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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 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 | |
| 5190 | 🙂 | Suggestion | From their description alone, it's not clear that `Loop research ingredient`gives ingredients for a single research step (as opposed to the whole research), and that the `Loop ingredient`works at all on research (and does give the total remaining cost). | 2025-04-05 13:20:48 | |
| 5189 | 🙂 | Suggestion | `Loop producer` and `Can produce`could also work on units body. | 2025-04-05 12:15:00 | |
| 5188 | 😟 | Suggestion | - On inputs which have no producer, the `Loop producers` instruction loops forever instead of terminating right away. - Ores and technologies are such inputs despite having producers. For ore in particular, looping through the valid mining head would be particularly useful as not all heads can mine all ores. - Th hover info makes no mention of the numerical value this instruction returns (the number of ticks a producer takes to produce the input). | 2025-04-05 12:10:20 | |
| 5187 | 😟 | Bug | The hover information for the `set research` instruction is that of the `get research instruction`: "Returns the first active research tech.". It should instead read somethign along the lines of "Sets the first active research tech.", with a hint as to whether that research is set via replacement or insertion. | 2025-04-05 10:12:03 | |
| 5186 | 😀 | General | THIS GAME IS AWESOME. I described it to my wife as "PVP kenshi factories" | 2025-04-04 16:40:58 | |
| 5185 | 😟 | Bug | 研究画面で、研究のヒトツリーの「人間の生産」がある階層は、人間の生産分も含めて、クリックして表示されるアンロック内容と マウスオーバーで表示されるアンロック内容が一致していない。 | 2025-04-01 11:22:53 | |
| 5184 | 🙂 | General | I can't figure out how to change my team color, I know in multiplayer there are team colors, is that not something we can set in singleplayer? | 2025-04-01 02:59:43 | |
| 5183 | 😟 | General | Synchronous mine instruction. Right now, the mine instruction conflicts with the default behaviour of miners componenent. For example, using this instruction in a simple, naive way results in not mining the last bit of ore. This is due to the miner component already reserving a quantity of one to drop the ore currently mined; then if mine is called while the last piece of ore is being mined, it thinks it is full. One way to solve this issue while also making this instruction more convenient to use would be to make (a variant of) it synchronous. The success branch would only start when 1 or x amount of resource have been mined, and if needed the miner component register would be cleared. | 2025-03-31 21:10:43 | |
| 5182 | 😟 | Bug | Attempting to solve an explorable and removing the repair item before finishing causes the explorable to be locked out in an incomplete state I set up a bot to automatically take items from a scout and supply any items that it needs to solve the current explorable, however I did not have anything between the dropoff and pickup nodes, so the bot dropped off the required circuit board and immediately picked it back up. It seems that the scout tried to solve the explorable, marking it as repaired, but was unable to either reserve or use the item before the other bot picked it back up. Thus causing the explorable to be permanently stuck in an in-between state where it is marked as repaired, but not releasing it's items or being considered solved despite all other conditions being met | 2025-03-30 22:45:02 | |
| 5181 | 🙂 | General | Solar cell is working within blight at night. | 2025-03-30 15:18:25 | |
| 5180 | 😟 | Suggestion | hey, just a suggestion with the tutorial, instead of A wall of text, maybe small box of text -> let player do action a couple times to get the feel. NEW box of text that gives new action Connected to said action. like i get More info about LOGICAL SETUP before i get how to move a bot, so im now "focused on" the logical bit instead because "why did that get shown" when im getting told to move a bot | 2025-03-30 06:25:34 | |
| 5179 | 😠 | General | In behaviors the instructions equip and unequip component and their description are very confusing. Especially equip. It seems I cannot choose the destination slot ? | 2025-03-29 00:11:32 | |
