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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5327 | 🙂 | Suggestion | Please make some buildings with 2 large slots. Maybe a variant of the building with 1 large slot and 2 medium slots, convert the 2 medium slots to a large slot. | 2025-05-25 23:17:15 | |
| 5326 | 🙂 | General | Batteries have these cute charge bars on the side of the thing. It would be nice if those graphics matched the charge level of the battery. | 2025-05-25 23:10:07 | |
| 5325 | 😀 | Suggestion | i would like more options for supply/demand, specifically setting supply/demand on a per-slot or per item basis. the idea is to have a single storage request materials, supply machines around it with said items, and avoid the rest of the network requesting those items, only for the storage to request those back, creating item juggling. | 2025-05-25 22:34:08 | |
| 5324 | 🙂 | Suggestion | the music is constantly changing while in the editor this also happens regulary on other occasions when zoomed in quite high btw: thanks for reducing the loudness of the sounds of the miners and other things while in the editor! but I think they are still a bit too loud... maybe add a volume slider in/next to the preview window? or even a mute button maybe just keep the sounds as they were before entering the editor window? thanks! | 2025-05-25 22:17:53 | |
| 5323 | 🙂 | Suggestion | When factories create units, it's very hard to see at a glance that they are in fact busy (the unit is in the process of creation). This is because the dial ticker that is currently implemented is too smal and unnoticable. I would like to suggest to make something more obvious, for example create a shadow overlay on top of the icon of the item that is currently being produced and show that ticking down either as a dial like now or just top to bottom. | 2025-05-25 22:03:04 | |
| 5322 | 😟 | Bug | I set one robotic arm to make a blueprint of the unit and dragged an arrow to the second arm to make the same blueprint (on the left). However the second arm started making normal units, not the blueprint I wanted to make. | 2025-05-25 21:49:04 | |
| 5321 | 😟 | Bug | send developer feedback incorrectly states "Reminder: Mods are currently in use, which may not be supported" when theres no mods active. | 2025-05-25 19:26:13 | |
| 5320 | 😟 | Suggestion | the re-simulator stability bar is very confusing due to the colors used, consider making it clear what happens when there's high stability vs low. i only had an idea what was high vs low when i noticed behavior code had plus and negative stability. the problem is that those two colors could mean anything. | 2025-05-25 19:24:23 | |
| 5319 | 😟 | Suggestion | i noticed some weapons only fire while the unit is stationary, this should probably be part of description for new players. alternatively consider removing that part of the code entirely, i personally don't think its adding much to the game. | 2025-05-25 19:22:33 | |
| 5318 | 😟 | Suggestion | consider improving the reaction time of player inputs, it appears that various things can lag behind by as much as 1000ms such as... Copy Paste (sometimes it will just ignore copy entirely)(i usually do the hotkey 5-7 times to be sure it actually does it since doing it ones got a 70% chance of failing) unit manuvering(takes a while before they start moving) im sure there's others im not remembering. | 2025-05-25 19:20:58 | |
| 5317 | 😟 | Performance | theres a big memory leak that happens after game running for 6+ hours, it starts lagging and eventually eats 29+gb ram.(it will eat whatever it can get its teeths into until something stops it) | 2025-05-25 19:17:12 | |
| 5316 | 😟 | Bug | construction site will not finish building, maybe because of the silica that is on the ground? | 2025-05-25 17:23:22 | |
| 5315 | 😠 | General | Stuck in the tutorial. | 2025-05-24 18:00:42 | |
| 5314 | 😠 | Suggestion | Please for the love of god give atleast the option to disable the damn puzzles, they are the worst part of the game and are in no way fun or rewarding just a massive pain in the ass, its not even a puzzle game and is hugely infurating. | 2025-05-24 05:11:44 | |
| 5313 | 🙂 | General | ahhh, they're attacking the explorer but I didn't do the quest! (aggressive mode) | 2025-05-24 02:19:51 | |
| 5312 | 😟 | General | If Crystal power generators don't get perfectly down to 0 power, they won't start burning a new crystal. They seem to ignore moving less than 5 power at a time, so when odd numbers show up the facility stops generating power. They also don't like holding more than 1 crystal each, could they try storing 5 crystals or so? | 2025-05-24 01:30:12 | |
| 5311 | 🙂 | Bug | Two minor bugs: "Loop nearby resources" seems to use the unit's visibility range -1, instead of the exact visibility range. "Is Empty" won't connect to nearby instructions if you try to drag and drop in the middle of a connection, it will only connect automatically if it's the last one. | 2025-05-23 17:25:20 | |
