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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 945 | 🙂 | Suggestion | Allow to change unit base while keeping all the components in place. Ex.: open library, click edit on some unit, change base: worker->dashbot. | 2023-08-20 23:16:23 | |
| 944 | 😟 | Bug | I believe I have found a bug in the Pick Up Item and Drop Off Item steps. The hover over text says that it will attempt to pick up / drop off the number given. I set up a signal so that a building requests a number (say, 20), I subtract the number I currently have (say, 4), then I try to pick up that number (16). Instead of ending up with 20, I end up with 16. Likewise, I drop off the number that the building requests. If the building already has some (say, 3), and I try to drop off 20, I only drop off the difference (17). In both cases, it appears that the pick up and drop off amounts are the total amount that will be present after pick up / drop off, not the number that are being picked up / dropped off. | 2023-08-20 23:05:23 | |
| 943 | 😠 | General | if 2 builiding are requesting the same item dont have the AI use one of the buildings that received an item to then transfer over to the next building and then cancel out the request of the last building | 2023-08-20 23:00:33 | |
| 942 | 😟 | Suggestion | Bug attacks should not spawn in visible areas. It means there is no time to move turret bots to defend against it. | 2023-08-20 22:52:48 | |
| 941 | 😟 | Suggestion | Bots should bring as many ingredients as they can when hauling. Instead of bringing 2 iron 10 times, they should just bring 20 iron once. Saves energy, performance, bot traffic, etc. | 2023-08-20 22:49:18 | |
| 940 | 🙂 | Suggestion | Add option to destroy unwanted units (say select and press delete). Including all components | 2023-08-20 22:40:30 | |
| 939 | 🙂 | Suggestion | Right click on notification should reset counters. Units destroyed: I want to only know amount of destroyed units since I last closed the alert. | 2023-08-20 22:34:34 | |
| 938 | 😟 | Suggestion | Please get rid of the puzzles. | 2023-08-20 22:29:05 | |
| 937 | 😟 | Suggestion | Add an advanced start option that starts with most of the basic techs unlocked, some more bots, and components. Starting over from scratch each time is super boring as the early game can take multiple hours to get through and is mostly the same each time. | 2023-08-20 22:16:53 | |
| 936 | 🙂 | General | I would like the ability, manually and via behaviour, to "reserve" inventory so that it will not be used to fulfill requests. Related, I would like to be able to program a bot to make network requests and to fetch ("deliver") those requests to itself but without it going off and delivering other random requests on the network. There doesn't seem to be a way to do that. | 2023-08-20 22:09:03 | |
| 935 | 🙂 | Suggestion | Have building tell you that it is not just missing a production ingredient, but that it is missing it because there is no room in the building's inventory to hold it | 2023-08-20 21:59:38 | |
| 934 | 😠 | General | Playing on aggressive bugs and rich ores. My friend ran into a ravager when exploring. First time we'd seen one. Managed to kill it, but then the next bug attack was huge. There were around 20 ravagers, 10 flying bugs we'd never seen before, and probably around a hundred other bugs. We stood no chance, and were wiped from the map. We reloaded the oldest autosave we had (5 autosave slots is stupid, should be around 50, storage space is stupidly cheap, no one will care), but even knowing what was coming and conscripting our miners to gun turrets, we got wiped out. Now the remaining bugs have set up hives in our old base and we are forced to start from scratch. The game seemed to think that since we could kill one ravager, we could kill 20. This is dumb logic. Please fix it. | 2023-08-20 21:49:55 | |
| 933 | 😠 | Bug | Too much. | 2023-08-20 21:46:08 | |
| 932 | 🙂 | Suggestion | Please disregard my previous request for an undo in the behaviour editor. Instead, please add the standard Ctrl+Z shortcut to trigger the undo. | 2023-08-20 21:42:26 | |
| 931 | 😟 | Suggestion | Please provide a preview of what the new connection will be when inserting a command or moving a connection. | 2023-08-20 21:39:06 | |
| 930 | 😟 | Suggestion | Please provide an undo button when making changes to behaviour. | 2023-08-20 21:38:21 | |
