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| ID | Rating | Category | Description | Screenshot | Date |
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| 5764 | 😠 | Suggestion | is "UNIT A".... is unit at....what is unit.... is unit a?....this word play is really getting out of hand. So if i want to compare units I don't get this label as a result. But if i want to check a unit i need to write this magic key... do you know how many terms you have that are only used in this game and you are making it further complicated via adding different terms for eveything? like locked inventory slots are are called Fixed when locked is perfect fit but there is a label called lock and unlock that are extremly misleading and should be renamed so that the term locked is used for the "fixed" items, expecially since even the description of fixed items clearly says that it locks the inventorys.... please have someone who never played this game check the terms because it is absolutly unacceptable how it is right now for anyone who is NOT well aware of all the terms | 2025-11-09 15:54:01 | |
| 5763 | 😟 | Bug | Bottom right, the buildings are exact copy paste, yet they see themselfs as different? Sorry but what kind if the compare can't concude that the same buildings are the same and i need to ask to make it very very clear hat the "if equal" means. Because i assume equal does not stand for same, identical, and i honestly do not know what am i supposed to even use just to QUICKLY and easily, check 2 units, even if they are structures. Is it impossible to request a drop box where "check if same type" (this includes building frame), check against wildcard (a radar using an information filter can find the unit? it's then a valid, it can't fit it? it's not same), same grid (yes, no need for separate label for everything! and this MEANS we can just copy via CTRL and just quickly change the drop box VS constantly filling in parameters), and so on because it is extremly frustrating to try and build a program only to realise that it's not working because of "incorrect" label was used due to terms. | 2025-11-09 15:47:16 | |
| 5762 | 😀 | Suggestion | This is amazing! to be able copy an exemple that IS working is abosolutly amazing! This needs to exist for more. | 2025-11-09 15:31:45 | |
| 5761 | 😟 | Bug | Don't care if it's not a bug, this is something that should work as "equal" (also ignore the rest of the chain as i am still testing how it work). Information should work as a wild card. As if, if i use a radar and add the information (wild card) as a filter and it find the unit (so a building in this case), it should be a equal, or same. Again, that is the main difference. Because without the "wild card", the units need to be exact. While with this "wild card" they need to meet the same criteria. And yes, i don't care if it use the wrong one, this is exactly what i keep saying, why do i waste more time finding the "correct" label to use then actually programing, let alone play the game | 2025-11-09 00:44:21 | |
| 5760 | 🙂 | Suggestion | This is a follow up with what i suggested about making the program insted of adding labels and numbers, (just add a tab, no need to remove existing since the existing can be used to fine tune, again, just add a new tab, exactly how you have for filters, wolrd, info, unit), on this label, the unit will change intro the blueprint blue whatever it is. So, insted of it requesting items or otherwise, the unit (building or bot or whatever) will change into what happens when we select unit and we select upgrate unit with settings. And that is the ideea. it's that simple. Aka in here, just like how the upgrade unit work, we can manually change what we want them to have. The advantage is that we can select manually exactly what and where OR use parameters for what). Meaning i can "transform" a 1x1 1S into a 1x1 2s with all slots and everything.... and i don't need to use anything except program start, i select this new label, on this label i select everything MANUALLY, no chain, no label, NOTHING, it's as if i pressed upgrage, change frame, and manually add items as if i am manually changing it, without being in the program. And of course, a load blueprint is even more amazing but yeah, it might be to much to implement. And that's it. Just 1 single step. Full control. Why full control? because it does not matter what the unit has, anything that is changed will change, anything from previous that is not in the new one will be dropp-.... as i said, exactly how the current Upgrate with setting is. No need for anything else. So again, new tab, where, insted of adding labels, values, parameter, info, filters, we are presented the unit as if we just used the upgrade. Also, there is no need for branches. If this does "upgrade" can not happen because the unit and the "new" unit are different, then that's it, absolutly nothing happens. I mean, seriosly, i know i keep saying we need hints, but can this not just simple be added a small message indicating: nothing