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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 1163 | 😟 | General | Design flaw: The benifits to deploy the command center are not big enough. It is way more efficent to have it mobile. | 2023-08-22 14:51:48 | |
| 1162 | 😟 | Bug | Blight Stability research doesn't seem to remove the adverse effects when units enter the blight, such as the slowed movement speeds. | 2023-08-22 14:40:50 | |
| 1161 | 😟 | Bug | I am using a drone port with miner drones. Drones are set to deposit in a storage building. When the building is full, they keep mining and drop it on the ground. The surounding area is getting covered with ore/crystal/sand. | 2023-08-22 14:39:55 | |
| 1160 | 😟 | Bug | Lower right part of the screen. I've got 3 folders in the library, there's no way to scroll to the 3rd one, it remains hidden and I can't use it. There is an arrow but can't touch it. Tried different things and keys but nothing works. Maybe there's some hidden, unintuitive way of scrolling this menu, idk. | 2023-08-22 14:21:07 | |
| 1159 | 🙂 | Bug | Map generation issue. Ground bots can climb cliffs (shouldnt probobly) | 2023-08-22 14:00:03 | |
| 1158 | 😟 | Suggestion | Russian translate: Building -> Строение Now Construction and Building are translated as "Строительство" "Строительство" is a building in progress. | 2023-08-22 13:42:18 | |
| 1157 | 😟 | Suggestion | It would be really cool if there would be a possibility to copy more than 1 building at the same time | 2023-08-22 13:37:31 | |
| 1156 | 😠 | Bug | Logistics bots are not picking up metal ore from the storage to the 4 factory layouts to the right of it. | 2023-08-22 13:36:33 | |
| 1155 | 😀 | General | The music is amazing and the casual pace is thoroughly enjoyable. | 2023-08-22 13:25:43 | |
| 1154 | 🙂 | General | Small detail but the 'Faction Item Amount' description is the same as 'Count Items'. | 2023-08-22 12:08:17 | |
| 1153 | 🙂 | Suggestion | Suggestion: Build bots from world (without inventory) and/or from blueprint I am making a behaviour that tries to build a specific team of bots, so in Parameter 1 (P1), I tried to selecting a bot using World Object -> Select on Map. Then the behaviour Sets (P1) To Component (robotics assembler) but I get the error message in the picture. I also tried click-dragging a blueprint to P1 but that didnt work either. I'd like to be able to select bots from the world to build, or select a blueprint and use that in a parameter. | 2023-08-22 11:44:41 | |
| 1152 | 😟 | General | It would be really cool if roboter could automatically transport more than 1 stack at a time | 2023-08-22 11:22:12 | |
| 1151 | 🙂 | Suggestion | Being able to ping something in coop multiplayer to show a buddy where / what you mean, maybe with a optional text field option for people playing together that are not in a voice chat. | 2023-08-22 11:04:39 | |
| 1150 | 🙂 | Bug | Crystal will not transfer correctly to larger factory set up. I have to keep turning it on and off to get it to transfer. | 2023-08-22 10:45:48 | |
| 1149 | 😟 | General | Every time I open the item delivery of a small item structure I have to scroll down to the small items. Please consider making it that if I request an item for a small structure that you start the choices with "Small items" first then "Internal items" then the rest. This will prevent us from having to scroll down so often to find the most probable item FIRST and not the same generic inventory. This would make the game easier to play and hence more fun. | 2023-08-22 10:04:12 | |
| 1148 | 🙂 | Bug | Bit of a weird generation bug. | 2023-08-22 10:00:56 | |
| 1147 | 😟 | Suggestion | I have a dashbot doing logistic delivery runs from a distant silicon miner to a base storage. With each run "after" this bot picks up the silicon, other worker bots decide to assist with this deliver and leave the base to try and obtain the silicon from the dashbot, wasting much of their time. Needs to have some way to disable bots from attempting to deliver what another bot is attempting to deliver. Also, have bots put priority on following an energized path vs a non-energized path. In my included save you can see I've setup bots to extend the energy network and they don't even attempt to stay within that grid. | 2023-08-22 09:54:31 | |
| 1146 | 😟 | Suggestion | I have | 2023-08-22 09:49:40 | |
| 1145 | 😟 | Bug | Sorry more explanation for the factory filling up with unwanted items, here is the game file | 2023-08-22 09:47:13 | |