| 5310 | 😟 | General | I open this game on mode infinite resources, but not, the resources go to empty. Sorry for my english | 2025-05-23 12:55:17 | |
| 5309 | 🙂 | Bug | Rather specific bug: two different behaviors use the same subroutine, one of them causes the behavior to crash (as in it just stops as if it encountered an "Exit" instruction), but the other works fine. In the attached save, start the behaviors on the scout and some of the miners. The scout and miners will start moving to the west using their scout subroutine. When the miners reach the blight, the behavior will just stop. The Scout, using the same scout subroutine in a different behavior, will continue past the blight with no issues. | 2025-05-22 20:25:43 | |
| 5308 | 😟 | Bug | robo assembler doesn't request the mining lasers, so drones won't build | 2025-05-22 11:50:13 | |
| 5307 | 😀 | Bug | with the AI Explorer selected right click the Simulator to loop the solving sound | 2025-05-20 09:03:14 | |
| 5306 | 😀 | General | Just wanted to say how much I appreciate the ability to rename variables. The behavior editor is my favorite part of the game and that new feature makes it so much easier to keep track of what I'm doing. Thank you! | 2025-05-20 03:29:17 | |
| 5305 | 😀 | Bug | bugs are havinf a happy party, but somehow it doesn't feel right ;-) | 2025-05-19 20:08:07 | |
| 5304 | 🙂 | Suggestion | While there is a way to show a notification, it would be a nice feature, to be also able to remove it. Use case is a notification if a storage is getting empty that should disappear if that store gets filled again. | 2025-05-19 19:07:25 | |
| 5303 | 😟 | Bug | Start all behaviors and stop all behaviors stop working after latest update | 2025-05-19 18:11:50 | |
| 5302 | 😟 | Bug | The Multimodal AI Center's AI Research Component doesn't have any recipes. I was hoping I could make Dense Anomaly clusters here like the mission AI center. | 2025-05-19 12:33:32 | |
| 5300 | 😟 | General | 2025-05-19 04:05:55 | ||
| 5299 | 😟 | General | TO LAGEY | 2025-05-19 04:05:55 | |
| 5298 | 🙂 | Bug | And here is the screenshot for my previous post | 2025-05-18 19:53:10 | |
| 5297 | 🙂 | Bug | It feels like my Mouse Pointer is off vertically by roughly 0,5 cm - it might have been introduced when I switched between excel and desynced app | 2025-05-18 19:52:20 | |
| 5296 | 🙂 | Bug | Laser Mining Tool has no components set in the description. | 2025-05-18 12:47:03 | |
| 5295 | 😟 | Bug | Dragging instructions onto existing lines is weird. Find the node called "This Fucker", drag a "data type switch" instruction onto its output. It'll instead go to the start of the loop, inserting itself between "This Fucker" and the start of the loop (fine, but weird in a UI sense), but also between another node and that same start-of-loop node (not fine) | 2025-05-18 07:29:00 | |
| 5294 | 🙂 | General | workers need to be more independant in the collect and storage of base material (metal, crystal, powder) 80 of the macrimanaging is telling each workers to change storage building and goes back to a new deposit when the one they mine become emptied out. (think about workers from warcraft 3 collecting wood on their own with no micromanagement. ) thank you for taking the time to read this. joining a save file. you can let it run on its own and you'll notice that workers quickly become overwelmed by the collecting of base ressourse. needing intervention. the toturial does not explaing how to add or tweat advanced automation in that reguard so i do not know ifs its curently feasible to give greater autonomy to harvester droid. they are not connected to the network to prevent them from going to refill factory as soon as they have a logic block on theyr harvesting task. please consider some base ai behavior henancement for harvesting ressource. such as henanced detection of adjacent vein that can be harvested and adjacent empty slot in storage container that can be filled on the network. | 2025-05-17 23:02:39 | |
| 5293 | 😟 | General | Two things. I'm in the tutorial and even though I've finished it, it doesn't cover the blight at all. I only just figured out what it is because I went exploring and walked into it. But it doesn't explain it's dangerous, what I should do, or anything. As I've progressed it just said out of the blue 10ish minutes after encountering it that I should avoid it. A bit late to say that now. I also noticed when I pulled this feedback pane up it says "Reminder: Mods are currently in use..." This is the first time I've ever played this game (only opened it for like two minutes twice before) and I only just installed it right before I started. So there are no mods. Whatever detection system is being used seems to be broken. It thinks the base Steam game is modded... | 2025-05-17 03:07:27 | |
| 5292 | 🙂 | Suggestion | When the "End Game" button is clicked, the pop-up message says "abort the current scenario", which makes it seem like you will not be able to continue. I would suggest to either just say 'Exit to the main menu" or if current phrasing is partularly important, then say something like "pause": Are you sure you want to pause the current scenario and exit to the main menu? | 2025-05-15 20:56:26 | |
