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| ID | Rating | Category | Description | Screenshot | Date |
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| 5872 | 🙂 | General | Feedback (Version 0.1.16573): Component efficiency increases power draw but not power production. Consider giving power generating components a boost in output based on efficiency. Milestones should carry across playthroughs, especially the satellite ones since how many AMACs will a player be able to constantly feed even late game. The Larva and the frames it spawns on death just have Melee Pulse Attack as the weapon component unlike the other bugs which have more natural sounding attacks. When the Blight Simulation Core for the space elevator arc is produced it feels like there should be some more dialog from HIGGS about the relevance of the core. The AI Behaviour Controller would benefit from being able to search the network/power grid it is in for units/items matching filters similar to how radars search at a local level. The functionality of Set To Component Remotely to set the signal, visual, store and go to of units should be made more clear or accept the values in the menu above parameters. There is currently no way to automatically set behaviour input parameters and registers (eg. Store/Go To) for units produced by behaviours. Consider adding a field to the Produce Unit behaviour action that allows the unit to be associated with a variable on production completion? The whole accessing human technology though the Time Egg quest seems very pyric in that it requires advancement of the human tech tree to Human Science to complete and only gives Human Refineries and the Human Science Lab before needing the Human Warehouse to be unlocked by conventional research which is only 120 Human Research Data away. Under behaviours the Is Passable function needs the top node to be noted as occupied by player entities. The range limitations of the Get from Component Remotely and Set to Component Remotely should be specified in the description of those behaviour functions. For the autobase functions of the AI Behaviour Controller it would be nice if there was one that could enumerate all frames in the network matching a blueprint. For the AI Behaviour Controller add a function that allows remote launching so mothership ejection can be more easily automated. As satellites automatically return, the Land behaviour function seems obsolete. Consider changing the Launch function to an Activate since it can already also eject from the mothership. Adding additional functionality to handle plot "click to proceed" events, such as those involving the explorer interaction with quest related explorables or the console, would also be welcome for players trying a no human intervention challenge. Under the game settings there should be an option, potentially unlocked by beating the story, to include an active AI Behaviour Controller set to a behaviour from the player favourites in the internal socket of the starting Command Center bot. Add a Unit field to the Restart Behaviour function to allow bots to automatically reactivate behaviours on other bots. Potentially can have the same range limitations as Set To Component Remotely with/without an AI Behaviour Controller. | 2025-12-23 09:08:06 |
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