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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5240 | 🙂 | Suggestion | Dobrze by było gdyby każdy rodzaj gniazd miał kolory np. wewnętrzne czerwone, małe zielone, średnie niebieskie, duże purpurowe jako że to koliduje z obcymi technologiami to te niech mają dwukolorowe tekstury np. płoty | 2025-04-29 00:10:16 | |
| 5239 | 😟 | Bug | Nie można edytować jednostki | 2025-04-28 00:28:26 | |
| 5238 | 😟 | Bug | Mothership can not 'Eject' 1 or 2. Repair Mothership 1 or 2. Acquire Command Center and deploy any place 3. Select Mothership 4. Push 'Eject' 5. Show "No faction home is set" | 2025-04-26 16:46:15 | |
| 5237 | 😠 | Suggestion | That produced/required graph of yours is absolutely unreadable. I would have not expected me to not be able to read a graph, but honestly, I have no idea, what it is showing. I mean, not even any explanation is given. There is a "that's how much you produce graph", which I understand, but is it in 5 minutes, or per minute, or per developer's wish of unit measuring time? Also it jumps so much that I have no idea if I produce more, or use more. | 2025-04-25 16:16:44 | |
| 5236 | 😠 | Bug | 做任务时候点选机器人后花屏 | 2025-04-25 11:24:17 | |
| 5235 | 😠 | Bug | 点选机器人出现花屏 | 2025-04-25 11:23:01 | |
| 5234 | 😟 | General | Get Item info with range selected does not actually return the range stat for the item. | 2025-04-25 06:11:28 | |
| 5233 | 😟 | Bug | Windmills stopped working | 2025-04-24 17:12:40 | |
| 5232 | 😟 | General | Здравствуйте. Не завершается задание по починке перелетного модуля. | 2025-04-23 06:45:25 | |
| 5231 | 🙂 | Bug | W polskim wzmocniona płyta jest nazywana w 2 przedmiotach | 2025-04-23 00:39:49 | |
| 5230 | 😟 | Bug | Attack Move Behaviour persists even when unit is retasked in behaviour workflow - possibly due to a sub-routine. In the attached game state selection 9 is a control unit using radio to direct autonomous units onto targets. The enemy is destroyed so the behaviour run a sub-routine to call the unit back to the command module - but the unit keeps repeating the same attack order, flipping between returning to the unit and attacking the last known location. | 2025-04-22 23:43:48 | |
| 5229 | 😟 | Suggestion | Similar to ID 3356: Playing in 4k mode on a 42 inch monitor the popup screens pop up all over the place. With the 42 iches of space it makes it hard ti find and especially see what info was popped up. Putting the info screens in an easily seen area (middle of 42 in screen for example) would make it easier to find what was displayed. There is just so much space on the screen with no general place to look is frustrating. Actually I have to strain to move my head to find info put up, and then read it. (By the way, I have tens of thousands of hours on construction type games so am not a new player. In fact I am over 75, and previously was very active in microcomputers) | 2025-04-21 18:17:37 | |
| 5228 | 😀 | General | Geniales Spiel, danke dafür :) | 2025-04-19 08:01:54 | |
| 5227 | 🙂 | Suggestion | Would be good to have a "Quit to Desktop" option in the in-game menu (when pressed [Esc] key). The current "End Game" returns the player to the main menu, and *then* then can quit to the desktop, which requires a two-step process, and (minor) amount of additional delay. | 2025-04-19 03:50:14 | |
| 5226 | 😟 | Bug | When using the building upgrade interface (for example upgrading a Storage (8) to a Storage (16)), it does not populate the fields with the bulding's current settings (such as the custom name I gave it, the signal setup, or what other storage this one is linked to). While there are fields for re-entering all this, would have expected the current details to have been already filled in. Is useful to give the player the option to change those settings as they upgrade, but having the existing settings shown / already entered would be expected (so maybe a bug, or just an oversight, or is this as intended?). | 2025-04-19 03:47:08 | |
| 5225 | 😟 | Suggestion | Show/hide docked bots should be a global state and not reset to show every time I click on something. The UI list is way too big and obstructive to always show | 2025-04-18 08:55:43 | |
