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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5731 | 😀 | General | good | 2025-11-06 17:28:47 | |
| 5730 | 😟 | Bug | loop nearest resource at it's best. The red means there is nothing to be mined so it will autodeconstruct itself, because you know...for whatever reason the loop did not use metal for the buildings right next to the metal .... | 2025-11-06 00:46:49 | |
| 5729 | 🙂 | Suggestion | please combine this with other tabs. including adding filters to add stuff like in network, and the option to limit range, like right next to you. The right next to you is actually very good since the bots can be made to go randomly around (scout) a resource patch, until they are right next to a free spot to mine. Like this we can make them "automatically" get in the position without being blocked by another bot that already is mining | 2025-11-05 23:48:55 | |
| 5728 | 😟 | Bug | the loop nearby resources only loops visible, in range? resources and not the right nearest. It should be reverse, it get's the closes 1st, more far away after, with visible being max scaning range. Like this, bots and more, will just walk was resources right next to them | 2025-11-05 23:44:50 | |
| 5727 | 🙂 | Bug | some blight gens have the newly added gas slots, some dont | 2025-11-05 23:31:50 | |
| 5726 | 😟 | Bug | yep, it got stuck because this is not the normal beheviour I equipment | 2025-11-05 22:11:02 | |
| 5725 | 😟 | Suggestion | request: add index slot. Extra request: combine all of them. Check item, drop list: inventory, equip, so on. So it's just 1 single, and just 1 single label and we just change where insted of wasting searching for the correct one. Copy paste for the if no componend, as in you add it, it's a tick box similar to the logistic labal .And of course, another tick box: wait unti item is obtained. Ideea is to NOT have tons and tons of them. Just add 1 that has mutiple of them. ALSO regadless if someone write find, check, get, item, request, equipment, get item, request item, check if item equiped, it does not matter, all this tags to give result this label because as i keep saying, there is more time wasted finding the correct one then the actual programing exactly because you try to program it but don't realise check item is not check componant or check if equip or whatever it is because i am exasted that i need to find the exact keyword used | 2025-11-05 21:03:21 | |
| 5724 | 😟 | Bug | I am getting extremly stressed out. Every basic thing is not working because aparently there is more to it it's just you need to magically know that.... What is the issue? no clue. Absolutly no ideaa. I have the radar here, it shows correctly, it also finds items that are dropped and sends it to the band and band result i linked to it. The issue is that the moment it goes to wait, it REMOVES all filters. I want it to keep the filters until it can't find it anymore but here it removes. And this is extremly iritating since on other occasions, i had the exact opposite issue, as in i would create a second radar filter, but it won't work unless i clear the filters and after add the second filter. I honestly do not know anymore. I don't know what or when you plan 1.0, but please don't rush it. | 2025-11-05 19:15:50 | |
| 5723 | 😠 | Bug | set link, it works for the other ones, but the parameters to portable radar does not work. I don't know if i need to add a label in it... i tryed 1 - 3, did not work, i tryed to put the integreted beheviour, still nothing. I can't set link from the parameter to the radar to use them as a filter. And the reason why i want to do so is because for whatever reason the radar does not keep the results despite being looped and i am sick and tryerd to waste an hour trying to figure out why. Yet, low and behold, i am doing this for a different thing. The game would be extremly fun if programing knowlage was not needed at every step | 2025-11-05 19:03:09 | |
| 5722 | 😟 | Bug | Why does the extractor work when there is no power? | 2025-11-05 16:29:22 | |
| 5721 | 😟 | General | It seems much harder to find the blue cubes on this map. It's quite a pain to have apparently reached a "soft-lock" with nothing to do except tediously keep searching the map for blue cubes. Not fun at all! | 2025-11-05 04:32:18 | |
