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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 1453 | 🙂 | Suggestion | Seems some behaviour instruction inputs have of a specific type so the picker only lets you put a subset of values in. It would be really nice to propogate these through params in nested subroutine calls or at least let us set the input type on a param. For that matter please please let us override which params are "outputs" since you do not get any static value picker (except coordinates werirdly) in those however there are cases where I want a variable on the right when you call the subroutine since it corrolates more as a potential output value even though its often dynamic it is still more of an input | 2023-08-25 13:04:43 | |
| 1452 | 🙂 | Bug | Funny enough the have item instruction says you need to input an item and a number but when inside a subroutine I get the item picker but there is no number field. if I wire it up to a behaviour controller param I can or if I grab another instruction where the value does let me put items and numbers in and then drag it from that slot to the have item instruction slot | 2023-08-25 13:00:43 | |
| 1451 | 😀 | Suggestion | Related suggestion to the AI cores: It's apparent that the AI cores are 'vital' for the rebuilding of your 'ships AI functions' and to do so requires a player to have advanced through nearly all of the tech branches. I'm not sure if there is aready a clear vision for this 'ending' but thought it would be very cool if the provided ratio of the virus, human, robotic (and possibly alien / blight) AI cores also determined a 'superpower' ability to the player, unique to the majority of the branch cores provided. For example, providing a majority of Virus AI Cores would give the player the opportunity to immobilize any units in a designated AoE. Or Robotics provided a mass deconstruct component that disintegrates anything within say 5 block radius of the unit (enemy and friendly alike), acting like a suicide bomber. Something like this concept, that really shows the players preferential gameplay production, and can cause some great chaos in games when playing with a group of friends. | 2023-08-25 12:58:41 | |
| 1450 | 🙂 | Suggestion | "we are on THE verge" is what it should say | 2023-08-25 12:15:59 | |
| 1449 | 🙂 | General | dddddd | 2023-08-25 12:15:33 | |
| 1448 | 🙂 | General | Mochi shaped shield - doesnt seem to regard the component attached, to cover it all visually. | 2023-08-25 12:06:27 | |
| 1447 | 😀 | Suggestion | In order to create proper item buffers, the game should allow requesting only in one channel, and supply only in a different channel. The current design can cause buffers to transfer the same item stacks between each other instead of pulling from an expected resource dump further away. | 2023-08-25 11:56:16 | |
| 1446 | 😟 | General | Different names for resources e.g. radar find silica , node name is silica sand so scanner stop work because he should search silica sand but only find silica in german same , searching for Quarzsand but scanner only found Siliciumdioxid and stop working | 2023-08-25 10:30:27 | |
| 1445 | 😟 | General | Radar should search for Silica ( ger = Quarzsand ) but only | 2023-08-25 10:28:56 | |
| 1444 | 🙂 | Bug | land kinda went wonky when this was built | 2023-08-25 10:24:48 | |
| 1443 | 😟 | Bug | Cant seem to find any datacubes for the last basic research | 2023-08-25 10:07:49 | |
| 1442 | 🙂 | Suggestion | Holding down the Mousewheel button allows you to pan the camera angle around, however there is no way to reset its position to default. Could this maybe attached to double-click of the mousewheel button? | 2023-08-25 10:07:27 | |
| 1441 | 🙂 | Bug | My Blight fog seems to have misplaced itself. Pretty cool 'rainforest' look though! | 2023-08-25 10:05:29 | |
