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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 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 | |
| 1403 | 🙂 | Suggestion | Hi, please stop silicium drop from killed creature. Look all around my base : its a real mess, and i'm sure this is bad for performances | 2023-08-24 20:26:48 | |
| 1402 | 🙂 | Suggestion | Show powergrid while placing/pasting units with their own grid | 2023-08-24 20:26:16 | |
| 1401 | 😟 | General | Milestone suggestion: Overflow storage (When shared storage is available) | 2023-08-24 20:25:47 | |
| 1400 | 😟 | General | Bot frame roles overlap a bit too much, allow me to explain using this tier and propose a solution. The Transport (to move materials), Hauler (to move materials/med socket), and the Hound (upgraded medium socket) all unlock at the same time. Let's compare these for transport: 48 items: Transport, default. Moves 12 at speed 4. Let's say this is 12 x 4 = 48 trips by default. 16 items: Hauler, default. (which says it has "expanded storage" in the description only hold 4 items) Moves 4 at speed 4. 52 items: Hauler, medium storage. Moves 13 at speed 4. 12 items: Hound, default. Moves 4 at speed 3. 51 items: Hound, medium + small storage. Moves 17 at speed 3. They are all virtually identical (48-52) for maximum transport rate. The transport is the most cost-efficient by far as it doesn't require modules to operate. However, we have two "primary transportation" bots at the same level with under a 10% (48*1.1>52) difference in function. Both are equally effective running errands in the base (where things only carry one stack by default) at speed 4. So how do we make them interesting and different choices? Make the transport hold 6 items only and cost a little less. It'll make an ideal 'around the base' bot. Description something like: "A highly efficient engine is used to transport small amounts of cargo quickly. The simple design avoid modules so more orders can be filled by having more transports." Expand the Hauler's base cargo capacity to 9 or 12. (Bonus points if you have them visible on the left, rear, and right sides of the bot.) This will make it match the description of expanded cargo and allow it to seriously out-transport route the others at this level. It retains it's unique place as a speed 4 medium module frame. Leave the Hound where it is. It is "A well-rounded bot adaptable to any need with use of both a small and medium module slot. Ideal game design allows for multiple, significantly different solutions to the same problem. With the proposed changes above, one can use multple transports or a single hauler. For hazardous routes, the hauler can mount a medium turret and really shine, while transports would replace dashbots/scouts around the base. Speaking of different solutions, let's talk small towers and combat. All three small towers (robot, virus, blight) have the same range of 5. It's a bit small both given the pathing and how high-tech these appear to be. I'd recommend adding 2 range to every ranged weapon and 1 range to most melee bugs. Keep the trilobyte and ravager at 1, and gigakaiju...I'm not sure but he should outrange or equal the small turrets. The increased range would make micro in battle far easier and give programming a bit more leeway. Make the virus turret shorter range (i.e 6 instead of proposed 7) and deal more damage, perhaps it could use green spitballs. Make the blight turret longer range (i.e. 8 instead of the proposed 7) and deal less damage per hit, but fire faster. It could be a continuous beam even. Add a scaled down version of the human missile launcher for medium sockets. A rocket turret that "loads" rockets into a special slot (like blight gas) and requires them to fire would be cool. Provide a 15-ish range and a small amount of splash damage to soften bug waves. I don't know, story-wise, where you plan things to go from here. I'm just extrapolating some things based on your existing work. | 2023-08-24 20:21:50 | |
| 1399 | 😟 | Suggestion | Milestone suggestion: Garbage bot (Once radar is unlocked) for ground item cleanup | 2023-08-24 20:15:26 | |
