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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 6706 | 😟 | Bug | изображение в самом низу раскрытого раздела Справки не имеет никакого отношения к разделу. Возможно оно должно находиться в каком-то другом разделе | 2026-04-05 18:49:24 | |
| 6705 | 😟 | Bug | Radar Filter, loot + != Virus Source code, always tries to lock onto virus source code as if the filter was not there. | 2026-04-05 18:40:50 | |
| 6704 | 😀 | General | 请问如何创建一个自己的资源节点?我使用病毒复制器复制一个节点后,他就无法在选择别的资源节点了。 | 2026-04-05 17:20:51 | |
| 6703 | 😠 | General | hé vasy les mobs qui agro et qui sont intuable pdt qu'on a des tourelles de pd faut aller se faire foutre mdr | 2026-04-05 16:19:14 | |
| 6702 | 🙂 | General | ignore my last feedback about plasma turret, i got confused about the slot sizes | 2026-04-05 15:40:29 | |
| 6701 | 😟 | Bug | Blight Turret vs Plasma Turret: The blight turret has basically the same stats as a plasma turret when you put it into an M slot. 55 DPS on both weapons kinda sounds like somewhat of an oversight and needs rebalancing. | 2026-04-05 15:37:10 | |
| 6700 | 😟 | General | Engineer View Range: Engineers have a rather lousy view range compared to other units like twinbots, which is kinda bad for their automation, consider rebalancing this. | 2026-04-05 12:57:27 | |
| 6699 | 🙂 | Suggestion | 我不太清楚你们具体的任务分配算法是如何的,但目前看起来,当我有多个金属锭的存放地点,当别的地方有请求的时候好像只会找最近的存放地点,即使这个存放地点是空的,也不会去找较远的但有很多金属锭的地方,毕竟是自动化类型游戏,这会严重耽误产线生产效率啊。 I'm not sure about your specific task allocation algorithm, but right now it seems that when I have multiple storage locations for metal ingots, the system only fetches from the nearest storage when there’s a request elsewhere — even if that nearest location is empty. It never looks for farther locations that actually have plenty of metal ingots.Since this is an automation game, this seriously hinders production line efficiency. | 2026-04-05 04:29:15 | |
| 6698 | 😟 | Bug | in a trilobyte with an anomoly container, i am attempting to convert anomaly particles to unstable matter. the trilobyte drops these on the ground along with some anomaly particles. when the anomaly particles are attempted to be dragged back into the trilobyte, it may work the first time, but afterwards you cannot drag the anomaly particles as it will pick the unstable matter two boxes to the left every time. | 2026-04-05 00:06:23 | |
| 6697 | 😠 | Bug | Support Bot Behavior: When doing an attack move, bots without weapons start following a random unit, this is very annoying and messes up combat behaviors, please add an option to turn this off. | 2026-04-04 19:07:00 | |
| 6696 | 😟 | Bug | 異星人科技無法研發 | 2026-04-04 19:06:21 | |
| 6695 | 🙂 | General | Il y a vraiment un besoin pour un speed controlleur Voir le mod - MERCI | 2026-04-04 18:37:25 | |
| 6694 | 😠 | General | 教程死档了 | 2026-04-04 15:21:15 | |
| 6693 | 😟 | Bug | I have a small building near blight magnifiers which mines blight crystal. Its behaviour checks its equipment and writes "shutdown" to it when it reaches 100 resources. I was told in a previous report this would disable weapons but AFAIK nothing will ever shut off a weapon unless you explicitly manually select the weapon type rather than getting what it is via behaviour, which is super annoying as I don't want a behaviour for each and every mining laser or weapon. I've also tried writing a blank/zero value, using just "component" instead of "index", using just "index" instead of "component". Currently it uses both. None have worked. Why is this such a pain? How can I make a behaviour turn off a weapon without specifically setting the type or using a ridiculously long chain of "is equipped" type things? It just seems like all the cleanest solutions do nothing. | 2026-04-04 13:11:26 | |
| 6692 | 😟 | Suggestion | 15 - Setting up Production, does not seem to work. | 2026-04-04 11:51:47 | |
| 6691 | 😀 | Suggestion | As you can see from the picture the request panel becomes VERY busy so may I suggest that when you click on an expanded Catagorys name that it minimises it so that when you are tidying and rearranging the base you dont have to constantly scroll through the entire list in order to find the one item. This way one can minimise the list except for the catagory you are working with. This woud improve the quality of life for the player so please consider doing this. Thank you for a wonderful game that does not need conveyor belts to run factories if you have bots that do the same thing. | 2026-04-04 10:28:03 | |
| 6690 | 😟 | General | I don't really get why behaviour controllers are a thing in this game. Using the behaviours is such a big part of the draw that punishing the use of other factions' vehicles by making them spend a slot on a controller just seems anti-fun. I mean, sure you can play without them at all, but then it's just an RTS with an unreasonably long logistics chain. IMO the game would be better for just letting you automate all the things. | 2026-04-04 09:23:00 | |
| 6689 | 😟 | General | I have somehow never got the unlock for trilobytes et al in this game. I don't know where it comes from or how to get it now, because I've always just had it without trying. I can't think of anything that I did differently this time, except that my first faction was overrun very early (we settled near this plateau and it seemed like the contents of it were very mad at me in particular). Somehow the next faction just never got the tech. The other player says that for them it's a "story unlock" but they don't know when it happened either. I don't know if this is a bug or just some weird thing I'm missing, but I'm not loving the fact that it's an unlock we somehow never even knew we were unlocking, and that it can be missed with no clear path to getting it. | 2026-04-04 08:16:43 | |
| 6688 | 😟 | Bug | New Starter Tech complains it can't be unlocked as it's missing research- However I started the game with it. This seems- Unusual? | 2026-04-04 00:12:00 | |
| 6687 | 😟 | Bug | Broken picture on the register tutorial talking about setting multiple storages. Is just a brown rectangle inside a bigger white rectangle? | 2026-04-03 23:44:27 | |
| 6686 | 😠 | Bug | Unit will not move when right clicking. Only if I deliberately click on the GOTO. Right click works for moving the map. This never happened before 1.0 long ago when I played last time. | 2026-04-03 22:40:41 | |
| 6685 | 😟 | Bug | Health module consume way too much power, also, the medium health module consumes as much power as the integrated one, i think some rebalancing needs to be done here. | 2026-04-03 22:40:15 | |
| 6684 | 😠 | Performance | 奥赛德 | 2026-04-03 22:39:02 | |
| 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 |