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| ID | Rating | Category | Description | Screenshot | Date |
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| 5969 | 😟 | Suggestion | Current Pain Points In many-to-many setups (e.g., 10 suppliers × 10 consumers), configuration complexity explodes and scaling becomes very expensive to operate. When Behavior logic and Transport Route logic are used together, the resulting behavior is often hard to predict and control. It is difficult to duplicate a full production line including Bots and their role settings via Blueprints, which slows down horizontal expansion. Management relies heavily on per-unit hidden IDs, while area/group-level visibility and control are limited. Repro Example (Short) Build suppliers A/B/C/D/E and one aggregate storage Z. Try to enforce fair pickup (round-robin style). In practice, some suppliers are drained less often, inventory accumulates unevenly, and total throughput does not scale as expected. Adding/removing sites requires repeated manual parameter assignment, which becomes time-consuming. Requested Improvements Add UI-level Area/Group definitions so we can configure flows like Group A -> Storage Z. Provide an explicit priority mode for control conflicts: Behavior-first vs Route-first (with visible conflict handling). Allow Blueprint-level bulk copy of buildings + Bot roles/settings together. Add standard scheduling nodes/policies for many-to-many logistics (e.g., round-robin, weighted, least-stock-first). Expected Impact Significant reduction in setup/maintenance time for mid- to large-scale factories. Better readability and easier onboarding (lower learning curve). Higher long-term retention by making scaling less painful. Practical Posting Tips Split this into 4 separate posts (one for each pain point) to improve triage and adoption. In each post, include: 3-step reproduction Expected vs Actual behavior Measured impact (e.g., extra setup time in minutes) Keep the tone technical and reproducible rather than emotional. | 2026-02-12 09:41:09 |
| ID | Reply | Author | Date |
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| 155 | Thank you for taking the time to send detailed feedback! I will be discussing it with the team in the coming weeks. Without understanding how you are setting up your base I'm not sure I can comment directly on some of the pain points however there are quite a few setups that allow easy scaling without the need to micromanage. There are a few multi-building blueprints that you can find on the discord as a starting point if that helps. Scaling shouldn't be an issue you are dealing with unless you prefer to micromanage. Perhaps you can supply us with a save game to show us how you are approaching the game? Regarding the use of behaviors and logistics network, these are not meant to be used together as you seem to have found out. The logistics network is meant to be an automated system that is managed via orders by the game. The use of behaviors means you want to override that behavior and have it do something specific, if you are still connected to the logistics network then the game doesnt know about your behavior and you will end up with conflicting orders, so if you plan to use behaviors then it is recommended you keep your units off the logistics network unless you are familiar enough to know how they interact together. There are many options now for mass-assignment of production and other settings when selecting multiple units (although this isnt on the main branch at the point of this comment, it will be soon) A lot of your points are of course valid, the steep learning curve is something we are constantly trying to bring down (we have rewritten the tutorial several times now based on user feedback and simplification of systems) Thanks again! | Admin | 2026-02-15 02:31:34 |