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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 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 | |
| 1113 | 😀 | General | Please... Please please please... Let us have speach bubbles. I want to see my Idle bots with Zzzzz over there head. | 2023-08-22 02:18:22 | |
| 1112 | 😟 | Bug | Small Visibility Module gives less visibility than stated. The Scout at the bottom has a natural Visibility of 10. It can see up to 10 spaces away. The SVM states it increases Visibility by 10, giving an expected range of 20 spaces. In practice, however, it only reveals up to 15 spaces. | 2023-08-22 02:08:53 | |
| 1111 | 😟 | General | When hovering over the "hamburger icon" (three horizontal lines) to the left of an entry in the Blueprint Library, it will pop up a "Drag to re-order" tooltip, but in the Behavior Library this tooltip does not appear, and clicking that icon does nothing; you need to click the very edge (top, bottom, left, or right) of the entry to be able to move it, to (for example) put it into a folder. | 2023-08-22 02:07:37 | |
| 1110 | 🙂 | Bug | Drone Launcher should charge drones they carry | 2023-08-22 01:54:50 | |
| 1109 | 😀 | General | make it clearer in the behavior programming what does what. or a tutorial on functions in there with some examples? | 2023-08-22 01:51:42 | |
| 1108 | 😠 | Bug | `v1 Build one from many` works as expected `v2 Build one from many` appears to never go past the call AND stops after one full loop execution. | 2023-08-22 01:38:29 | |
| 1107 | 🙂 | General | This seed that I am currently playing on is very scarce of Silica on the plateau's can we maybe up the amount on all seeds please......... | 2023-08-22 01:35:35 | |
| 1106 | 😟 | General | When I copy unit settings (press C) then select a group of units and press V it says "Copied unit was not a building." | 2023-08-22 01:28:16 | |
| 1105 | 😟 | Suggestion | For the logistics system, please add the ability to request from one channel, and send on a different channel. This would be useful if I wanted a long-range logistics network to interact with a short-range network. | 2023-08-22 01:18:00 | |
| 1104 | 😀 | Suggestion | Save on exit would be nice | 2023-08-22 00:57:22 | |
| 1103 | 😀 | Bug | Pathing | 2023-08-22 00:33:50 | |
| 1102 | 😀 | General | `` | 2023-08-22 00:26:19 | |
| 1101 | 🙂 | Suggestion | The transport route need a "wait until full/empty" ... i make it with behavior and now i dont see the connetction to the miner teams anymore (when i press TAB then i see where it comes ... helps a lot when you have many niner teams) | 2023-08-22 00:07:48 | |
| 1100 | 🙂 | General | Maybe I made a mistake but I think that "Check space for item" only checks the largest storage module. I have a behavior for my transports that tells them to wait until they're full. It worked correctly when they had no store addons and waited to fill both slots. Now I added the light storage module and internal storage ( 7 slots in total) but they only wait to fill 4 slots. That looks like they only fill the light storage module and ignore the 2 default slots and 1 internal slot | 2023-08-22 00:04:18 | |
| 1099 | 🙂 | General | The Control Center closes automatically when the game loses focus... Please don't judge me but I am trying to use Calculator on my second monitor :) | 2023-08-21 23:41:39 | |
| 1098 | 🙂 | Bug | All nodes are connected, but there are still two disconnected pipes. | 2023-08-21 23:35:56 | |
| 1097 | 😟 | Bug | Move Away (Range) is currently broken and immediately halts the behavior. | 2023-08-21 23:35:21 | |
| 1096 | 😟 | General | I'm surprised Alien Soldiers don't count as "Alien". Before attacking them, is there a way to find these reliably on radar. Normally, I could use Enemy, but if they're neutral, I'd still like to be able to see. Or if we could add a "Neutral" option in addition to "Enemy" and "Ally". | 2023-08-21 23:10:47 | |
| 1095 | 🙂 | Bug | The behavior did not just set the numeric part of that object as the description said. It's set the whole object just to that number. | 2023-08-21 23:06:09 | |
| 1094 | 😟 | Suggestion | Deconstructed buildings need to have their resources automatically picked up by bots. Selecting and issuing pickup orders for *every* *single* *stack* gets old fast. Failing that, bulk-selecting resources should let us order commands for the all of them, such that I could say "Put all of the crystal I have selected *there*" | 2023-08-21 23:02:10 | |
| 1093 | 😟 | Suggestion | Control Panel should either stay open when something on it is selected (instead of closing to focus on the unit) or should remember the last set of filters you were using. Right now, if I'm trying to find all of my Miners/other items that are stored instead of installed, it adds a lot of extra clicks. | 2023-08-21 23:00:16 | |
| 1092 | 😟 | General | The Mine command in behavior controllers only orders one of the two equipped mining modules on a Twinbot to mine. As a result, using a behavior controller to manage mining orders on a Twinbot halves its mining rate. | 2023-08-21 22:52:51 | |
| 1091 | 🙂 | Bug | I thought we can fix the mothership, or send materials up already (experimental). | 2023-08-21 22:45:35 | |
| 1090 | 🙂 | Suggestion | Just like Loop Signal, how about looping over entities with a certain status? Like Idle, Powered down, Infected or Path blocked Would be useful to trigger custom notifications that something is happening or even trying to solve it automatically | 2023-08-21 22:09:37 | |
| 1089 | 😟 | Bug | I'm getting a weird bug when starting a new game and selecting the bug hostility setting, When i get in game, the peaceful mode has been changed to one tier lower than I had selected Selected "None" and Peaceful mode is blank Selected "Passive" and got Peaceful mode - none Selected "Hostile" and got Peaceful mode - Passive Selected "Aggressive" and got Peaceful mode - Hostile Screenshot is a game started with the "Hostile" setting | 2023-08-21 22:06:26 | |