| 5720 | 🙂 | Suggestion | I have no clue if this exist in the game already since i don't understand more then half of them. My suggestion is a trigger like split. 1st of all, it works reverse with loop. as in, starting from the top, every needs to be looped back. And the extra adds how many times. With the last one being when all previous "loops" hare done. What i created in the screenshot is not finished yet, but the more i will work on the the bigger it will be so i do the suggestion now while it fits on the screen. 1st, i start with the number, to set it exactly at 1. Then, the next one (that i have yet to add) will be another comparation, if the number is 1 it will go to 3 copy that each will replace the filter for the radar, then the radar...ok actually 4 copys, the 4th will be the Radio Band where to transmit if result found. If no result, the value of the trigger will increase by 1 and the loop will restart but since it's bigger then 1 it will go to the next, as in, the next set of is equal to 2? yes, then new set of 4 filters, and like this, i will be able to reuse everything via just copy pasting the 4 copys, chaning just them, and the value of the number. this will make it so that i can run mutiple scans while reducing the amount of tables i have. because again, this is not the final version yet, it also needs wait and other stuff. ideea is that i will use this to scan for mutiple diferent stuff so this will massively reduce the amount...but... this could also be done via 1 single table that will go in order, aka 1 2 3 (or more, set numbers via options) but won't repeat number 1 if nr 1 was done already, and then, when all done, it goes to the end on. BTW, the memory and loop, i honestly have no ideea how to use them and i am 100% i will cry if i know how much i can actually do with them but i just don't know. Please add a tutorial for all, and i do mean all, of thoes functions. The tutorial can be like a puzzle where we can't delete or otherwise any of the tables but we need to link them. Also, please don't add any "did not need this one" since it's best to make people learn how to use everything insted of making tricky puzzles. People won't play the tutorial for fun or challage but to learn. and yeas, since you have a challenge sections, all programing chalanges will be welcome there. | 2025-11-04 23:50:34 | |
| 5719 | 🙂 | Suggestion | I just learned how to use this signal, and i must say this is by far one of the most amazing thing in this game. Including that i can fine tune them via numbers, not just the icon, meaning that essentially endless possibilities. The suggestions starts now. 1st: for the radio reciver or what it's the name (the green one, early unlock), please leave a little hint that that is not the correct one since it's the white one that is the one for multy purpuse...because i wasted at least an hour trying to figure out how to use it...an hour that i could have just go ahead an unlock this one... honestly makes me even wonder why the green one exist when this one will replace it. Anyways, no, no critisism, just suggestion: so the 1st one is for a hint that this one will exist, the second, is for the radar, how comes i can't select any of the letters, colour, so on? Aka the signal, i want to search for units with a specific signal. Why? because is that not the ideea of signals? to emit something, so why can the radar pick up mutiple signals, but not the ones that are coulour, alphabet, numbers, so on? This is the suggestion. Next suggestion, in the programing for radar, there are some issues, 1st of all, why do we need to clear the filters? when we added a radar with filter in the program, and that program is used, it should use said filters? or is this as a safty mesurement to ensure that the result won't change? because in that chase would not a drop list be better? aka change of mode, current mode, another mod reset filters (this will also serve as a major hint that the filters don't reset on their own), a dynamic mode: keep 1st result untill said result is no more meeting the criteria ...wait is this not the current one? well i don't know how it's programmed so i will leave it here, and one for cases like miners and similar: find result, can it be reached? search for a different result that meets the critaria, aka this will exclude previous results, without us needing to create an unending chains of find locations, is passable, and so on. So this mod is complex but that is exactly because it's tons of stuff in one. This will also give a major flexibility to the automation. Continuing, still in programing, i noticed that when i manually use the search i can select reverse, this is absolutly amazing! The one where there is no foundations is needed, aka to automise auto placement of them, and of course, here the radar "can't access, look for next one" would be even more usefull, but continuing with the suggestion: if i use programing, there is actually no reverse filter. And I also noticed that on many occasion on the map there is the option of select on the map, but this select on the map does not exist in the programing. I mentioned this, but a windows swich, so we swich views and the program, that is not closed, is just minimised, so like this we could see the map and other elements. Moving to my last suggestion, when i want to create a new program to units i never added any beheviour, i honestly do not know, is there something in the programing that the units will look for such units, aka frame, or