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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 1606 | 😠 | General | My bots are running not as configured. my bots are marked for transportation to a specific storage, but they behave just like delivery drones. my storage is barely touched by my delivery drones. This feels like an override for players who don't know the game. i really want my drones behaving like configured | 2023-08-27 07:09:47 | |
| 1605 | 😠 | General | My bots are | 2023-08-27 07:08:06 | |
| 1604 | 😟 | General | 物品清单给我个啊 | 2023-08-27 07:04:38 | |
| 1603 | 😠 | General | Im pretty deep into a pit of whati feel shouldnt be unnecessary logic. First off, Im making a subroutine becuase Get Ingredients doesnt really give you much to go on as to how many ingredients there are. And if you request the 3rd ingredient, but there wasnt one, then you run into requesting notihng which hqs a habit of wiping out previously made requests, so you have to use 'Compare Item' on an empty value to figure out of it exists. Of course, heres the possibility that you accept a single item recipe, might as well check that second one too. This worked fine, until I realized you cant divide the number of open spots for the item, by the value number. For example 160/(information2). thats not actually a 2. So i still had to have some hardcoding on the output. I wenty to change them all, but i cant acutally set a numeric 0 for 0, it sefaults to that in behavior (im not entirely convinced its consistent either), but its not explicit, its 'accidently correct behavior, sometimes'. So the best I can do is like the 1(1), which seems silly. So not only should this function not actually be needed in the first place, i cant actually return all the numeric values I would like, and if i use the information versions, then you cant math with them. Also, while we're here, GetIngredients on a signal for a construction site is limited to 3 still, but it will include the random modules in the schematic as part of its ingrediants, so a count above 3 is possible in some uses. In general im having fun with the game, but in this case i feel like im trying to solve tools instead of using the tools to solve the game | 2023-08-27 06:01:12 | |
| 1602 | 🙂 | Suggestion | Select subroutine from library instead of just from currently defined subroutines | 2023-08-27 04:58:38 | |
| 1601 | 🙂 | Suggestion | When using programming to "get ingredients". Only able to get 3 whereas to build a human factory requires 4 | 2023-08-27 04:41:10 | |
| 1600 | 🙂 | General | Multi-paste: Copying and then pasting this building onto multiple selected buildings at the same time results in all the registers being reset and all links between registers to disappear. Pasting onto one building at a time works fine. All buildings are the same. | 2023-08-27 04:24:44 | |
| 1599 | 😀 | Bug | I decided to follow one of my Shuttle Bots on a run to deliver some components, and it abruptly flew up into the stratosphere until all I could see was a black void. | 2023-08-27 03:34:43 | |
| 1598 | 😟 | Bug | Rendering issue with deep chasm on edge of plateau. | 2023-08-27 03:27:56 | |
| 1597 | 🙂 | Bug | If you zoom in to the ground and move the camera back and forth, the music will start to change tracks and can be repeated, screenshot shows the distance give or take and you can just spam your mousewheel back and forth for the music show. | 2023-08-27 03:16:44 | |
| 1596 | 🙂 | Performance | the game runs now ca. 12 H nonstop and it uses All the Ram :) i have 32gb Ram | 2023-08-27 02:48:33 | |
| 1595 | 🙂 | General | When trying to transfer items using the "store" register from Building 1 (Logistics network connected) -> Building 2 (Logistics network disconnected), whether building 1 is producing an item seems to influence whether the transfer is successful. This was done with a portable transporter on building 1. If building 1 is producing an item, the transfer is usually not performed but queued. If building 1 is _not_ producing an item, the transfer is always successful. Additionally, if both buildings have the logistics network enabled, the transfer is always successful. | 2023-08-27 02:26:31 | |
| 1594 | 😀 | Suggestion | If a subroutine behaviour's final instruction has more than one flow path then so should the call to that subroutine, or probably less ambiguous and more flexable; allow us inside the subroutine behaviour to create exit nodes on the right that we can wire those terminal flow paths up to for exposure in the call instruction! | 2023-08-27 02:21:26 | |