| 5224 | 😟 | Suggestion | Loop components behavior does not loop trough integrated components, which fail to make anything related to human integrated weapons or miners. | 2025-04-17 17:00:19 | |
| 5223 | 🙂 | Suggestion | the minimaps representation of foundation tiles makes a hard to read orange mess, the orange outline needs to go imo | 2025-04-15 15:38:41 | |
| 5222 | 😟 | Bug | Everything has disapeared ! | 2025-04-15 13:07:29 | |
| 5221 | 🙂 | Suggestion | Es wäre gut wenn man noch mehr kanäle hinzufügen könnte | 2025-04-15 07:25:47 | |
| 5220 | 😟 | Bug | Removing the garage component with a unit inside makes the unit inaccessible. I can still select it from the control group, but can't find it anywhere in the factions menu. | 2025-04-15 00:52:41 | |
| 5219 | 😠 | General | I can't find any way to create an AMAC to send the sattelites - no machine indicates that it can create one. Again, this makes it impossible to continue the game. | 2025-04-14 15:46:52 | |
| 5218 | 😠 | General | The long range radar has no icon to select for the mothership, and there's no way to tell how to pick the mothership. This makes it impossible to continue the game. | 2025-04-14 15:45:18 | |
| 5217 | 😠 | Suggestion | 主流玩法过于复杂,玩家的爽感不于这些小事,需增加自动化更多的部分,减少无效操作 | 2025-04-13 21:54:00 | |
| 5216 | 🙂 | Suggestion | Some Building have a built in power source which is great for research outposts - but there is no indication of this bonus on the inforamtion screen when building them. | 2025-04-12 15:14:40 | |
| 5215 | 🙂 | Bug | Renaming directory creates a duplicate in the presense of a Multi-building Blueprint. Steps to Reproduce: 1. Create a Directory in the Library 2. Create a standard bluprint of a single building and store in directory 3. Create a multi-building blueprint and store in directory 4. Open the Directory and Rename while displaying it's contents Outcome: The multi-building blueprint disappears and reappears in a duplciate directory under the folders original name | 2025-04-12 08:03:24 | |
| 5214 | 🙂 | Suggestion | Größere Miningschiffe und größere s gebaute mit mehr slots wäre echt praktisch | 2025-04-11 18:28:07 | |
| 5213 | 😟 | General | CONFUSING | 2025-04-11 04:09:12 | |
| 5212 | 😀 | Suggestion | A component that could recycle items back to base materials would be nice. This may already exist and I just have not found it. | 2025-04-11 00:34:20 | |
| 5211 | 🙂 | General | Bei verbraucher Menü mehr möglichkeiten in zeitraum anbieten. Ich finde den Sprung von 10h 1h und 10 sek etwas zu krass. Wäre echt gut wenn da noch 1 min 5min und 10 min dazukommen | 2025-04-10 20:01:43 | |
| 5210 | 😟 | Bug | using a bot with a deployer to pick up a building equiped with a drone launcher fully loaded with advanced mining drones and deploying it elseware deletes the adv mining drones. (dont know if it maters but: adv mining drones were made upgraded from reg mining drones) | 2025-04-10 10:21:47 | |
| 5209 | 🙂 | Bug | shift + Ctrl +(w,s or d) :results super fast movement shift + Ctrl + a :results in no movement you can use keybindings to move across the map very quickly in any direction you want... as long as its not left ;) | 2025-04-10 08:33:18 | |
| 5208 | 🙂 | Bug | Transport routes are unstable. I have multiple bots transporting silica to one storage. The moment the storage is full the (half-full) bots move to their miners to pick up, but the moment the storage is no longer full they all turn around to deliver first. This oscillating behavior is very wasteful and provides no actual benefits. In particular when the bots cross terrain without network coverage: they're draining their batteries for nothing. Correct behavior would be to choose a course of action and stick with it until fulfillment. | 2025-04-09 18:36:36 | |
| 5207 | 😀 | Suggestion | ヒトのフライヤーに、ハイグレードキャパシタやMini Fission Plant等の個別の電源を備えてほしい。 | 2025-04-09 09:03:22 | |
| 5206 | 😀 | General | tutorial was great and explained the systems well! | 2025-04-09 05:24:55 | |
| 5205 | 🙂 | Suggestion | Please provide a solution for clearing large amounts of notifications. | 2025-04-09 00:23:52 | |
| 5204 | 😀 | General | just saying im loving it so far :) | 2025-04-08 09:06:20 | |