bot, with no beheviour, and then give them beheviour? i did not know how to procede but then i realised something else, there is the electricity usage, and when i pressed on the no power, i could see all the network extensions (aka i want to add to them to scan surounding for damage, item on the ground, list goes on but i think it's clear i will need to use beheviour + request the I equipments and link and more), however, when i hold CRLT, and press one of them, nothing happened (this is the suggestion, add filters there just like with radar, and via holding CTRL we can select all of them, with the filter meaning that we can use signals, visual, so on to further refine who we get), and same with when i used paste, i actually got a message saying it's not possible, sad because that would have been extremly handy. Anyways. BTW, if a wall was placed, there is no fondation or whatever it's called, under it, and even if i try to place one after it's not working. Speaking of which, there is that enemy that destroys foundation, is it possible for the one we control to not do that? Anyways, i hope nothing i asked was to much since i can't even imagen how hard it is to acutlly program all of this. BTW, is it possible for a Paid DLC, like stronger modules, or buildings that are faster... ah wait, it's really modules a better solution since this might just complicate everything and everything in game will be overshadowed by the dlc exclusive, plus mods, so really the modules would be better. Reason for this is because i don't kow how much funds your team has an i don't wish to wake up this game will stop because of it. So really, please make it a support dev dlc. Nothing special, nothing exagerated, nothing that is a must, really just that, a dlc from fans to give extra funding for this project. | 2025-11-04 22:55:51 | |
| 5718 | 😟 | Bug | I have almost 30 hours, not once did any bug spreed. Plus i don't understand how evolution has to do with them expanding. Or what does this tick box do? I will soon put it on the next level, because currently i have no clue what they do, after all, if i select the hardest, the tick box for evolution can not be selected. So i am very confused | 2025-11-04 03:02:12 | |
| 5717 | 🙂 | Suggestion | Cut function. Aka mass relocations. This is extremly powerfull because we can set up an automated construction of certain buildings, like the wall, and insted of wating for the bots to come one by one for each item, we just do this cut, and just one item will be send to the other side of the map or whever it is we need new buildings. Aka insted of sending 2+ bots back and forth, buildings get build in an area, like a buffer, and using the cut function, we can "move" 1 item, 1 bot, heck, if the bot picks up mutiple at the same time, this will be insane, and absolutly rewarding! Like creating a small radar to check if any drop item, until there are drop items (aka the container for the items we cut) no rebuild. Why? because if the automated construction create new building, the relocation get's cut (from what i saw using re location), so like this, is like an insane reward. Plus, tons of logistic stress/trafic reduction. And no, i honestly do not understand why it's a game breaking to not have bots block each other, wait for them ages, and have buildings ready via automation, the core ideea of this game. Do you make a game about automation that is fun to play or a challange? Then just add a tick box start of the game, disable/enable cut. So we have the choose if it's so gamebreaking. | 2025-11-04 01:59:17 | |
| 5716 | 🙂 | Suggestion | is it possible to add filters? The filter to use type of bot with signal optional. Exemple: i select runners... runners will be the only one being able to pass this wall. I select runners with a signal, only the runners with said signal will be able to pass. A better exemple, i have same bots as attacker and healer, the healer can't pass due to not having the correct signal but the attackers with the attack signal can pass. Please ensure it also works with the numbers, as in values. Now then, here comes the hard part that i don't think you realised, when i say they can't pass, i actually mean that this wall will be a wall, meaning there won't be triggered a "no path" because it can't pass, but there was no path in the 1st place for it. Maybe it's better if it's like a 3rd layer? (1st is ground, second is flying, 3rd is this one so that even flying units can't pass, rip flying enemies) | 2025-11-04 01:50:28 | |
| 5715 | 🙂 | Suggestion | It's difficult for normal player to understand what to do in this mothership repairing procedure. Might use a hint: "After you found mothership, setup a signal reader and link it to the radar output to get the broadcasting signal from the mothership." | 2025-11-04 01:45:33 | |