happens if incompatable unit in that ? Help info bottom left. This will also ensure there won't need to do tons of other issues that i can't even imagen how long it would take to ajust everything. BTW regarding suggestions, why are beacons and wall treated as 1x1 buildings? because there are to different from each other. No, i will actually not say more. if it's not an issue then yes, no need to challange. And as i keep saying. Please improve (again, reduce via combining them, especially same things but for different stuff make them same thing for all that applies) the programin and such because this is why people love this game and also why most people do not bother with this game once they realise they need to spend time but they have other things to do. BTW, as much as i get the human research center, are there not to many? like really, way way to many of them? Same with the ruins.... wait, to who do the ruins even belong or realte to anyways? Ideea is that exactly because they are the same 4 building, at one point it just start ruining the atmosphere since it reminds you you are not in this world but playing a game... no clue if it makes sense? maybe if i say, you watch a movie and someone keeps telling you: they are just actors... does this make sense what i mean? because honestly, i don't even know if is really just me... whatever. And again, please use the ai (free) for ideeas how to combine the labels exactly because i can not even imagen how much work, effort, time, energy and way more would be needed to "rework" the existing one | 2025-11-09 00:29:46 | |
| 5759 | 😟 | Bug | GoTo and Store registers interfere with behavior. This is a bit of a difficult one. Having the behavior run concurrently to a bot's "natural" behavior is highly convenient. My miners, for example, have a simple script that just updates their signal with their inventory. No need to include mining instructions and the like in that behavior. However, the GoTo and Store registers are natural candidates to use for transport behaviors. But the "natural" behavior of a bot with those registers is active when the behavior is running, as well (note that transport route was disabled). Interference ranges from continuously turning around to go to the GoTo location before the behavior provides a different instruction, to randomly dropping off materials at Store locations despite the behavior attempting to decide on that (I prefer my storing routines round-robin). The workaround is obviously to clear both registers and use parameters instead. Still, the interaction feels harrowing. If this *is* intended behavior, then clearly warning about this in the behavior editor is a good way to ensure that the player is aware. | 2025-11-08 23:22:27 | |
| 5758 | 😟 | Bug | When dragging a stack of items (silica sand) from a scout to a storage building, this was apparently put out to the logistisc network as an order rather than the scout itself moving the two tiles by itself. But logistics were off on the scout to begin with, exactly to prevent such situations. When logistics are off, I don't expect orders to go via the logistics network. The involved parties will have to deal with it themselves. | 2025-11-08 17:03:22 | |
| 5757 | 🙂 | General | I have two fabricators on one building, both building metal bars. They share one input slot of minerals, one output slot of bars. Even with a full stack of minerals supplied, one of the fabricators can stall out, due to the other fabricator reserving almost the entire stack of ores. I would expect multiple buildings on the same building to get reservations in round-robin fashion (complete reservations, i.e. A reserves all it needs for 1 product, then B reserves all it needs for 1 product, then A reserves all it needs for a second product, etc) | 2025-11-08 16:45:06 | |
| 5756 | 🙂 | Suggestion | NEW feature: if production is set to infinite (programing can be used to limit), the materials are locked, the building (or bot?) to constantly request full stack of said items. Exemple, i have 1 fixed slot for crystal, constantly 20. I have 2 fixed slot of crystal (the material) it will constantly request 40. And again, the trigger to be all materials to be locked and production is infinite. This will give the flexibility of not doing infinite request if the item is not locked or not infinite production despite the slots are locked. And less programing needed for something that is actually a bit complicated since you need to somehow figure out how many items each product will have, lock each slot, still have enough, aka automation for any type of items is a massive pain that no one will do unless they really want to be extremly specific. OOOOORRRR, make it more simple, a 3rd drop box where it says constantly request full stack of materials (and of course, this means auto materials, so even the item being produced can be changed) | 2025-11-08 03:27:52 | |