| 1593 | 🙂 | Suggestion | When opening a "request item" or "build menu" default the cursor position to the search text box | 2023-08-27 01:53:41 | |
| 1592 | 🙂 | Suggestion | All information filters could have a yes/no toggle for better fine tuning of what you want to target. I am trying to make a bot that automatically paves everything in my power grid. But i can not select (with filters) a world tile that is in the grid but not owned/has constuction already, resulting in a loop of scanning the same tile forever. | 2023-08-27 01:08:16 | |
| 1591 | 😠 | General | 1 | 2023-08-27 00:39:37 | |
| 1590 | 😀 | Suggestion | For the Library, it would be immensely helpful to click a slot and get all available components for said slot, organized like the requests window. <3 the game lots | 2023-08-26 23:52:10 | |
| 1589 | 😟 | General | fäulnissforschung bug, startet nicht | 2023-08-26 23:40:54 | |
| 1588 | 😟 | General | Games should default to friends only. | 2023-08-26 23:15:34 | |
| 1587 | 🙂 | Suggestion | Please allow drag clicking of all standard registers (signal, visual, store, and goto) when we have multiple selected... Also, please allow us to edit the inputs of Behaviors (if the same behavior accross all units) it would be awesome | 2023-08-26 23:13:50 | |
| 1586 | 😟 | Bug | Hi, all my bots are idle and I don't know why. It's as if the logistics network has crashed. I can still give manual instructions but nothing else is working. This is my second save where I've played up to a point and then this has happened. Restarting the game doesn't seem to help. Really enjoying the game otherwise!! Thanks | 2023-08-26 21:57:25 | |
| 1585 | 😀 | Performance | Lategame save for your optimization pleasure. Press tab twice to delete your framerate. | 2023-08-26 21:49:05 | |
| 1584 | 😟 | Performance | I had the game crash my laptop due to overheating twice recently. (Last night, and just few minutes ago.) I've never had another game cause a thermal issue on this device. | 2023-08-26 21:32:05 | |
| 1583 | 😟 | General | very long time logistic progress; monoton audio prozess; use low data radio channels combined with radio component uprgrade! alien , human, robot ; sound - as channels. .... too long gameplay ,too less action. when could i kill aliens? Energymanagement is quite cool , but i´ve reach already no new technology - so soon i will wil give up early one. Bots are cool but should be useful earlier. Bot upgrades and KI ifrastructure is also quite cool but lame and not fast enough for NI Players - dont know? is the concept to find players which optimize logistic KI ? or play n have fun ? thats a fail yet ! | 2023-08-26 21:26:30 | |
| 1582 | 😟 | General | When scaling the UI to 120% the top of the Library menu goes on beyond the top of the screen, making it impossible to select folders. | 2023-08-26 21:00:21 | |
| 1581 | 🙂 | Suggestion | Better highlight what others are building or doing?. Can we highlight selected units/buildings better of friends that play this game? It would be nice to know what others are doing. | 2023-08-26 20:43:30 | |
| 1580 | 😟 | General | light reflection off the foundation basically makes the game hard to see during daytime, its basically like a spotlight on the upper right of my screen | 2023-08-26 20:35:24 | |
| 1579 | 😀 | General | Powertransmitters: Its hard to tell which unit a transmitter is targetting without giving all units a unique name. Also Powertransmitter power generation does not show up in the Powernetwork for this unit view | 2023-08-26 20:14:09 | |
| 1578 | 🙂 | General | Build menu folder names are cropped when there are several folders. This is after organizing my blueprints to several folders to speed up menu load time. Maybe get rid of the folder icons and have the folders wrap into rows so the names are not cropped. | 2023-08-26 19:37:26 | |
| 1577 | 😟 | General | Constantly make the same error. Thinking: From-To is from Left-to-Right. But the parameters are just the other way around. Same with Input-Output on the machines, I just expect these from left-right but it is again the other way around | 2023-08-26 19:35:10 | |
| 1576 | 😟 | Suggestion | We could really use a way to request components to a unit under construction, without needing copy/paste or prefabs. As it is I have to place a footprint, wait, request components, wait, and then set settings. | 2023-08-26 19:26:10 | |