| 1440 | 🙂 | Bug | The gigakaiju seems reluctant to chase after units that attack them, preferring to stay within a certain boundary, but also will attempt to move to attack a unit within a certain range. This causes a 'sweet spot' where the Gigakaiju just runs back and forth, while a unit can shoot at it frequently. Further, units do not seem to auto-engage the Gigakaiju (Hounds with Laser turret (M)), and have to be forced to attack them. This may be also because the Blight is still fogged over, and I have no Blight research yet? If this is the case, maybe ensuring Gigakaijus only spawn away from Blight edges? | 2023-08-25 10:04:11 | |
| 1439 | 🙂 | Suggestion | Allow multi-select of Building and Bots in the Control center and allow to set parameters for multiple object at once. E.g. if I want to change the channel for 30 bots from 1 to 2 then that is now extremely tedious. | 2023-08-25 09:54:26 | |
| 1438 | 😠 | General | I keep losing my small power range things. How do you place them??? | 2023-08-25 09:36:02 | |
| 1437 | 😟 | Bug | the scout is trying to deliver something (I can't remember what), and I can't clear the delivery order. | 2023-08-25 09:24:32 | |
| 1436 | 😟 | General | Programmierbare Verhalten sind nicht selbsterklärend und benötigen ein besseres Tutorial. | 2023-08-25 09:17:09 | |
| 1435 | 🙂 | General | It would be more intuitive if buildings being constructed, in the UI, had the resource they don't have enough of be red or orange, instead of the one they have enough of. | 2023-08-25 09:05:39 | |
| 1434 | 😟 | General | I have a building with 2 fabricators making metal bars. and the storage is set to a nearby storage building but for some reason none of the bots are moving the items out. they just sit there piling up. i had this problem with all my production, nothing was being moved out. all the bots are just sitting there doing nothing | 2023-08-25 08:56:54 | |
| 1433 | 🙂 | Bug | if you hover over a mined node while that part of it is depleted the outline stays (modded start but unlikely to cause this) | 2023-08-25 08:51:49 | |
| 1432 | 🙂 | Bug | the new remap is awesome, but if you set the high value to infinity, it sets infinity as output for 1 tick. it does work correctly with any other positive number. (also, why not call it "clamp"? that is a more familiar name for what you are doing here) ps. this game is awesome:) | 2023-08-25 08:51:28 | |
| 1431 | 😟 | Bug | The Tech-Unlocks for "Basic Power" and "Power Transference" ( the first 2 power-techs) have been switched. | 2023-08-25 08:49:25 | |
| 1430 | 😠 | Suggestion | Please, please, please provide a way to mass-deploy/sync/update behaviors. It seems like anything that loads a Behavior (Controllers, Blueprints, Subroutines, etc) simply duplicates the selected Behavior. It would be much better if anything executing a Behavior from the library linked to that behavior, rather than duplicated it, in such a way that future changes to the Behavior automatically propagate. Perhaps, add a checkbox option when loading a Behavior that determines whether that Behavior is synced from the library or duplicated. Similarly, please give us a way to assign behaviors en masse. Currently, it's extremely tedious to assign a Behavior that's intended to be used in several places. | 2023-08-25 07:22:54 | |
| 1429 | 😟 | General | seem unable to move items to empty storages? pathway already blocked with adjacent 4x3 storage buildings? | 2023-08-25 06:42:49 | |
| 1428 | 😟 | Suggestion | Please implement mouseover info panels like what Factorio does, it should be that easy to see what's stored in a device and other details. | 2023-08-25 06:04:41 | |