| 5755 | 🙂 | Suggestion | I noticed that i can't do relocation unless it's same network. Is it not possible to do similar with the construct? (please make it just a tick box..... no... radar filter level of tick box. Can be accesed by non flying, inside logistic network, and of course....also a filter for fondations... aka if fondations are build, the will not check for building but for tiles, and reverse, if building selected, it won't look at the tiles... ideea is somehow to automaise tiles placement.... btw.......did you know the comand center? What if the command center has an option where it want titles? aka the fondations or how you spell correctly, and if you give the items, via automation, it will automatically lay all the tiles that are possible, IN the logistic network. And i mean all, so even if no bot can reach it, it does not matter because they weill be placed like the titles are placed when buildings are build (i never really understood why do building create titles around them?, actually, since deconstructing hem will remove the tiles, maybe this is a good time to remove the auto placement, especially since better tiles? and really use the center of commmand, sorry, the command center as an automasied tile placer? and yes, this "ideea" is 100% inspiered by factorio space age's space platform where the titles are build automatically (if you blueprint and have resources, honestly it's just the ideea because the concent it's to different)). | 2025-11-08 03:16:45 | |
| 5754 | 😟 | Bug | This is either a bug (no units get the logistic UNticked regadless what i select with no tick sign) OOOORRRR this needs another "no no, you are not using it correctly, you need to use it exactly how we intened to use, aka only we know how, no one else, so look up guides" so i really hope this is really just a bug | 2025-11-08 03:03:56 | |
| 5753 | 🙂 | Bug | I honestly am flagging this just because i want to make a suggestion that will make the "current" version a bug... I do not know if it's visible in the screen shot, there are items jumping. What items? the equipments i made the bots to request and then (to late, got jumped) to equip... no item, ok let's re request and now we took from the other bot.... infinite loop.... so what have i to sugguest? request item directly into the I, S, M, L componand... aka the reservation is NOT make in the inventory for in the componand slot. This will also give massive advantage like setting the I to request i so it won't end up in the S, M or/and L slot. Also this means that one the unit get the componend, it gets auto equip exactly how companents get auto equiped even if all their slots are fix (locked....why fix? why can lock not be the term used?). And speaking of locked (yes, i am talking about fixed) slots, like this, even units who have their inventory fixed can get componants, and reverse with getting rid, no need to put it in an inventory or whatever. | 2025-11-08 03:00:00 | |
| 5752 | 😟 | Bug | canont mine minerable... can it get any better? why is this not working as a universal info for miners to mine anything they can without needing to specify | 2025-11-08 01:48:15 | |
| 5751 | 🙂 | Bug | I had enough and started new save.... so i used the previous play's logic to check for battery , and if not full, aka outsite of grid, for bots to go back home... as you can see.... it goes to the top one... something that makes no sense since i have a lot of spare energy, bot is fully powered there is no energy flux, but all bots are not going on the full battery path and insted going on the top on. I removed get self, and the self from extra for the check battery, same result so i undid it. BTW, if this is not a bug an i just do NOT understand how to use this, please consider that anyone else, will make the exact same mistake. I will try o repeat, this is not something that we need to know how to make it work, this is something that should work insted of being "you did it wrong" or "you used the wrong label/chains/no clue what term". A game should be fun to play and not a "grammer nazi". Aka please combine the labels. There are to many. There is no need for similar but it's for different thing. Combine them, combine them, combine them all. Just add a droplost to change "mode". Like the moving. Drop list: Follow Unit, move to coord (see what i did? 2 different info, just different option), Tick box mo away (impliing that if it's NOT ticked = move towards)... and this also means that the units, if this is ticked, and target is enemy, will keep distance... Regadless of away or towards, the numbers (values) still to decide the disatance. So a 7: towards until you are at least 7 units closer, but this unit will NOT move away if target get's closer. And if the tick box is on, aka move away, it will aways move away to be at leaset 7 away, all the time. Aka one will be minimum and the other max, And the 4 direction are as they are, aka 7 west = 7 steps (sorry for using wrong term). Also, for the Async and sync.... Question... did you ever consider the unlock to be a feature insted of a label? As in, just like how you added the select mutiple storages (vs the 1 single before), to