| 1575 | 😀 | General | I have infinite resources on, and now that my base is expanding, I would like the ability to destroy these initial resource nodes to get them out of my way. | 2023-08-26 18:31:18 | |
| 1574 | 🙂 | General | It requires two clicks to move a scout. Not sure if this is supposed to be that way. | 2023-08-26 18:05:49 | |
| 1573 | 😟 | Performance | Please The algorithm that decides the order of precedence for deploying things needs to be redone. When laying tile down, you shouldn't need to build a behavior to avoid the bots wandering randomly around the map to deploy tile... it should select nearest first, or the precedence should be set by the direction you drag to apply tile to the ground. (Factorio had a similar problem initially with the way bots deployed flooring and other things, and they eventually reworked it so that the bots pathed more efficiently. This increased the speed of deploying things, but also lowered the compute demand by reducing the time spent computing pathing, etc.) This wandering everyone is inefficient and annoying to watch. | 2023-08-26 17:47:39 | |
| 1572 | 🙂 | Bug | Unsure if intended or not but the research for "Human Technology" under the human branch for research has the description of the research labled "Power Units" reading "Enables advanced power generation and storage applications" | 2023-08-26 17:42:54 | |
| 1571 | 🙂 | Suggestion | A loop components logic block would be great to have! | 2023-08-26 17:42:00 | |
| 1570 | 😟 | General | Really nead a behaviour toutorial | 2023-08-26 17:28:19 | |
| 1569 | 🙂 | Suggestion | It would be nice to be able to select all units of a type seen on the actual screen by doubletapping one of them. The selection should work by using the dedicated name of the unit, not the basic type. For example: You have bots called "Miner T1", double tap one of them and get all other "Miner T1" selected seen on the screen. | 2023-08-26 17:26:37 | |
| 1568 | 🙂 | General | When switched faction, lasers visible and audible of other faction in fog of war. | 2023-08-26 17:02:46 | |
| 1567 | 😟 | Bug | Music tracks switch rapidly from one to the next (playing just a few seconds of each) if the camera is zoomed in too close on several mining units. | 2023-08-26 16:53:53 | |
| 1566 | 🙂 | General | Guys, in your tutorial you're call out small slots that don't exist, and third medium slot that does not exist in the command center. Confusing as hell. | 2023-08-26 16:49:56 | |
| 1565 | 😀 | Suggestion | Control Center / Orders tab: Add a filter to _exclude_ "item transporters only" Add a filter for logistics channels I'm using the common setup of using 'item transporters only' on channel 2 for local provisioning and I already have a bunch of transporter bots off of the logistics network either using transport route or using signals. However, there are still a lot of old bots and structures on channel 1, and I'd like to get a better overview of these so I can optimize that and reduce the number of orders. If I were able to filter on something like 'NOT item transporters only AND channel 1' that would greatly help in optimizing the logistics network and reducing the lag when having the orders tab open. | 2023-08-26 16:40:16 | |
| 1564 | 😠 | Performance | Game staying under 50 FPS at minimum settings on a RTX2080 i7 9700K 32GB | 2023-08-26 16:37:35 | |
| 1563 | 🙂 | Suggestion | The tutorial should include building rotation as a learning objective. | 2023-08-26 16:37:13 | |
| 1562 | 😠 | Bug | The gamma resets back to 2.2 on every restart, and it's eye searingly bright. I have to manually set it back to 1.0 on every launch. | 2023-08-26 16:36:25 | |
| 1561 | 😠 | Bug | The gamma | 2023-08-26 16:35:48 | |
| 1560 | 😠 | Bug | Item pickup cmd in behaviour does not work building to building anymore with item transporters | 2023-08-26 16:27:34 | |
| 1559 | 😟 | General | The ratio of production building appears wrong when the required item is below 1:1 (you make more per time unit than a single produced item requires). | 2023-08-26 16:23:36 | |
| 1558 | 😟 | General | Laser mining tools show up as being "mined" rather than "produced" in the item log | 2023-08-26 16:07:28 | |
| 1557 | 🙂 | Suggestion | It's hard to see which unit/building is selected (it's the one left of the one with the mouse-over outline). Perhaps they can get a differently colored outline aswell? | 2023-08-26 16:06:28 |