| 1144 | 😠 | Bug | I am unable to stop the factory from automatically filling the spaces even when the factory is powered down and of the grid it keeps filling without my consent or desire. Extremely annoying | 2023-08-22 09:46:14 | |
| 1143 | 😀 | Bug | I don't think that this is normal? While they are supposed to fly it seems that they want to attack the mothership instead of me... | 2023-08-22 09:39:38 | |
| 1142 | 😀 | General | We need more Chinese translations | 2023-08-22 09:37:27 | |
| 1141 | 🙂 | Bug | the bot on the left has a behavior that reads from the radar in the building on the right and causes a script error | 2023-08-22 09:20:10 | |
| 1140 | 😀 | Bug | 7еше7у | 2023-08-22 08:55:01 | |
| 1139 | 😟 | Suggestion | Whilst the mini games on the explorable buildings are a nice change, the ones with the lighting up of all the squares isn't adding anything to the game and can be frustrating with what feels like low reward for a lot of faff | 2023-08-22 08:49:18 | |
| 1138 | 😀 | General | Item dup bug found. when unequipping the blight generator. | 2023-08-22 08:09:03 | |
| 1137 | 🙂 | General | Expected: All operations in game should be tied to ticks. Actual: Some operations in game are not tied to ticks as a result there's no way to predict how many ticks a given operation will take. Example: Unequip component -> Equip Component. On my local machine, 1 tick inbetween is enough to switch components. In some cases I need 0.5 ticks. On dedicated server even 1 tick in between these operations is often not enough. | 2023-08-22 07:30:32 | |
| 1136 | 🙂 | General | Just a typo, "power power" | 2023-08-22 07:21:12 | |
| 1135 | 🙂 | General | Placing foundation pieces takes all of my logistics bots away from fulfilling orders. I would rather have foundation constructions be lower priority by default, if that's possible. | 2023-08-22 07:04:00 | |
| 1134 | 🙂 | Suggestion | Instead of 'program start' as the only option of behavior start node, some trigger options like 'whenever inventory change', 'once for each minute' or 'some units are entering my visual range' would br handy. That might be able to save some system load, too. | 2023-08-22 06:23:47 | |
| 1133 | 😀 | General | tissue please | 2023-08-22 06:23:05 | |
| 1132 | 😟 | Bug | "Deploy base" is above radar output. Thus can't use radar in 2nd slot of Command Center. | 2023-08-22 05:59:05 | |
| 1131 | 😟 | Suggestion | Do not lock item production behind bottlenecks. Currently, to be able to scale Reinforced Plates, you have to use just 2 slots on your Command Center. That's more than a minute of effectively idling. It also leads to hard lock in case of Command Center loss. All technology should be able to be produced by previous technology. Ex.: we can only craft things with small slots at the beginning. This means that things that mount into small slots should be able to produce things with medium slots, etc. There should either be a building that requires metal plates and gives us medium slot, or reinforced plates should be produced in some component that fits small slot. Same should be applied to research, etc. | 2023-08-22 05:49:53 | |
| 1130 | 😟 | General | Do not lock item production behind bottlenecks. Currently, to be able to scale Reinforced Plates, you have to use just 2 slots on your Command Center. That's more than a minute of effectively idling. It also leads to hard lock in case of Command Center loss. All technology should be able to be produced by previous technology. Ex.: we can only craft things with small slots at the beginning. This means that things that mount into small slots should be able to produce things with medium slots, etc. There should either be a building that requires metal plates and gives us medium slot, or reinforced plates should be produced in some component that fits small slot. Same should be applied to research, etc. | 2023-08-22 05:49:29 | |