add so for the next chain? let me use enemies as an exemple, since i think it will help. Radar is find enemies, enemies found.... until enemies (aka result) is FOUND, the radar will go constantly (again, just think of unlock), like a loop until target is not found, so that is the trigger. Until not found, it will loop the scanning for enemies (result). So, do you start to get where i am getting? as the radar keeps looping itself, separetly the move to exist, aka keep minimum distance from enemies. And also another move, keep towars enemies. Like this... omg... i just realise... why am i doing the same mistake i try to suggest to correct? please just add another drop list, min Max, i hope it's self explained and the ideea is that just 1 single move. Aka the radar can branch into move, but canot have more then 1 move to avoid confusion, errors, bugs, and more, this is why having a min max is actually a better solution. Aka put restriction of types via adding range. And then, the 3rd, is the turrets themself. And as a 4th, is conditions like battery, health, shield, whatever it might be. Ideea is that again, just 1. Because if we can check all at the same time then really, what is the point of the programing? like this, we can chain it, check health, check battery, check shied (if applicable) and loop over. After all no battery = no attack. Ideea is to have branches, but just 1 per link (but essentially infinite new links). And again, check health, battery, shied, inventory, durability, frame, whatever else, as it's own label but via drop box and tick boxes. Seriosly, use the free AI, heck, use all the AI that companies allow to use for free, and just copy paste the text and have them compose a "solution" until they found one that actually fits. Just rember, the ideea is to reduce "guessing" and "you need to know and use EXACTLY". Aka integrate mutiple thing. Like the links, you just add a tick box or drop box clear or (create) links, then the boxes where...you know how? you select the componend, like the radar, and in this box, the yes the link box, in this box, you selected the radar, and you see the actual radar, aka with it's image, the 3 filters, and the resoult And then for the to, once again, you select, as if you where MANUALLY creating a link on a bot, WITHOUT programing. Aka recreate the non program in the programing, this will futher avoid confusion and the need to know how to. And again, one at a time, the link to new label, please keep them. No need to go that far with reworking it. But anything that is an opposite or in between or mix, should work. And we just select from the drop box. Look up Ikea, why they are succesfull, as in, it's because they give less options = people make easy decision. Because one of the reason why i restarted the game is because i realised using LINK is way, waaaaayyy more simple (ah sorry also the radar) to automate the bots then using just radar and get location, get self, get whatever go wherever. The links are actually extremly power and easy to use. So yeah, new game to get rid of all the program mess i did because yes, i will not spend hours cleaning it up when i can just start fresh. Same with get id or item or whatever. You select the drop box, and there you can manually select each (again, it's just as if you are doing it manually, visually and everything, including the dragging, but this will be done automatically, no need to enter slot number and other stuff that needs testing if it was written correctly), and if you hold ctrl you can select mutiple or something ,and if you drag it to another icon that you can see clearly, it will select all items. BTW, please condider adding a small lock icon for anything with inventory for instant lock, unlock. Heck, you can even use the mouse to right and left to lock or unlock.... why? imagen you have some items and some items you don't have. Imagen you hold shift or alt or whatever when pressing the lock, it will lock just the item that you have (VS all slots without holding). And reverse, you hold that button, and click the other mouse button when pressing said icon and it will unlock just slots that contain items. Meaning this will be extremly handy if you want a bot or building to empty it's inventory without getting new items. So ideea is that 1 (or maybe separate lock unlock buttons? if they are small it should be ok, no?) and combined via ctrl, shift, or/and alt to have different beheviour when pressed. And of course, this stuff are simple tick boxes on the labels. You select the drop box for lock or unlock. Second drop box will have empty slots, slots with items, whatever fix not fixed. And what to do next. The Logistic label is really one of the best exemple because as you can see it's extremly hard for me to put things in words. because i have one issue: i honestly do not know how it is possible to program all that i wrote. Issue 2: i honestly do not know how to suggest stuff that might at least give ideeas how to rework this, because sadly, if this game goes into 1.0 with the current labels and other elements, programing will be loved by few, and most will never touch it aside from loading some blueprints that others posted or similar. | 2025-11-08 01:24:57 | |