| 1398 | 🙂 | Suggestion | Milestone suggestion: Mining platforms (Early mining with lower power load than basic bots) | 2023-08-24 20:14:58 | |
| 1397 | 🙂 | Suggestion | Allow the player via a command to cycle through all buildings sending out the same signal | 2023-08-24 19:57:01 | |
| 1396 | 😟 | Suggestion | Keybinds to toggle unit shutdown/poweron. Take a look at keybinds in Captain of Industries. | 2023-08-24 19:31:19 | |
| 1395 | 😀 | Suggestion | Allow us to deconstruct buildings by just pushing a button on the building itself. I think it's fairly annoying having to build the deconstructor item in the first place just to deconstruct a building. Seems to me like the juice isnt worth the squeeze, it just annoys the player. Esspecially as once u build one the problem goes away...seems like artifical difficulty in my book. Anyways i really like the game so far. | 2023-08-24 19:02:22 | |
| 1394 | 😀 | Suggestion | I would like to have a behaviour for the remaining items of a specific research so that I can bulk request them from the network. | 2023-08-24 18:57:56 | |
| 1393 | 😟 | Suggestion | Blueprint for building with behavior module: Toggle if the behavior should be running after the module is built. Lots of behaviors need correct variables set to not make a mess. Other times it's just fine that they autorun behavior immediately (bots). | 2023-08-24 17:51:19 | |
| 1392 | 😀 | General | Starting SErver | 2023-08-24 17:43:07 | |
| 1391 | 😠 | Suggestion | Optimalize which bots are assigned to which tasks. It should be the closest available to source go gets it. Right now it's hard to know exactly what happens, but what I see is some random bot has to travel 10-20 seconds when there are 20 other bots idling close to source. | 2023-08-24 17:33:45 | |
| 1390 | 😟 | General | When spliting items the final digit may not be changed so it is annoying to change from 1 item to 2 items | 2023-08-24 16:20:58 | |
| 1389 | 😠 | Suggestion | Cannot change the building itself when editing in the library. Easiest alternative right now is to set up a new building, build the blueprint next to it, copy settings over, save to new blueprint, delete both. It's a lot of work just to simply change the building itself in a blueprint. | 2023-08-24 15:08:26 | |
| 1388 | 😠 | Bug | If you have too many subroutines defined in a behaviour they go off the screen so you can only see the bottom section and there is no scrollbar or arrow key selection or any way I can see it select the higher behaviors other than to reduce the ui scaling font size... This effectively limits unique subroutines by your screen resolution/dpi... | 2023-08-24 14:54:20 | |
| 1387 | 😟 | Bug | Deconstructing a building while it is being deployed willl remove it. No ingredients dropped. | 2023-08-24 14:52:32 | |
| 1386 | 🙂 | Bug | Bug: Repair Component has a speed boost when an unlocked behaviour has a 1 tick wait To reproduce bug (from save), select the command center bot, equip the repair component, see the speed of repair compared to when the behaviour is turned on/off. | 2023-08-24 14:48:59 | |
| 1385 | 😀 | Suggestion | First of all, I'm thankful that the the game has been a lot of fun,especially with the endless possibilities from high customization and automation. However I think it can be better.So I have some ideas and questions for you. 1.LOGISTICS MENU. I hope to design any number of the channels and name them as I like.Not just 4 preset channels for players to used. 2.CODEX. Please forgive my poor understanding. I spent the whole day trying to fihure out how the Shared Storage work, and I got nothing. And that's based on reading it in the codex. So you can imagine the situation of the other component which not in the Codex. Although it has a brief introduction. But sentences become difficult to understand when translated into other languages like Chinese. So I suggest you update the codex with some examples for each component to explain how it works. This will enable players to experience the wonders of automation. 3.Behaviors.It's the same problems in behaviors. These funtions are difficult for players to understand, especially when translated into other languages. And there seem to be quite a few bugs in it. This part needs to be perfected. But before that, I need a document of all functions. I thought this could be updated to your codex. That's all. I hope this game gets better! | 2023-08-24 14:38:50 | |