| 5714 | 😠 | Bug | Due to OCD seeing this is absolutly triggering me, why? because i selected flat exactly to avoid this. Please create an ABSOLUT flat, as in a 3rd option, aka keep the current ones, and the 3rd options means: no water, no plateau LIFTED, aka plateaus still exist but no wind bonus, no ramp, no clif, and of course, no rocks. Aka, as long as we keep destrouing everything, to be able to build with absolut 0 restriction whatsoever, a perfect terraforming. That or the tehnology to do so | 2025-11-04 01:12:27 | |
| 5713 | 🙂 | Suggestion | Question, this is a massive game change question: can you make units go through other units? They levitated, so they just "fly" (levitate) over each other. Why? to get rid of anykind of path block issue caused by units, and just own units, nothing about allies, nothing about friends (real life people, mutiplayer, whatever), nothing about building or terran (aka they won't fly), even if it's just the bots (and the human need an I equipped or something to do the same, aka the bots will be "superior" breed since they will be able to "fly" over human units but not reverse), because as far as i can tell, a lot of frustration is due to them blocking each other. From delivering or recing items, from trying to go through, from having a group of them, from a unit that you programed to move away from enemy if taken damage but the other units are blocking the way, aka so much issues, so much Work that needs to be put to sort this out, would never even exist if the units can pass through each other, you know, just like how they can pass holograms, actually, is that not even better? because again, the levitating animation is not need, what is needed is for them to not block each other. This is one of the major issues in anything to do with automation, and it is NOT enjoyable or fun, it's a real life event that in a game should not exist making it more enjoyable. And now that i rember some train games did the same, they actually did a tick box. If one, realistic logic, aka trains block each other. Un tick, trains can go through each other even if it's clearly impossible in real life, but that is exactly what this game would benefit, the abilty to make it more pleseant to play | 2025-11-03 23:10:15 | |
| 5712 | 😟 | Bug | Wow... i don't know how much i looked for it and this was the keyword, disconnect... using the search function in this game is like playing scramble or what that game is called, you need to guess the word, words you know, you know how they work and their meaning, you just need to figure out which one is needed.. Anyways, i duble check with channel 2. When it was ticked on, channel 2 was added. When ticked off, nothing, both chananels are still ticked on despite this setting. | 2025-11-03 22:25:54 | |
| 5711 | 😟 | Bug | the logistic ones... what does untick do? because currently it does NOT untick the unit from channel 1. The unit is still in channal 1. Also, is there nothing to turn off the whole logistic? i will experiement a bit more, but, what it's shown here, is not working, btw, can you please make MOVE to actually wait until unit arrives because yes, it just skips to the next one... it's so tiering that for each time i need to put move, i need to add, get coor of self, or, is moving? Please just add move to: here is the coordanance. Under it is another thing for range (aka withing this range, 0 means you need to be exactly), another 2 for wait till arrive, stay in network... i will repeat this one, the second tick box is STAY in the logistic network, do NOT go off it, and of course, here the little white dot saying arrive, path blocked, so one... because honestly, do you know how much of a massive pain it is to check what when wrong and you don't even know where to look because there are chains everywhere and every last one of them use the same white line? Highlithing does not help unless you click one by one, and this is exactly why having so many chians in a massive pain, you need to check them. BTW, what in the wolrd does the debug do? i clicked on it, it has a little icon and i though that now it will start from there exactly to test what is not working, except it is not, it start from the beggining. BTW continues, when i change program for multiple units, can i get an option to turn all units off (from the network or power)? alternativly, when i modify something, and want to exist the programing to check the "real world", an 3rd option (yes no) called just this unit, termporarly. As in, what i change on the current unit to not affect other units until i am ready to run the final product. This is why i said, either a way to turn them all off, or a save temporary, click on that little screen bottom left, will switch the screen, as in the program is just minimised, like a mini map, but not closed. I thing this might be the best solution? no clue. Honestly, i spend more time looking how to make things work then actually programing, let alone playing the gamer | 2025-11-03 22:21:12 | |