| 1129 | 🙂 | General | Getting started on the Alien Technology research tree once you're able to enter the blight seems a little difficult with certain game settings. The items used to unlock the other research trees (blight gas, infected circuit boards, and transformers) can be farmed, gathered, or crafted, but it seems you can only obtain alien artifacts from alien soldiers found in the blight. The tooltip that pops up when hovering over the alien artifact icon claims that you can produce it from obsidian and blight crystal chunks, but that ability seems to be locked behind collecting 20 of them first. I've only found 2 so far, from 1 soldier each in 2 different patches of blight. After scouting with radar for the better part of an hour, I haven't found any other patches. This feels like a progression stopper, since some tech I'm excited about is locked behind anomaly particle production, which I'm willing to bet is in the Alien Technology tree. It's probably my own fault for setting Blight Corruption to low before starting the map. I would recommend that the map generation be updated to ensure more patches of blight exist even on the lowest settings, or that some alternative acquisition method be supplied for alien artifacts. The recipe for them is fine, but it should be able to be produced by some building that you have access to before getting further into the research tree. Even the Human Factory can be obtained by that point. | 2023-08-22 05:34:39 | |
| 1128 | 😟 | Bug | I try to run the program loaded into cub1 and cub2 (named units), which has 2 subroutines. If I run it on 1 cub, it works fine. If I run it on the 2nd cub, it throws a nil value error in LUA to the logs. | 2023-08-22 05:31:55 | |
| 1127 | 😟 | Bug | Bots aren't delivering required Circuit Board to the Command Center. Command Center is trying to build something requiring Circuit Board. Another building has one (40 of them, actually). Both buildings are connected to the network. Bots are connected to the network, and frequently just sitting there, not doing anything. Why won't they carry a circuit board over to the Command Center?? | 2023-08-22 05:24:32 | |
| 1126 | 😟 | Bug | The "mine" behavior node seems to behave weirdly when the unit is told to mine a material that isn't available at all in range. It takes the same branch as a successful action, when it should probably take the branch for failing to perform the action. This failure branch works correctly in other scenarios, such as when a node is present but obstructed. | 2023-08-22 05:07:40 | |
| 1125 | 😟 | Bug | I am unable to finish repairing the mothership. its slots are full so it wont accept anymore items and there is no way to clear them out | 2023-08-22 04:29:05 | |
| 1124 | 🙂 | Bug | Cubs with Radar set to find damaged objects and repair get stuck on foundations to heal that cant be healed meaning they no longer heal anything | 2023-08-22 04:23:12 | |
| 1123 | 😟 | Suggestion | The "notify" behavior should allow you to include custom text instead of just built-in symbols, so I can actually explain the reason for the notification. | 2023-08-22 04:00:00 | |
| 1122 | 😟 | General | bug: idle status is not set correctly. Bottom-left text sets idle correctly, but idle icon doesn't appear and behavior doesn't match unit as idle. There seem to be around 30 seconds delay for the status to appear, which is really confusing and does not allow for robust detection of when bot is done with current task. | 2023-08-22 03:43:07 | |
| 1121 | 😟 | Bug | Power outage while playing cause the entire library to disappear. I no longer have any of my blueprints or saved behaviours. | 2023-08-22 03:36:47 | |
| 1120 | 😟 | Bug | Power was | 2023-08-22 03:35:54 | |
| 1119 | 🙂 | General | When game paused and you select to build some building (B) or Paste (V) an extisting building to make a new one, the orange ghost building takes a second or two to appear, even though the white grid appears. Causes confusion whether there is something to build or not, especially if the grid (G) was already on. When game unpaused the ghost building appears instantly. Picture shows the new building white grid but no orange ghost | 2023-08-22 02:59:39 | |
| 1118 | 🙂 | Suggestion | On the Blueprint Editor, I would like to see buttons above the components to filter them by size (I S M L) and possibly by purpose (power, production, combat, etc.). | 2023-08-22 02:55:38 | |
| 1117 | 😀 | General | Need to add a "Clear All Notifications" button or a way to filter what notifications are printed to the UI. | 2023-08-22 02:52:39 | |
| 1116 | 🙂 | Bug | Launcher does not respect expanded storage when lauching to repair mother ship. It only takes the orginal storage (3) vs (4) when using an [I] expander. | 2023-08-22 02:49:36 | |
| 1115 | 😠 | General | I really really hate these kind of riddles, I really hope that I do not encounter a lot of them. I will skip all content locked behind these. Sry for the strong words, but its a deep rooted dislike | 2023-08-22 02:49:33 | |
| 1114 | 😟 | General | Stat boosts from modules are not reflected in a unit's stat block, shown when hovering the cursor over that unit's portrait. | 2023-08-22 02:24:16 |