| 5750 | 😟 | Bug | It seems that there is a bug with the "Solve" instruction when used on an alien ruin. Instead of solving or failing to solve the ruin the bot gets stuck in the interface. However the behaviour will continue running through its steps, even passing through Syncronous Move steps. | 2025-11-07 19:21:47 | |
| 5749 | 🙂 | General | Flyers won't do anything. Love all the other improvements to the game! | 2025-11-07 12:52:08 | |
| 5748 | 😟 | Bug | my firends was about the same point as me in game want to rollback and half his base is gone | 2025-11-07 08:32:26 | |
| 5747 | 🙂 | Bug | Ignore ID 5746, I found the problem. | 2025-11-07 06:38:37 | |
| 5746 | 😟 | Bug | Looks like My Feeder storage for the bars making factory still acts like it has an intergrated behavior even when it is turned off and removed. | 2025-11-07 06:35:32 | |
| 5745 | 😟 | General | Music switch is to random / abrupt - always feels like I´m getting attacked... Just to getting attackt without a sound queue later | 2025-11-07 02:28:58 | |
| 5744 | 🙂 | General | Good game Virus is really annoying and time consuming (cant do anything once it spread) Why no fast forward / 2x time? Runners randomly went on strike and didnt want to do anything - miners had to move stuff themself (transport rules still worked but individual rules for all miners is not the solution) | 2025-11-07 02:27:11 | |
| 5743 | 🙂 | Suggestion | The adv. Refiners seem to be missing ability to make resources from Blight Gas even though it has built in gas storage slots... Maybe ether remore the lots or better yet just giv eit the abililty to make Plasma... | 2025-11-07 01:48:40 | |
| 5742 | 😟 | General | this is what i mean. you used locked for id but searching lock won't find the correct labels because i need to write fix. it's lock, because there is a lock. if anything, lock and unlock labels should be renamed, plus the lock icon is an unlocked lock. please combine the labels and add mutiple key words associated to them becasue like this it's more time consuming the the programing will save time | 2025-11-06 23:04:34 | |
| 5741 | 😀 | Bug | WOW. The bug i reported previously, i set the value from 7 to 10.... now it's working??? i have no clue why. When i set it to 7, the bot still when right next to the cub, now finally it keeps distance. And thank you, this set value is extremly handy! | 2025-11-06 20:49:15 | |
| 5740 | 😠 | Bug | wow, by the time the drones are ready, as in they are not, i already simple create a chian for the storages to drop themself to the next one... because it takes few moments vs trying to set up the drones.... hope later i get how to use them because currently i need a manual how to use drones. Oh and just for reference, i had logist for the storages on and everything, as i said in my previous bug report, i wasted a lot of time trying to figure out how to make it work. i mean, can you see in the top right corner, my hours? 42 hours and i am still at the drone and hound stage, why? because i tryed to programe thing but absolut nothing works. As i said, i waste more time trying to figure out what is where, what they can do, how to use them, then actually program a bot or building, let alone actually playing and progresssing the game. | 2025-11-06 20:45:42 | |
| 5739 | 😠 | General | Day 4, all defenders infected by virus. Can't bring them in. Can't give them Virus Protection. Can't replace them again without really setting back progress towards Energized Plates and brute force curing them all. I'm defenseless. | 2025-11-06 20:45:34 | |
| 5738 | 😠 | Bug | Why must every last thing in this need a manual how to use?????? I put the dron to transport from the storages to the other storages. It does NOT move. Ues there is a drone storage in the building it's conencted to. It even pick up an item one and put it in that building. It is located, i took it out because i had enough how i always need to select when trying to change settings. I tryed everything, reset network, everyone on chanaal 4, reset network, transport route, i will not add another with bot to see if essentially it's bot to bot building because i really had enough that every last thing in this game is NOT explanined in a way for you to understand when 1st time using it. I wasted who know how long and for nothing because there is absolutly nothing indicating if what i do is even acomplashing anything. Why can't the drones work without needing to get a lecture on how to use them???? | 2025-11-06 20:36:34 | |