| 5710 | 🙂 | Suggestion | why is there a request for everyone but not the share to storage? also, if all units are exactly the same, is it possible to add a meniu? like this are miners, all have 2, so beause of this to have the 2 miners and be able to set them | 2025-11-03 20:32:20 | |
| 5709 | 😟 | Bug | last, i hovered the mouse over. This is what i mean, (almost) everything is empty, i restarted the beheviour many times but nothing until i manually change | 2025-11-03 20:24:52 | |
| 5708 | 🙂 | Bug | follow up for the previous bug. As you can see from the aler icon, this bots still have the previous parameter, yet if i open the beheviour, the new coordanace are showing,no this one. BTW, i also deleted everything else, so yeah... it is a bug. BTW 3 or how much, can we get a sort and sort lock in the behevoiur? i have no clue how it can be implemented so i just focuse on saying: we press that button, everthing gets locked = nicely organised | 2025-11-03 20:22:38 | |
| 5707 | 🙂 | Bug | All bots with the crystal visual have the exact same beheviour. Except, there is a bug. The 1st prametar was something else. I removed it because i want them all to move, regadless where they are, to a new location so i can replace them. So, why is just one bot (left) moving while the others are staying? That is because i manually removed parameter 1 from this unit, undid it's link. While the other bots, i did not touch them. So even if their link got cut, and now it's just looped to go to the location, actually, it is not working, because despite me removing parametar 1, the bots (right) still read the previous parameter 1 (no location) and not the new, location, prameter. Suggestion: parameter 1 to not be deleted unless there is no place that uses it since this will be a massive hint and reminder that we need to adress said areas. BTW: regarding CALL: why can't we just create INside? As in a new call. Call start, call end. Only 1 single of this 2 can be done in order to not confuse (plus we can just add brances inside or just use the current call for more). I deea is very simple, you place the call start, there is nothing that can be link to it but this one can be linked to others... except it is already connected to call end. This is so to ensure it does not get mixed up by accident with other as we create. Aka they are their own little separate, but, insted of creating a separate beheviour, it's insite. Also, i request 2 buttons: 1: to delete beheviour and blueprints, i made copies since i did not know how to overwrite or whatever, so now i have to many and i am not sure where i need to go to delete them... because i assume there is but i can't find. whatever, moving on to the second on: Undo construction we (manually, not via programing) just made for when we accidently build something and well, human error... especially if we do the forced overbuild (aka what exist gets overwritten, replace, or deconstructed, so the undo button will redo it). Bonus: we can't build over an unsolved building (or solved with items), but if we build over an solved building, said building vanishers in the air (or just add a new option, auto dissapearing of solved and empty buildings). | 2025-11-03 20:19:32 | |
| 5706 | 😀 | Suggestion | Keybind for Relocate building please | 2025-11-03 19:37:59 | |
| 5705 | 🙂 | Suggestion | For the infinite resource: Is it possible to remove all, and i mean all resources, and insted, a new building (exist already in inventory, if someone someone lose it then restart game, and cost like, don't know, 1 crystal?) that works just like that building that converts one resource to another, except, it needs no imput (no material, free). Like this we can have infinite resource and also no infinite notes that might or might not be in our way. Meaning it gives us maxim flexibility. BTW, insted of a replace, how about making this a new options so it fits for everyone | 2025-11-03 17:50:53 | |
| 5704 | 🙂 | Suggestion | this dashbot when around collecting silica sand from mutiple units until it had 20 (no clue what it did that is now 19), but, there is still a slot avalable, why are the bots not filling up automatically without any programing more then 1 slot? | 2025-11-03 15:10:24 | |
