoying how units get dragged around by their equipment having a target. Any time I have a behaviour that briefly lets go of something (e.g. to wait to heal or recharge) it tries to run back out to fight or mine or something because of what its gun is doing. Clearing this in a behaviour also seems really annoying. "set to component" seems to absolutely hard require a type in order to work, I can't just say it's the component in slot 3 (even though it is) or it doesn't work. I have no idea why, because other things (like unequip) only need to know where the component is located. But for this I either need to know the specific equipment (and have variants for each weapon or mining laser), or make the behaviour first check what it is by looping through its gear, and then clear its target. All that just to make a unit obey the rest of its behaviour. I wish this could just be straightforward like clearing almost anything else. | 2026-03-27 12:43:31 | |
| 6591 | 😀 | Suggestion | 希望添加英雄类机器人,性能超越马克5号 | 2026-03-27 12:06:44 | |
| 6590 | 😀 | General | Shields On Tower thingy | 2026-03-27 08:39:20 | |
| 6589 | 😟 | Performance | In the large attack waves spawned at the other player in this game, something seems to massively drop FPS for both of us when we look there. I think it might be wasps, because they seem to die first and then the FPS recovers. Sadly I couldn't pause while typing this as it's a dedicated server but it's happened two attacks in a row now. | 2026-03-27 08:32:59 | |
| 6588 | 😀 | General | New optional Move function parameter: Priority. A numerical input parameter, default 0 (numbers allow multiple priority levels). When calculating the path, all bots with a larger number on their last called Move function are considered not passable (on moving bots this might have to be projected into the future in space-time), and thus, not being pushed away. E.g., Move Offset (0,0) with plus infinite Priority would command a bot to always hold position. Move Away with minus infinite position would always use a clear path with no other bots in its way for a faster (not waiting for other bots) response (or return Path Blocked, if none was found). So in general, positive numbers make bots more pushy, while negative numbers make them more evasive. A Move with Priority 1 would already push all default bots out of its path. This would allow finer control over how bots move with behaviors. | 2026-03-27 08:12:57 | |
| 6587 | 😟 | General | How can I filter for only picking up equipment or processed items? My trilobyte has a behaviour to look for things that are lootable but aren't resources and it still picks up loose ore. I tried "can loot" and "dropped items", each paired with a "!= resources", sometimes even throwing in "!= mineable" just in case, but it always does this. I don't have enough filters to tell it not to pick these up individually, surely something must filter to only dropped items that aren't raw? | 2026-03-27 08:05:32 | |
| 6586 | 😟 | General | Blueprints being destructible and dying apparently at random in combat is frustrating and drags down the experience of this game. The whole reason I would want a blueprint to spring up where something died is so I don't have to manually replace it each time. To do that and then have the blueprint itself die is self-defeating, it reintroduces the only problem it was solving. | 2026-03-27 06:32:44 | |
| 6585 | 🙂 | General | Доброго времени. Из человеческих руин не подбираются предметы | 2026-03-27 04:49:18 | |
| 6584 | 🙂 | Suggestion | An instruction to get the grid's Total Battery Power and the Total Energy Used (all four numbers from the top two bars of the power tab of the control center). This would allow detecting getting close to the grid's limit before that limit is reached. Rather than adding new instructions, this might be in place as extra outputs under the "Get grid efficiency" instruction. I would assume in that case that it should only return the information about the current power grid, not the entire faction. (If modifying that instruction, might also be a good time to add an optional unit input). | 2026-03-27 02:13:19 | |
| 6583 | 😟 | Bug | Bug Artillery Range: Sometimes the bug artillery is shooting at absurd ranges, in the screenshot you can (barely) see a projectile from the edge of the screen hitting my army. Ive noticed this happening several times now, its probably due to how they are trying to aim ahead of my units. | 2026-03-27 02:03:23 | |
| 6582 | 😠 | General | Compress Unit Display: As you can see in my screenshot, the unit display leaves very little room on my screen. When more than 30 units are selected, the list should be compressed into just 1 image with a unit counter instead. Note that grouping units by type in this way will be pretty useless, so they should be grouped by name instead. | 2026-03-27 01:48:33 |