| 1088 | 😟 | General | bots stopped delivering recources to the buildings that need them | 2023-08-21 22:06:26 | |
| 1087 | 🙂 | Bug | The 3x2 1L3M building seems to have a gap in the middle. When trying to click on it or drag to it, nothing happens when the cursor is in the middle of the building. | 2023-08-21 21:47:25 | |
| 1086 | 🙂 | Suggestion | Zoom out even further, like almost infinite in Dyson Sphere Program. | 2023-08-21 21:47:05 | |
| 1085 | 😀 | Suggestion | It would be nice to have a option to disable the Resource - Rich metal ore resource depleted they come all the time and i miss then the important things Awsome game! | 2023-08-21 21:43:30 | |
| 1084 | 😠 | Suggestion | Suggestion: Pause saving while game is paused. Save only when game is progressing. Consideration: SDD lifespan can be extended by not saving unnecessarily. If I pause the game for 10 minutes to do a thing for the wife, I'd rather not have it saving regularly as there has been no change to the game state. Save files should only be generated when the game is not paused. | 2023-08-21 21:42:39 | |
| 1083 | 😀 | Bug | The "Blight Power Plant" is missing of information how many Power it produce. Will be nice to have a better description like: It can produce 500-1000 Power depend on the Bligh strenght | 2023-08-21 21:41:34 | |
| 1082 | 😀 | Suggestion | The Blight Power Plant is missing for info how many Power it produce | 2023-08-21 21:39:26 | |
| 1081 | 🙂 | Suggestion | A nice to have is a searchbar for the components | 2023-08-21 21:22:20 | |
| 1080 | 😟 | Bug | Can't create empty folders in library. If folder is empty, it gets auto-deleted or overwritten when closing library or creating new empty folder. | 2023-08-21 21:21:58 | |
| 1079 | 😟 | Bug | Can't drag/n/drop behaviors in library. Can't move them to folders, reorder as a result. | 2023-08-21 21:21:13 | |
| 1078 | 😀 | Bug | Cosmetic issue. Not a big deal but fyi. | 2023-08-21 21:13:59 | |
| 1077 | 😀 | General | A way to code your own functions for programing behaviors would be nice becuase there are a lot of things that I would like to do that could be acomplished in one function but require me to call on 50 different functions to do the same thing but slightly worse. | 2023-08-21 21:08:21 | |
| 1076 | 😀 | Suggestion | Awesome game so far! I know some folks aren't happy with the mini-games, but I quite like them, so I think being able to enable / disable them as a toggle is a perfect solution. | 2023-08-21 21:02:21 | |
| 1075 | 😠 | General | Leute,wir finden uns im multiplayer nicht... | 2023-08-21 20:59:54 | |
| 1074 | 🙂 | General | Hey there, there appears to be a little oversight with the Deployer when using the deployer inside the building you want to aquire the deployer seems to destroy the entire bulding without dropping the blueprint on the ground | 2023-08-21 20:52:41 | |
| 1073 | 😟 | Performance | When I toggle path lines causes a significant drop in FPS (Frames Per Second) just under the minimap for an option. Not a major, but I hope this can be looked into. | 2023-08-21 20:48:11 | |
| 1072 | 😀 | Bug | Behavior on Command Center requested item and then crafted it. Item is reserved for request of this very unit. As a result we got a locked slot and locked item. | 2023-08-21 20:29:39 | |
| 1071 | 😀 | Bug | Behavior requested an item and then scheduled it for crafting. | 2023-08-21 20:28:36 | |
| 1070 | 🙂 | General | Add ability for turrets to fire on the arbitrary coordinates rather than only at specific target. | 2023-08-21 20:12:38 | |
| 1069 | 😟 | Performance | its realy realy realy hard to learn how the game works! i had to restart the toutorials to se the scouts work automatic. and when you build workers, they dont go automatic? it all takes forever, and i cant figur out how to speed up the progress | 2023-08-21 20:05:38 | |
| 1068 | 😠 | Bug | It's very good that you keep the content of this textbox when I ESC out to doublecheck something to make the tickets as correct as possible. However the category isn't saved, so the msg is pushed to the wrong one often/most of the time. I sometimes remember to change the category, but not always on the last edit before sending. (Can be lots of esc-edit before sending.) | 2023-08-21 20:04:20 | |
| 1067 | 😟 | General | When making blueprint of a unit with behavior it is not possible to edit that behavior from the library. I can save the behavior before creating blueprint, but changing the behavior later won't retroactively also change the behavior on the blueprint. Either retroactively change the behavior to all blueprints that use it, or let us edit the current snapshot in the library. Or maybe even when saving a new edit of a behavior give us an option to ALSO retroactively push it to all blueprints where it was used. | 2023-08-21 20:00:44 | |
| 1066 | 😟 | Bug | When left to their own automining prior to the research to enter the blighted areas safely mining drones seem to be able to just go in there with the completion of mining closer nodes. Example is Blight Crystal if it is inside the zone where you cannot normally click and it states that the "blight interfernce is too high" and you are mining some that seemed to spawn on the outside of the area the miner upon the completion of the last 1 crystal can autopath to areas that you should not be able to mine safely in that condition. Hope this helps. | 2023-08-21 19:42:10 | |
| 1065 | 🙂 | Suggestion | Bots that are using the "transport" option are inefficient. They will turn around half-way enroute to the source (goto unit) the instant the store unit has free space. They will be way accross the map having almost arrived at the miners and then suddenly turn around and head back because one free slot on the store unit opened up. There is no need for them to ever re-route, they should always continue to the goto unit and not divert until after they have arrived and re-filled. | 2023-08-21 19:39:55 |