| 929 | 😟 | Bug | Problem: can't assign blueprint to production. Reason: too bit list of blueprints and no scroll bar. Suggested fix(es): 1) Add scroll bar to the list 2) Allow to select folder from which to select blueprint, this will reduce clutter. | 2023-08-20 21:31:10 | |
| 928 | 🙂 | Suggestion | A behavior node for getting the position of an entity and saving it to a variable would be useful, especially in cases where the entity might cease to exist in the future. | 2023-08-20 21:22:24 | |
| 927 | 😟 | General | When i open the orders menue my ram fills completly. | 2023-08-20 21:21:30 | |
| 926 | 😟 | General | Ctrl+c -> ctrl+v to a group of units does not work. At the very least, behavior settings are not copied correctly. | 2023-08-20 21:05:05 | |
| 925 | 😟 | General | It says all the nodes but I guess it includes the path as well? | 2023-08-20 20:55:22 | |
| 924 | 🙂 | Suggestion | We need to be able to set a high priority supply. Currently the "high priority" option only applies to requests. There should be an option for a high priority supply. This is important for dealing with all the random junk that accumulates. | 2023-08-20 20:50:36 | |
| 923 | 😟 | Suggestion | Wenn eine Gruppe von Bots ausgewählt ist, sollte sich das Ziel für alle gemeinsam festlegen lassen. Stattdessen wählt es die Bots ab und selektiert das Gebäude. Das ist nicht hilfreich... | 2023-08-20 20:35:44 | |
| 922 | 🙂 | General | I would like quick save and quick load buttons | 2023-08-20 20:33:44 | |
| 921 | 🙂 | Suggestion | See that 2 next to the goto location? Would be nice if this menu had an option to specify that number and then the robot would follow this unit with the given number as distance. It would help prevent bots getting stuck due to being surrounded by other bots that are following it. | 2023-08-20 20:32:10 | |
| 920 | 😟 | Suggestion | the smaller units such as drones and satelites have slots in them for internal components and small components, however there is not an easy way of equiping those components. i would sugest a popup hud once you unpackage them in a port that would allow you to drag and drop the components like you do on buildings and normal units. | 2023-08-20 20:12:21 | |
| 919 | 😟 | General | I'm having an issue with Behaviors, specifically the Request Item control. It seems that the Request Item control can both be used to request a target item or, in the case of an empty parameter, clear the request queue. There doesn't seem to be enough logic support to differentiate these two cases, so I'm running into a situation where my automation erroneously clears the request queue whenever it encounters an empty parameter. Can you please split these two functions: have "Request Item" silently ignore an empty parameter, and create a separate "Cancel Orders" function explicitly to handle that task? Example: I am creating a Behavior for a Storage Unit that's intended to request dependencies needed to create a target item. The Behavior takes a parameter (Target Item), inspects its dependencies, and then, after doing some math, (attempts to) creates (via Request Item) requests for each of the necessary dependencies to create that target. The issue I'm running into is that, in cases where there are less than 3 dependencies, the 2nd and/or 3rd dependency variables(/parameters) get stored as empty values. When those empty values make it to the Request Item, it clears the entire request queue on the unit. | 2023-08-20 20:08:35 | |
| 918 | 😟 | Bug | Drone stuck hovering with undeliverable (?) item. Can't drop it, can't figure out which order it's filling. | 2023-08-20 20:04:18 | |
| 917 | 😀 | General | My posted ID 736 is not a bug, reserved items looked funky. You can close it. | 2023-08-20 20:03:13 | |
| 916 | 😟 | Bug | Please | 2023-08-20 19:58:17 | |
| 915 | 😟 | Bug | 2 Last part of reseach (Most of them) stop, and restart of research is requied to make it work again (items are in building but still not working till reseach is restarted manualy) | 2023-08-20 19:46:06 | |
| 914 | 😀 | Suggestion | Please, make windows movable | 2023-08-20 19:45:04 | |
| 913 | 😟 | General | I am still early on in the game, but the inventory management seems a bit cumbersome. I also don't seem to be able to set units or builds to collect from or dropoff to multiple locations | 2023-08-20 19:16:38 | |
| 912 | 😀 | Performance | z | 2023-08-20 19:13:01 | |
| 911 | 😀 | General | Very good game. enemys should be more visible on mini map....or a bigger alarm when they attack the base. thank you | 2023-08-20 19:06:05 | |