| 5703 | 🙂 | Suggestion | I do not even know if the following is even possible: when a bot trys to mine, but it can't because other units are there mining already... mind you, this is just 1 single comand, no chain, the bot to then automatically, on it's own, no imput from us, check the avalable free place where it can mind. IF there is none space avalable, this mining place will not be used for this bot and it will go to look for a different one. Best exemple: you have 3 metal chuncks, 2 are completly occupied but one still has one place open, the bot detecs the 1st one, it's full, goes to second, full, and insted of getting as result the 1st 2 (aka what happens right now), it wil lactually find the 3rd one. and if that one is also occupied, it will go to look for a different one or pause or something. Also this is different then what already exisit because what exist always goes to the 1st one and to do what i just wrote means we need to create tons of chains. Best exemple i can give is starcraft, warcraft, so on, you select mutiple workers, if there are to many at one ore, they will go to a different one, same type, and continue going to that one until it's empty. but again, no ideea if this is even possible in this game. ideea is that this is something almost no one will bother doing so havign this as a ready to use will be a massive QoL | 2025-11-03 15:02:24 | |
| 5702 | 😠 | General | KI attach the game, the one I play. I like it. I like it easy and peaceful, but. every map I download or regenerate come was only crystals, no iron. So I know this is glitch or you guys change the game to make it only crystals. So how are you gonna progress with only crystals? So please fix it soon as possible. | 2025-11-03 03:28:42 | |
| 5701 | 😟 | Bug | item on the floor can NOT be mined. It picked up the resource, and since it canont be mined, next step should have been to pick it up via thecannont mine, but insted, the dropted item, on the ground, non mineral, is something the program thinks it can mine it despite no, it canont be mined | 2025-11-03 02:22:46 | |
| 5700 | 😟 | Bug | The second bot maker creates normal, Default, units when it should make the one with equipments like the 1st one | 2025-11-03 01:24:33 | |
| 5699 | 😀 | Suggestion | i do not know how the map is generated. the fact that at every x distance are the same thing over and over again, and other stuff is ok in the central area. like seriosly, please keep it like this. however, what i want to suggest, is a new tick box, why tick box? because everyone has a different preference. IF on the more we go away from 0 0 (not the starting area but 0 0, this is to be able to keep track, plus, i don't understand why 00 is not the starting area anyways). So any of the biome will become larger and large, massive even. One exemple is if you start the game with Biome ajusted to an extreme.... i mean i did it because i wanted grass everywhere..except there was just grass, no metal no where. So yeah, that one is exactly how i wanted, except, the starting area to be mixed.... Now that i think about it, what if a second option (aka this to be a drop box insted of tick box?), we start at 00, and each corner (SW, SE, NW,NE) will have a completely different biom. No mix. It's just endless. And the X0 Y0 will work perfectly to tell apart each section.also, please disable anything to do with enemies aparea only on x or never on y biome. let them be everywhere no matter what biom | 2025-11-03 01:22:13 | |
| 5698 | 😟 | Bug | so, i will say bug because i have ticked to be in the network and to serve building. meaning that it should NOT have the 1st 2 on exactly because the unit should only give items to building that are being build with the tick box i have enabeled | 2025-11-02 23:18:45 | |
| 5697 | 😟 | Bug | the place construction took so long that the chian looped and caused an issue. To fix it i needed to add a wait. Meaning that the place construction needs a little extra wait time by default because the flow continues while the bulding has yet to be constructed, because the chain goes to what type is on that location, and the fact that it came back to construct, means there was NOTHING there, but at the same time, it gave an error because it can't construct since well, something is blocking it | 2025-11-02 22:55:52 | |
| 5696 | 😟 | Bug | i used compare registers. But, it's compare items. Not compare unit, not compare register, but compare items... wtf. Sorry, please rework this because this is absolutly conter intuitive, this is guessing level for people who do not know whatever you know in order to create this labers. Also, no, it's not about renaming them, it is really about combining them because it is just to much. For any fine tuning, just use the extra function | 2025-11-02 22:32:23 | |
| 5695 | 😠 | Bug | compare unit: the building that was constructed and the building that is at that location are different.... is it because it says compare unit? is it because it's a bug? i have no clue. But one think I 100% know is no one, abolutly no one will know why this is not working exactly because it should work without needing a dictionary of terms and codex. This is exactly what i keep saying in the last few feedbacks, please have people who never played this game, including children, try programing, do NOT tell them anything, you will see for yourself how massively the diference is between people who have no clue and thoes who know | 2025-11-02 22:27:28 | |
| 5694 | 😠 | Suggestion | why was this, get unit, not in the unit category. why????? | 2025-11-02 22:14:48 | |