| 1384 | 🙂 | Suggestion | For behaviors, we need a way to wait for things to finish before the loop ends (besides just trying to time it out) | 2023-08-24 14:26:06 | |
| 1383 | 😠 | General | I have no idea how to do anything in game. In the tutorial. I can't get the scouts to drop off their load. I can't build anytrrhing. What is the point of a tutorial if it doesn't tell you how to do anything? This was a complete waste of my time and money. | 2023-08-24 14:19:15 | |
| 1382 | 😟 | General | 机器人自动装备和卸载装备不会使用为其锁定的专属物品栏。 一下程序不会有效运行: 机器人使用猎犬机器人,1M1S3I,物品栏1锁定雷达,物品栏2锁定炮塔。 1.装备雷达,搜寻矿物,在侦察模式搜寻。 2.找到矿物,卸载雷达,装备炮塔。 3.采集完成切换雷达,卸载炮塔。 当物品栏有空位,程序正常运行,功能实现。但是没有空位则不能自动切换装备,不会使用锁定的雷达和炮塔物品栏切换雷达和炮塔 Robot automatic equipment and uninstall equipment do not use their own locked inventory. The following program does not work efficiently: The robot uses the Beagle robot, 1M1S3I, with Item 1 locked on radar and Item 2 locked on turret. 1. Equip the radar and search for minerals in reconnaissance mode. 2. Locate minerals, uninstall radars, and equip turrets. 3. Switch radar after the acquisition is complete and unload the turret. When the inventory bar has a free slot, the program operates normally and the function is realized. But if there is no empty slot, you can't switch equipment automatically, and the radar and turret will not be used to switch radar and turret while locked in the item bar. | 2023-08-24 14:02:59 | |
| 1381 | 🙂 | General | With reading a tutorial: If you do (click) the first item from the tutorial/description, the (tutorialtext-)screen dissapears. Difficult to read the rest. So I now know that I first have to read all the text, and then do the actions. | 2023-08-24 14:01:26 | |
| 1380 | 🙂 | Suggestion | I would suggest to be able to build foundations outside the energy network. The Player could build "roads" to ressoruce spots, enhancing the performance of the base. Maybe it could be balanced by power drain from foundations outside the network, so the player needs to have enought power generation to maintain the roads etc. Maybe different tiers of roads would be thing too Greetings Shyrus | 2023-08-24 13:11:52 | |
| 1379 | 🙂 | Suggestion | Make Command center bot be less like the command center. As it is I'm not sure why I'm not better off leaving it undeployed. A mobile command center seems superiour, same space, same modules, same power generation. Only thing I gain now is getting rid of the anoying "Deploy Command Center" objective that wont go away otherwise. | 2023-08-24 12:56:10 | |
| 1378 | 😟 | Bug | Replay system no longer works correctly after update. does not move initial bots. | 2023-08-24 11:14:17 | |
| 1377 | 🙂 | General | I find that for the moment it is difficult to analyze the production chains as well as the storage space which I find quite indigestible. It is difficult to control the storage of its resources on several different sites | 2023-08-24 11:08:41 | |
| 1376 | 😀 | General | I really appreciate this game. Thank you. | 2023-08-24 11:04:09 | |
| 1375 | 😠 | General | miner processing unit does not exist so tutorial cannot proceed? german language version of tutorial. | 2023-08-24 10:43:59 | |
| 1374 | 😟 | General | The right mouse button in the blueprint menu does not bring up the copy menu. | 2023-08-24 10:37:45 | |
| 1373 | 😟 | General | researching stucks | 2023-08-24 09:51:14 | |
| 1372 | 🙂 | Suggestion | UX Suggestion: Add an option to directly jump to the target location on any world target. Example: Directly jump to the unit or platform targeted by a specific power transmitter (for example with ctrl+click, alt+click or shift+click). I imagine it like this: 1) Select the power transmitter and set a unit or platform as target. 2) Ctrl+Click on the building in the target register 3) Camera pans to the targeted platform and the platform is selected This feature should ideally not be limited to the power transmitter, but should work for all registers that contain entities with a physical location, such as buildings, units or coordinates. | 2023-08-24 09:40:44 | |