| 1427 | 🙂 | General | "Is A" when set to "Resource" does not work. I am trying to filter out by "Is different" but it still gets through DSC22d1Y4Yno1mDfDV41BKdU0LFpWg3fGFtK2JhOcJ4BEKGb2X3QFi2pSHum3vFNfk4NJSZe1s2Q4c1L6idM3rjgt11GrOaB1Fr3xd0fR20P4fqcf70jYnLQ0Zv9w94OC85h20Fbvn4AW7Yl44cQaE4XIKyF02GcLh42xjV209n9zm1DL4zk4TiIs04e4Qeu0CKwMW06JhLQ3rdzSy2eeiQI2Mmpwn4SdHNq13oyE61CemCG49uanr0ijioy02gLZl0IO5Rw0ZPUoK0TCKgQ2oXfSB0xBcAk4BtclA3lcPfp3cprjb0c6vaN3pCQ2y2RuRN94NHHrV1NHB6k43C4Oh1nUZu63b7sdC2HOo6V2s3FAV0WYtJr0GNcT93yq1N41eWL3K0eh9Ob3UJ4UH1SvzZu09IV9I4E3yA11Hbxjo3TLfUU3L8RDW4CO1Ap0k3apu2MJR5Q4HTb283xrvn41SI7i92cmE4o3kO75E092V2W2jXx280rLLLB1HGaVQ3oS4DB3nlpAR3nvL6g240BPw4YOmJ01WmUmg2EMFQW47FhOa1L6SBm4IIXfb10q1NO2Mwr1i3Cm2Xk3M2E1l0cPGZr151aVj1nc79l03LvUv4UTybd1Qx3UE1KYh1J3mjBFv1I3uWJ3Ucl0O3h1i9r1U2qek3pf6mz3vo7X200ckfr03fYnA4Ur9D10JNxRo4DLcGI3kpO472AFqg91t6vRV3kpG373A3JJN2mduAV3kWW7A2yJFKR2aRV4Y19VhVY1L3tEe3OYuG813BKTM2Cpyzm1vmDX62qNOsm3SNOel32JLXG2m1Y2q0NUL0r175sTU40F4Gi2tsURa3bykJQ2tUQVP0CFryE2fVUAJ16dlmu2trZbf2iEHPI1z4mFh0GiBkz20hDgc2iyaaj1QpWZM38bO474PdnSG2V2aOk2DNbCP0cXICI3gr3Ts0waMEt2YeTMt3WWczC02WmBB42b8ir1Q3opc4eJmem1f7lPz3RRffv3lEQgI1xsDww2FoOIG2LBZET1fI2Jt17DfIQ434QM14aausc1BJkYd40fvTV3xANEL0J0vhi1Xv1jo0mD3qj17t4Ih2Kwxsg0i32Md4Fj5T54EBWGD3zXBZH2nfQOM0ZgbzC1Xhlly1g4wZB2c97dZ17j05x24TJ9c1MGuBZ3E8jJS3LO0W24VFxFW3Wmmup35dF0X2KYqi64gbrIj210G4S0M9L7s3FSsx23dk9N80fXJnG1OMvRq1Kydhr4Hzzbz0Fgy142LZBSL32pwP34XoAfJ1W0eCL3YSs2o01hUEb3Y1Evl8 | 2023-08-25 05:38:05 | |
| 1426 | 🙂 | General | "Is A" when set to "Resource" does not work. I am trying to filter out resources but it doesn't work. DSC22d1Y4Yno1mDfDV41BKdU0LFpWg3fGFtK2JhOcJ4BEKGb2X3QFi2pSHum3vFNfk4NJSZe1s2Q4c1L6idM3rjgt11GrOaB1Fr3xd0fR20P4fqcf70jYnLQ0Zv9w94OC85h20Fbvn4AW7Yl44cQaE4XIKyF02GcLh42xjV209n9zm1DL4zk4TiIs04e4Qeu0CKwMW06JhLQ3rdzSy2eeiQI2Mmpwn4SdHNq13oyE61CemCG49uanr0ijioy02gLZl0IO5Rw0ZPUoK0TCKgQ2oXfSB0xBcAk4BtclA3lcPfp3cprjb0c6vaN3pCQ2y2RuRN94NHHrV1NHB6k43C4Oh1nUZu63b7sdC2HOo6V2s3FAV0WYtJr0GNcT93yq1N41eWL3K0eh9Ob3UJ4UH1SvzZu09IV9I4E3yA11Hbxjo3TLfUU3L8RDW4CO1Ap0k3apu2MJR5Q4HTb283xrvn41SI7i92cmE4o3kO75E092V2W2jXx280rLLLB1HGaVQ3oS4DB3nlpAR3nvL6g240BPw4YOmJ01WmUmg2EMFQW47FhOa1L6SBm4IIXfb10q1NO2Mwr1i3Cm2Xk3M2E1l0cPGZr151aVj1nc79l03LvUv4UTybd1Qx3UE1KYh1J3mjBFv1I3uWJ3Ucl0O3h1i9r1U2qek3pf6mz3vo7X200ckfr03fYnA4Ur9D10JNxRo4DLcGI3kpO472AFqg91t6vRV3kpG373A3JJN2mduAV3kWW7A2yJFKR2aRV4Y19VhVY1L3tEe3OYuG813BKTM2Cpyzm1vmDX62qNOsm3SNOel32JLXG2m1Y2q0NUL0r175sTU40F4Gi2tsURa3bykJQ2tUQVP0CFryE2fVUAJ16dlmu2trZbf2iEHPI1z4mFh0GiBkz20hDgc2iyaaj1QpWZM38bO474PdnSG2V2aOk2DNbCP0cXICI3gr3Ts0waMEt2YeTMt3WWczC02WmBB42b8ir1Q3opc4eJmem1f7lPz3RRffv3lEQgI1xsDww2FoOIG2LBZET1fI2Jt17DfIQ434QM14aausc1BJkYd40fvTV3xANEL0J0vhi1Xv1jo0mD3qj17t4Ih2Kwxsg0i32Md4Fj5T54EBWGD3zXBZH2nfQOM0ZgbzC1Xhlly1g4wZB2c97dZ17j05x24TJ9c1MGuBZ3E8jJS3LO0W24VFxFW3Wmmup35dF0X2KYqi64gbrIj210G4S0M9L7s3FSsx23dk9N80fXJnG1OMvRq1Kydhr4Hzzbz0Fgy142LZBSL32pwP34XoAfJ1W0eCL3YSs2o01hUEb3Y1Evl8 | 2023-08-25 05:37:20 | |
| 1425 | 🙂 | Bug | "Is A" | 2023-08-25 05:35:47 | |
| 1424 | 😟 | Suggestion | Some complex flows break the behaviour graph auto layout and manual placement is tedious... how about a snapping grid instead of free move placement of instructions? would be make things so much nicer I think | 2023-08-25 05:08:02 | |
| 1423 | 🙂 | Suggestion | it would helpfull to know if the specific logistic networks are overwhelmed | 2023-08-25 04:44:51 | |
| 1422 | 😠 | Performance | game hogs a lot of resources | 2023-08-25 04:23:24 | |
| 1421 | 🙂 | Suggestion | Please include a function that allows us to obtain the max stack size of an item inside a behavior. This would allow for all manner of interesting automations to manage storage space. | 2023-08-25 04:12:52 | |
| 1420 | 😟 | General | I keep getting stuck in the tutorial at the part where I make 10 bars. I do it but the game does not recognize | 2023-08-25 04:12:43 | |
| 1419 | 🙂 | General | Two issues with mining and the Behavior Controller: 1) When issuing a move by selecting a unit and right-clicking, the Miner component's target register is emptied, cancelling the mining work and the movement override applied by the Miner/Laser Miner component. When using the Move command in the Behavior Controller, the Miner's target register remains populated, keeping the Miner component in control of the frame and blocking the movement away from the mining target. In order for a program to move an actively-mining frame, the Miner component must first have a command clear its target register to allow for movement, a step that is not required with manual orders. 2) Except the Mine command won't accept an empty target parameter to try to clear the active Miner component's target. Using Mine with an empty target parameter just auto-fails and proceeds down the Can't Mine path. Fortunately the Set to Component command does take an empty target parameter, allowing the Miner component's target to be emptied, and then allowing the Move command to actually execute. | 2023-08-25 03:52:21 | |