| 5203 | 😟 | General | Viel zu komliziertes Gameplay. Daher zu intensives Tutorial. Ich muss sehr viel lesen, kann vieles falsch machen, zB habe ich mein Hauptgebäude etwas nördlicher angelegt und prompt funktioinieren die Ingenieure nicht mehr so wie im Tutorial beschrieben; ichmuss sie erst irgendwohin schicken, ehe sie den Abbau starten. Manche Beschreibungstexte sind im tuttial anders als in der UI. Macht mir daher keinen Spaß. | 2025-04-08 03:50:43 | |
| 5202 | 😟 | General | I’m working on a mod that adds objects, I don’t know if this is a bug or not but all i did is import an object to the game in the name of "StructureX - Copy.glb" then changed the file it self to have a different shape but its always returns to this first object... (in the picture) I did delete the file "StructureX - Copy.glb" did not help changed the data.visuals.StructureX also removed it completely to see if there any changes but it did not work I don’t know if this is a bug in the code. or it’s not flushing the data Need help, also checked Desynced Wiki but not much of a help | 2025-04-08 01:27:30 | |
| 5201 | 😟 | General | Twin bots with 2 laser miners only have one laser mining despire both being in ressource range. This is observable when they start mining on behavior programmation instruction. If asking manually (disabling behavior) mine the same ressources, both miners work correctly. If reactivating the behavior, both laser miners work. Can be observe on my replay on crystal on north. | 2025-04-07 23:46:22 | |
| 5200 | 😟 | General | I expect transport bots with transport route setup and not connected to logistics, neither behavior, to go from source to destination, and come back. At source, it takes what it can (until beeing self full or source empty), and at destination it drops what it cans (fill destination). The actual behavior is : if destination as free space and the bot has some load, it stops what it's doing and returns to destination to fill the space. That means that on return route (towards source), if the destination gets a free space, the bot reverse it's path and return to destination. This loops until the bot is empty and never does full go and return paths. Observable with cristal north. | 2025-04-07 23:40:33 | |
| 5199 | 😠 | General | In behavior editor : please, it's very important to disable auto layout (auto links and auto place boxes). At least at this EA point. Actually I'm totally afraid to use that editor because any move can break almost everything. Just let user place things safely and do relations he wants. I'm actually losing more time fixing auto layout breaks than I would doing more stuff manually without need to fixes. | 2025-04-07 21:35:25 | |
| 5198 | 🙂 | Bug | A unit got stuck here on the map and I can't get it or the inventory out | 2025-04-07 03:09:21 | |
| 5197 | 😟 | Bug | I have a building that has a behavior component, and an assembler {plus a few other components}. It has a behavior loaded "Limited Build". It is in a standard base 2M building. I go to force upgrade the building {using CTL} to an updated building that has most everything else the same except it is an upgraded building. The behavior that loads into the building is not what is in the blueprint, but another behavior that is in the library. This should not the intended result. It should correctly load the behavior that is part of the blueprint for that building. | 2025-04-06 23:53:54 | |
| 5196 | 😀 | Suggestion | "Человеческая световая рамка" - правильный перевод: "Легкое человеческое шасси" "Человеческая тяжелая рамка" - правильный перевод: "Тяжелое человеческое шасси" | 2025-04-06 19:03:10 | |
| 5195 | 😠 | General | Игра говно, обучение не понятное | 2025-04-06 10:21:02 | |
| 5194 | 🙂 | General | introduction feels a bit rough, but i am stupid so i dont blame the game. Its fun tho, i enjoy | 2025-04-06 09:52:57 | |
| 5193 | 😠 | General | Trying to equip a component already equipped (when no more instance of the component is equippable) takes the "No Component" path... Except once in a blue Moon it takes the success path. The script 'tests/test reequip' provides a minimal example of the normal behavior (equip say a fabricator and put Fabricator 40 in P1). The current script of the ChallengeBot exihibt the bugged behavior (notification: "unreachable: ..." | 2025-04-06 06:19:34 | |
| 5192 | 😠 | Suggestion | Fix this dogshit | 2025-04-06 01:26:07 | |
| 5191 | 🙂 | General | Cannot close the Explorable menu without walking away. | 2025-04-05 16:57:54 |