| 1371 | 🙂 | Suggestion | If moving an object between adjacent buildings it should not require a bot to do so. In this way you can create a chain process | 2023-08-24 09:32:47 | |
| 1370 | 😟 | Suggestion | Love the idea of mini-puzzles in this game, however, the Red/Blue color flip puzzles are not fun. | 2023-08-24 09:04:42 | |
| 1369 | 😟 | Suggestion | Remove | 2023-08-24 09:02:52 | |
| 1368 | 😟 | General | Placeed a Bot with a Drone port, filled it with 6 and set the drones to be logi active, that worked fine and they did a lot of "from the air" work, without getting in the way of the "other" ground bots. But i could not place the bot holding the droneport, where i wanted cos there was a building, and it had room for the Medium Componet, so i placed it there and transferred the drones, Now the do NOTHING. I found out that when i transferred them into the new building the channel of the drones were changed to the BUILDINGS Logic channel, if hey were Logi enabled beforre being transferred it is not OK they change to channel 2, on the other hand if i just activated Logi network after they were placed in a Channel 2 building it is Ok. BUT now the issue is no matter what i set the buildings channel to (2 only or 1 and 2), the drones are sadly very inactive and do nothing. Is there a bug regarding building/drone channels? | 2023-08-24 08:54:12 | |
| 1367 | 🙂 | Suggestion | Some useful automations can be made using single instruction behaviours on units. it would be great if i could set a behaviour controller to that instruction instead of having to create a behaviour and create params to wire up to that instruction | 2023-08-24 07:59:54 | |
| 1366 | 🙂 | Bug | When you start the save and try start the satelit, the satelit starts but dont take the 80 High-Desnsity Frames with it. Bug? or I overlook something. Awsome Game! Love it!!! | 2023-08-24 06:35:10 | |
| 1365 | 🙂 | Suggestion | bigger Crystal power post for later power gen that use crystal and not efffect by day light/blight storm. | 2023-08-24 06:29:01 | |
| 1364 | 😀 | Bug | One of the drones got stuck at the beggining of the game | 2023-08-24 06:09:54 | |
| 1363 | 😀 | Bug | One of the | 2023-08-24 06:09:32 | |
| 1362 | 😀 | Suggestion | Add option to forbid creation of new factions on server. | 2023-08-24 04:23:06 | |
| 1361 | 😟 | Bug | Mothership is full from sending excess material by accident, cannot complete optic cable ship repair now. | 2023-08-24 04:23:00 | |
| 1360 | 😀 | Suggestion | I like how it is going so far but I keep haveing troble with power so maybe a better power alternitive or somthing would be good (e.g. fusion) | 2023-08-24 04:13:07 | |
| 1359 | 😟 | General | "Have Item" check has a mislabelled branch. The node has 2 branches, one not labelled. The other says 'have item'. I tested the behavior and it only loops on the 'have item' branch if it does NOT have the item | 2023-08-24 03:59:27 | |
| 1358 | 🙂 | Suggestion | An easier way to identify certain bots would be great. Color, light, flashing. Also, explaining that cntl-# is how to set group hotkey would be great. Thanks! | 2023-08-24 03:51:26 | |
| 1357 | 😟 | General | If you try to scroll the screen with the mouse to the left while having multiple units selected the UI will prevent the scrolling if the mouse is on top of it (still on the edge of the screen); it shouldn't. | 2023-08-24 03:49:47 | |
| 1356 | 🙂 | Bug | Clickbox for Large Beacon should maybe not go so high, makes it hard to click on things behind it. | 2023-08-24 03:29:55 | |
| 1355 | 😀 | Bug | Not sure if this is a bug, but the virus cure seems to not be working as expected. The description of the virus cure says "protects this building and adjacent buildings from virus infection". However, the actual behaviour is to only protect that one building from a virus infection and cleanses viruses from adjacent buildings, if the adjacent buildings get re-infected, it does not reinforce its cleanse again. | 2023-08-24 02:33:24 |