| 5291 | 😠 | Performance | Inbuilt capacitors in bots are discharging with other capacitors when network has negative energy production! Why? I have 40 batteries with 90% energy within network, but they don't discharge at full rate! Just 45 discharge rate instead 150! It seems all capacitors and batteries are discharging equally. Don't like it. We need power controls for units, buildings, behaviors. | 2025-05-15 17:50:34 | |
| 5290 | 😀 | General | Хотел критиковать, но самую малость.... потом подумал критиковать не за что.. все круто. Как писали на воротах Бухенвалда? - Zu Edem Das Seine = "каждому свое" .... я матерый факторщик... матерый сатисфакторщик... Аутонаутс на раз два.. Но это произведение игровой индустрии затянулр. Factorio - 3500+ часов..... Спасибо | 2025-05-15 15:58:56 | |
| 5289 | 😟 | Bug | Bug or bad performance: 20 s2 buildings with 2 solar cells and 2 capacitors. So 40 capacitors. At night, 20 capacitors (1 capacitor in each building) can be discharged into network, another 20 capacitors can't be discharged but keep charging! So, at that moment, inbuild capacitors and 1 of 2 capacitors in that buildings are discharged, other capaticor keep charging. Problems with capacitor priority for discharging. P.S. No pop-up message with question "Send the feedback? Y/N" when clicking emoji? | 2025-05-15 10:23:54 | |
| 5287 | 😀 | Bug | the phase flowers are distorting the height in a weird way. please ignore if intended ;-) | 2025-05-14 22:34:17 | |
| 5286 | 😠 | Bug | A;; previously Saved Games fail to load. | 2025-05-14 16:01:00 | |
| 5285 | 😠 | Bug | A;; previous Saved games fail to load. Receiving error message saying the game failed to load corrupt data | 2025-05-14 15:59:26 | |
| 5284 | 😠 | Bug | All previous saved games refuse to load, giving | 2025-05-14 15:56:52 | |
| 5283 | 😟 | Performance | I've been playing on very large map without any problem, but after the latest update, the lagging became unbearable, even with low graphic settings | 2025-05-13 11:25:48 | |
| 5282 | 🙂 | General | those two virus walls won't build. probably because they were upgraded from a normal wall and can't drop off the materials. maybe increase the range an upgraded unit can drop off excess items? | 2025-05-10 19:22:19 | |
| 5281 | 😟 | Bug | After the first repair reading mothership signal from behaviour no longer sets required items for repairs. | 2025-05-10 16:45:00 | |
| 5280 | 😠 | Suggestion | Should be able to create new behaviours from the subroutine call instructions behaviour selector, its odd how different this one is from the others even but often I want to create a call instruction node to the left of a bunch of existing instructions that do something good to create a new behaviour and move those good existing instructions into it, the fact I have to go all the way back and create a new behaviour placehold just to go back in to where I was just to select it sucks hard! | 2025-05-10 00:48:21 | |
| 5279 | 😟 | Suggestion | When selecting a behaviour controller's behaviour from the three-line/hamberger menu at the bottom of the screen when the unit is selected I would love to be able to duplicat an existing behaviour for it to use and immediately start tweaking, I assumed I could right click or at least find another hamberger menu next to each behaviour where I could duplicate it which would be consistent with the library view but I cannot which feels odd considering we get to list, filter, even create behaviours from this quick select menu. | 2025-05-10 00:43:10 | |
| 5278 | 😠 | Suggestion | Split UI Scale setting into UI and Text scaling. Behaviour parameter names longer than a handful of letters get grossly truncated when I would be happier with a larger UI size so the button/box for the behaviour param is larger yet keep the same or even smaller text size than i do with the usual 75% UI scale I play at but changing the scale at present adjusts the text size in lockstep so I have no way to see more or less of my quite large param name | 2025-05-10 00:39:18 | |
| 5277 | 😟 | Bug | When creating/editing a blueprint in the library various actions will close the library view unexpectedly tediously. So far this happens every time I duplicate a blueprint or lock an item in the blueprints inventory. | 2025-05-09 23:54:08 | |
| 5276 | 🙂 | Bug | a wave of bugs started attacking and noticed the following error in the console. haven't noticed any visual glitches... [2025.05.09-22.43.39:565][718]Error: Trying to spawn effect on socket 'fx' but visual 'v_scaramar1' doesn't have a mesh [2025.05.09-22.43.39:566][718]Error: stack traceback: [2025.05.09-22.43.39:566][718]Error: [C]: in method 'PlayEffect' [2025.05.09-22.43.39:566][718]Error: Main/data/components.lua:2643: in method 'shoot_func' [2025.05.09-22.43.39:566][718]Error: Main/data/components.lua:2778: in function <Main/data/components.lua:2655> | 2025-05-09 22:46:09 |