| 1418 | 😟 | General | Hi, cant complete Quest "Build Blight Etractor" i build 2 but Quest says 0/2 | 2023-08-25 01:15:04 | |
| 1417 | 🙂 | General | not sure what went wrong | 2023-08-25 00:27:26 | |
| 1416 | 😟 | General | I've put a lot of time into the game and I have two main issues. The tutorial did not really do a good job of explaining the automation systems. I had to watch some youtube videos to really understand the basics of signals, transport routes, go to, and such. The other issue can seen in this screenshot. 80% or more of the trouble I run into with automation are bots getting in each others way. All of these issues would immediatly be solved if the bots could pass through each other, and would significantly alleviate some of the aggravation I've run into. | 2023-08-24 23:35:33 | |
| 1415 | 😀 | General | Love the game so far! | 2023-08-24 23:04:57 | |
| 1414 | 🙂 | Suggestion | Add the Lock functionality to the Internal, Small, Medium, and Large slots on bots and buildings so that dragging and dropping items does not automatically install them. | 2023-08-24 22:59:53 | |
| 1413 | 😟 | General | I've | 2023-08-24 22:41:14 | |
| 1412 | 🙂 | Suggestion | Would really like the ability to switch to a per/min production rate. Rather than just whatever it is per 20/30/40/50 seconds | 2023-08-24 22:07:55 | |
| 1411 | 😟 | General | Show units with component (or all components) when dragging component | 2023-08-24 21:32:41 | |
| 1410 | 😟 | General | So as a new player you need to work on your tutorial. Find some people who don't know the game at all and have them play through it because it isn't organized properly and I'm at a loss at why things have ground to a halt at this point I'd say 40 minutes in and a few restarts of the tutorial to see if I missed something. Something I can point out that is concrete is using slots was after being asked to use the fabricator to make bars and it needs to be before as that was my first major stumbling block. Not understand I needed to slot the fabricator before I could use it and I used a scout when I did figure it out because I didn't realize I could use the base slots. | 2023-08-24 21:29:13 | |
| 1409 | 😟 | Bug | Medium and high AA have heavy ghosting | 2023-08-24 21:23:30 | |
| 1408 | 😟 | General | I am just a bit annoyed that it does not line up could you add a level tool to make a section flat like the foundation tool but insted it increses the hight to make it level because this is so annoying but so far so good | 2023-08-24 21:01:24 | |
| 1407 | 🙂 | General | The shuttle-bot's from human research has no information what this unit does and what slots it has (google translation) Die shuttel-bot´s aus der Menschen forschung hat keinerlei info was diese einheit macht und und welche slots sie besitzt | 2023-08-24 21:00:01 | |
| 1406 | 🙂 | General | In terms of material cost, the Large Beacon is more expensive than a 1x1 1S, despite having the same number of slots, only more limited (3I versus 1S 2I), the same visibility range, a smaller inventory, and far less durability. Give it more internal slots (like 5 or 6) would give it a niche and make it potentially worth constructing. | 2023-08-24 20:53:43 | |
| 1405 | 😟 | Suggestion | Hotkey to toggle a "Salvage" signal to unit for less tedious salvaging | 2023-08-24 20:52:28 | |
| 1404 | 😀 | Suggestion | Really impressed with the state of game but im not so good at programming maybe little bigger info or helper with advanced programs will be helpfull | 2023-08-24 20:44:09 |