| 5693 | 😠 | Suggestion | Requesting Items should block supplying that item to the network, watching units transport the item to the storage to it immediately be removed from the stoarge makes no sense at all. alternative allow supply/request per channel | 2025-11-02 20:53:05 | |
| 5692 | 😟 | General | get unit type: still blank. So i need to add extra steps to find out something that is on that coordanance, because this is not intuitive. BTW, for the zoom in and out, i changed the imput in settings, but the one in here is still mouse scroll, can it please be changed to match the imput? same with the hold ctrl to register shortcut, as in, the ability to change CTRL to another botton, And no, you don't need to add another 10, just one single where it asked which one to be hold to register. | 2025-11-02 20:24:42 | |
| 5691 | 😠 | Suggestion | Unit type.... is this not exactly what i wanted.... like exactly... why is something called unit type in flow and not in the unit category. Please re evaluat the criteria, if it has to do with unit, put it in unit even if it's related to flow, whatever that might mean. BTW, i see tons of loop option, i honestly have no clue how to use any of them but at least i now know that that was exactly why i could not find this one... and i actually bothered to look. i do not even know why i keep repeating myself. The way the options are presented is working for people who know, anyone who knows will just close the programing, play a bit, close the game, never come back | 2025-11-02 20:17:54 | |
| 5690 | 😠 | Bug | Nothing? reaally/???? absolutly nothing? and how many of them exist? Why are there so many? this is not a criticism but a geniun question because i don't understnad what is the difference between each one of them. Just like how get self, you know, the unit, is in math and not in unit section. i honestly do not get what is going one. BTW, loops X, thanks, i just wanted to know what it does in a way of what can i do with it so i know what i can do to make it work. the current explanation of what it does, only is relevent for people who know how to use loops, signals , and whatever it is. and thoes people don't even need that little instruction. This is honestly very difficult... | 2025-11-02 20:13:11 | |
| 5689 | 😠 | Bug | Why are world coordanace possible but get unit type does nothing... there is a building there... i can't get the info of what type it is via the coordance... do you get that the issues is that i am wasting a lot of time to do some very very simple things because i have NO way of know what, how, why, nothing, abolutly nothing, and i am bothering to figure it out, i do NOT know how many people would just stop | 2025-11-02 20:03:04 | |
| 5688 | 😠 | Bug | I honestly do not even bother with the correct whatever. This is exactly what i am keep talking about. There are 3 compare, none of the work. Why? because there are to many criterias but none that actually allow things to work. The thing is extremly simple, i use the bot to place a construction, so now i want it to automatically check if the building was build or if it's still a construction stage. But none of them work. Absolutly none. So after 10 mintes or maybe more? i figure that maybe the issues is that i used as a filter the construction, you know, exactly what that building is, and insted i should use the final product, like i did inpreviously to check.... ahhh wait, the reason why i did not do this is exactly because i want to be notified if something is blocking the construciton, so of course i can't use the wait till the construction is finished, because the bot will wait ther for ages unless i construct other chains on how to nofity me if something is not working. The compare should have been 1, only 1 single thing. Just add a drop box for the type if it's that important. And best part, if you selected a drop for one box, the second box will reduce the option if some cathegories can't be compared due to software limitations or something | 2025-11-02 19:45:15 | |
| 5687 | 😟 | Suggestion | I wanted to see the unit but you know, forget what i wanted: why is this not 1 single thing???? The network one is the best exemple: you have a button: what to show: battery, frame, type, unit (including if it's land, like water, cliff, rock, mineral, whatever it is), energy, really, you know, get unit INFO! Including inventory and equipment. Why is every last one a separate thing when you could create a single long (deep) box where everything is every nicely located. Ah yes, i forgot, coordanance, and so much more. To make it a bit more clear: get info -> any info that can be registered into a parameter. So health, battery value, location, all of this (if they are enabeled) can have their own little box for result (aka where we put parameters), and be one under each one. The ones that should not be in this massive box: is moving? because depending on the condition (yes, no, blocked, so on) different actions are made. So the get info, is really just that, getting the information + setting this info into parameters) but nothing more aka just 1, and just 1 single bot to connect to the next one.... ok ok, look, i am writting while iritated, so of course this 1 single might not be ok if there is a "can't get info (no clue why) or similar. ideea is to not complicate the things while still combining stuff | 2025-11-02 19:28:51 | |