| 5737 | 😠 | Bug | I am seriosly getting feed up. This drone has only transport, go from the non network storages to the network storages on the other site (and yes, i build a freaking ramp since the bots keep going into the areas that damage them and i had enough that i need to always ensure my exploring bot's don't end up with random bots following them. There should be an option for units who are connect to the network to NOT leave the network. This would solve so many issues. And i do mean without programing because how can i run a program when my bots are constantly checking if they are in the network, they are not? ok, let's get back.... Aka just add a new tick box. Said tick box says clear, does NOT leave network = they will not move out of the network. Bonus: network is down, network is disconnected? said units are turned searching for the nearest area with network and go there. There is nothing? wait until redoing search. Maybe even use the command center, power or not. Ideea is that the drone should have worked without any network because i set it to pick up items from storages and drop it to the storages on the other side, with all of them having high priority and send to shared store to ensure it's always empty | 2025-11-06 20:19:55 | |
| 5736 | 😠 | Bug | i used the radar to set it 7 steps away from the go to since i don't want it to be right next to it. Looks like this does not work and i will need to use the program making me wonder why i even bothered with the radar. | 2025-11-06 20:12:24 | |
| 5735 | 😠 | Bug | I set drop off at this coordanace, what do the bots do? drop it on the ground around it. the storage is empty. This is absolutly ridiculous. You expect people to enjoy a game where you need to ajust every last thing? I mean, how do i even prevent them NOT dropping items on the ground??? Why is dropping on the ground even possible without a tick mark or warning or reallyt this is just infuriating that every last thing i try to do, i am meet with "oh, this is not how it works, you need to add at least 5 extra steps, including the usualy get unit at location, get location, get this get that get everything because a get everything does NOT exist". | 2025-11-06 19:56:33 | |
| 5734 | 😟 | Bug | Inventory is empty. But because i had extra off, and did not see that the unit is clear, aka no self, no nothing, my bot got stuck in an endless loop. that or seriosly, must every programing include no indication if something goes wrong.... | 2025-11-06 19:38:43 | |
| 5733 | 🙂 | Suggestion | I just remebered the comand center exist. Any reason for it? because it's very sad that until then there is no reason that this building exist. Like why? Does it have a special purpuse or reason to exist? because if we can have mutiple comand centers then the quest is further: why do we need it? Like some suggestion: in build radar that has a very large radar, more larger then the big radar. As the name implies, we can click on it and we get a meniu where we can comand all the units (like mass shut down, move, change beheviour (aka mutiple at the same time), and other stuff, aka we need to use this center to get access, so having mutiple is important). Resource depositing, you know how we store the resources? this basic ones? well some of them we get extra and don't use it yet, can we not deposite it in here? It's like there is an undeground deposite under it where we can put the basic resources. In build power generator. This I is so fun, i can take it and explore, so, insted of an I that provides power, why can't the center constantly produce power? You know, from void, just like how this I produce 500 from nothing. And also, if it get destroyed, it will result in a game over for it it's your core of comanding center (i mean, if you start a new game and the comand center BOT get destroyed, nothing happens). Also tons of other features. Like the notifications, if i close one, if i then go to the comand center i can open notification and see which one it was or where. Also, i mentioned about volume, again, inside meniu where we can change settings, like the colour that ifound by accident, or slider for certain things like volume. If you go on steam, guide section, there is a guide how to make everything collourfull, bigger or smaller text, and so on, that would also be something that could be implemented. Again, the ideea is to have tons of option to make the comand center very special. BUT, please keep it simple. No need to make anything complicated. Something is complicated? no need to implement it. It's just some ideeas but that does not mean it's a must or othersie, because honestly, i much more prefer the beheviours to be explanined... better... if you drive a car, and someone says they keep failing their test exam, the in game explanation are on the level of a driver telling the non driver: but all you need to do is "x" and that and this is for "y". And of course the non driver won't manage to pass and will remain a non driver. the end | 2025-11-06 18:23:54 | |
| 5732 | 😟 | Suggestion | very noisy. Please add an option to mute the noise. I honestly do not know how, just please. Like an option that has a drag where we can drag it to 0 for no volume? I honestly don't know. same for miners and other repetetive high pich sounds | 2025-11-06 17:43:09 | |
| 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 |