| 910 | 😟 | General | Tutorial needs way more clear Structure and hints how to do what when. | 2023-08-20 18:58:38 | |
| 909 | 🙂 | Performance | Big performance hit when many units are pathfinding and their path is being drawn. As soon as I click off of them and they just pathfind without showing the path, the performance is back to normal | 2023-08-20 18:55:23 | |
| 908 | 🙂 | General | Bots can get of the plateau via the highlighted area, there is however no slope. | 2023-08-20 18:53:10 | |
| 907 | 😀 | General | Hi, please, please, pleas add x2 speed (x4 also would be great) Thansk | 2023-08-20 18:52:18 | |
| 906 | 😟 | Performance | Numbers within hover events (Mouse over Info) don't update, unless the mouse is moved somewhere else and then back (refresh of display). | 2023-08-20 18:48:46 | |
| 905 | 🙂 | Bug | Moving while firing basic defense turrets on mobile base, causes the rate of fire to spike to twice the initial rate of fire. | 2023-08-20 18:46:00 | |
| 904 | 🙂 | General | keep it up | 2023-08-20 18:40:23 | |
| 903 | 🙂 | Suggestion | Factories that produce infinite amount of items should balance available slots to request maximum amount of resources in batches when close to running out. Reduce load on logistic network and cpu. | 2023-08-20 18:38:07 | |
| 902 | 🙂 | Suggestion | Factories that produce infinite amount of items should request full stacks of components. This would reduce load on logisti network and cpu. | 2023-08-20 18:36:53 | |
| 901 | 😟 | General | - bots that have a special container (ex: Blight Container I/S) don't prioritize these deliveries over others | 2023-08-20 18:36:51 | |
| 900 | 😟 | Bug | It doesn't appear possible to set Store commands on multiple selected units at once. | 2023-08-20 18:35:09 | |
| 899 | 😟 | Bug | I made a bug report but forgot to attach game save. I copy and pasted some of the report here but didn't copy it all (my bad). This is about behaviour chips: - Request item doesn't work if there's at least 1 item in inventory. (If you're trying to reuqest additional items to keep a higher stock) - "Order transfer to" and setting target to "go to", and setting the "go to" to the own building running the code doesn't work. - In behaviour, when a bot is mining and when using the behaviour "radar" it resets the mine timer (meaning no ore is mined). It also gets rid of the values in the radar chip, meaing you need to use "set | 2023-08-20 18:31:19 | |
| 898 | 😟 | Bug | This is about behaviour chips: - Request item doesn't work if there's at least 1 item in inventory. (If you're trying to reuqest additional items to keep a higher stock) - "Order transfer to" and setting target to "go to", and setting the "go to" to the own building running the code doesn't work. (Check my microchip factory, 3rd on the right) - In behaviour, when a bot is mining and when using the behaviour "radar" it resets the mine timer (meaning no ore is mined). The radar behaviour also gets rid of the values in the radar chip, meaing you need to use "set to component" to set the item you want scanned back into the radar. (I found a workaround; Check my miners v12) | 2023-08-20 18:30:12 | |
| 897 | 😟 | General | - when selecting the place on the minimap to jump to, it automatically unchecks following the camera (not something I've seen in any other game/rts) | 2023-08-20 18:22:37 | |
| 896 | 🙂 | General | First of all, its a nice game and it has nice additions from the others, few lose thoughts: - no overview of what I can build (material/compotents), where I've missed the fact I can build the blue cubes (haven't seen it being unlocked in the tech tree) and spent a lot of frustration draining the drone bateries trying to explore the POI's - no overview of bots we have (or at least who's interacting with said dropoff point) kind of hard to manage errors of find an unit that could be upgraded - no clear warning about units being out of power or building that is built outside of power range being considered by the logistic system (especially for power building extending the range) - no clear indication what does inputs or outputs from the automation perspective mean to try and automate and requires scouring the web for someoneelses ideas rather than coming up with your own solutions - when requesting item, it gets stored in the storage room, when sending the item from other factory, it gets automatically equipped (discrepancy) For reaction | 2023-08-20 18:19:12 |