| 5686 | 😟 | Suggestion | Select on map.... why does this option not exist while i am INSITE the programing the behevious? | 2025-11-02 19:19:08 | |
| 5685 | 😟 | Suggestion | can we get lock component? this is my pick up bot for now, and it auto equip stuff. actually, is the auto equip not a better alternative? as in, to be on or off. Exemple, we have a unit who's inventory is full or locked. We press the request and insted of getting the current option, we see a new on that will be for auto equip. repeat: the current request = item will be in inventory, error if no space. The new request: will reserve a slot in the I, S, or whatever it is, so even if the inventory is full or locked, it still will be fullied. BTW, i get to auto equip if we requested an item, why are items we don't request, like storages with I slots, or units that pick up from ground, also get auto equiped? Speaking of this, in the tutorial, mind adding the option to select mutiple buildings and copy paste them? aparently people don't realise this. Including copy, paste, and drag to build multy. Speaking of selecting more, why is the send to shared storage not avalable as a button? BTW forgot what number. Is it possible to add a "ctrl +" funtion to the send to share storage? as in, when pressed, the items, regadless if there is actually or not a shared storage, the items in the inventory will just be requested to be emptied. This is for the following scenario: i selected mutiple units i want to take to mine for crystal let's say, but this surplus of units just mined metal. So i press the (new i guess...) send to share storage for all the units i selected, but the shared storage is full, so i hold CTRL + press again, and the runners (or whaever bots are used) will come to empty everyone's inventory. BTW forgot what. I do not know if you plan on creating a new game or whatever, but did you even consider creating different campain? expansion? So insted of releasing a new game, you just create a new campain mode. Why I am asking, insted of creating a new game, why don't you use what you already have? Plus with AI (real life ones) will the work not be improved? <- this is a geniun question since i honestly have no clue and am just hoping | 2025-11-02 19:05:35 | |
| 5684 | 😠 | Bug | this is getting ridiculous. I set the building to build itself and then to continue doing this unless path is build. What happens? nothing. Why? because the beheviour does not start on it's own, and i am wasting, i will repeat, WASTING time and more time and more time trying to figure out how comes this one does not start when the building was constructed but the other building, the solar panel, that s pretty much the same set up. work. Is this like some kind of intentional mecanism to make people use units insted of buildings because the person who decided this needs to explain why others are forced to pla-.... WORK in a video game as they intened insted of letting us program the bots and building to beheve how we want. Since i assume this was not intentional, i will just select category bug because again, the build constructing themself works, it's just that the newly building does not start it's behevious. BTW, since we use he construct, can we get options like high priority, notify if build and, the construction failed. This on actually to have a second version: building (the one that was selected to be build) already exist. Exemple: i run this on for turrets let's say. If the turret uses a older model or the path is blocked: Construction failed and i would get a notification that i add after. The new option: construction already exist, well then i will do a "wait" since i do want this to continue looping in case it get destroyed. BTW, oh you can create a unit that checks it and add coor.... what did i just pointed out about making other plays a game how you want, especially since it's complicated, sorry but it's easier to just drag without programing if we need to spend 2+ hours figuring out how to do something. | 2025-11-02 18:53:42 | |
| 5683 | 🙂 | Bug | Bugs path finding buged out | 2025-11-02 17:29:37 | |
| 5682 | 😟 | Suggestion | I have absolutly no clue in any way or form what memories do, how can i used them or for what, and where to find a guide to explain to me what they do. Sorry, the short info is the same as saying to someone you sit in a car and drive.. when they have no ideea how to drive | 2025-11-02 17:06:38 |