| 5178 | 😠 | Suggestion | Add a `return` instruction for behavior The first time around, figuring out what happens when a program runs out of instruction is very confusing, particularly the part where a script implicitly starts over, running forever. After finally having figuring out what exit, break and call do, I'm left with the following problem: I want to write program useable both as subroutines and as standalone program, if anything to debug subroutine unitarily. These behavior are meant to run one time at once. As such, asstandalone program, they would need a final exit statements. But exit statement interrupt the whole behavior, the top level behavior so to speak, so are unsuitable for subroutine. A simple fix would be to make top level behavior implicitly stop rather than restart when running out of instructions, letting the users explicitly wiring their loop if they want the restarting behavior. But I assume there are good design reasons as to why top level behavior implicitly restart, so an other solution would be a return statement, which yields control back to calling context (and terminates if in the top level behavior). | 2025-03-29 00:02:00 | |
| 5177 | 🙂 | General | At the beginning of a game, when setting register with constant, I do not have access to power cell, scout, engineer or mobile command center. But I do have access to laser mining drill, because it's just an improved drill I suppose. I understand and fully agree with the decision of hiding locked items to prevent spoiling discovery for new players, and overwhelming us with clutter. But the inability use power cell's ID in behavior literals annoys me enough to raise feedback, even though I really can't think of a suggetion to improve the game design. | 2025-03-28 23:46:03 | |
| 5176 | 🙂 | General | More options to select multiple bots. Currently: - left click: select one unit - left click and drag: select multiple units - control click | double click: select all units of a given frame - maj with the above: extend/reduce selection (toggle) selection - with multiple units selected, click on a portrait: select that individual unit - with multiple units selected, ctrl|shift click on a protrait: deselect that individual unit - with a single unit selected, left click on the portrait: center view - with a single unit selected, right click on the portrait: contextual menu What is missing IMO: -select/extend/subselect/deselect all units of a given name, as an alternative criterion to frame. - with multiple units selected, a convenient way to subselect or deselect a group of unit, by frame or name, from the portraits. Could be ctrl for group and maj for deselect (with no maj = subselect). - with multiple units selected, a convenient way to center view. Maybe even the option to open individual units contextual menu by right clicking their portrait. | 2025-03-28 23:33:09 | |
| 5175 | 😟 | Bug | When storage components are used to expand the inventory of the 1L3M building, this inventory box blocks access to the behaviour component buttons that are displayed behind the inventory box. The 1L3M building has a mobile resimulator in it which shows to the right of the main inventory box. Please allow movement of these boxes or possibly minimizing the inventory boxes to get to the behavior component boxes that show up on the left side of the screen. | 2025-03-28 03:26:06 | |
| 5174 | 😟 | Bug | When the grid cursor is being shown, the 'title' of "Resources:" is shown over items in the logistical network. Either move the title down under the logistical network or have it not be shown when there are no resources under the cursor. Or preferably both. | 2025-03-28 03:21:58 | |
| 5173 | 😟 | Bug | 订单不能完整显示 | 2025-03-26 09:55:12 | |
| 5172 | 🙂 | General | Repaired the Mothership and need to supply additional High Density Frames. Send the Satelite several times with 100 High Density Frames, but it returns with all Cargo still on Board. | 2025-03-25 09:33:43 | |
| 5171 | 😀 | Suggestion | сделайте программу для создания карт для противостояния))) было бы вообще топ | 2025-03-25 09:12:40 | |
| 5170 | 😀 | Suggestion | доброе. есть предложение как для модинга(точнее хотелка) и так же идеи для сражений(это можно было внести и в модинг, если бы дались возможности самим изменять ТХ едениц через модули). ну начне с предложений. к примеру добавить вооружения или механику для воружения связанное с видимостью для юнитов. к примеру снапероское воружение стреляет далеко но ток по зоне видимости(тоесть если разведки нет то ток в своем видимости 15 едениц. когда вооружение может стрелять и все 20 едениц дальности), так же сделать механику для видимости гор. пока юнит не залезит на гору не будет видеть что на ней и так же чтоб снаряды могли врезать в горы, а не сквозь энерго пушки стреляют). так же модули(внутрение) для увелечения дамага, радиуса атаки(и не ток атаки, любые радиусы даже для дронов доставки, радары). модули резистов. чтоб можно было увеличивать той или иной резист. можно добавить какието анамали где эти резисты нужны будут для квестов. переосмыслить модули хп и щитов(добавить в процентной ставке). и также в технологии людей пока не понимаю особенно юниты и вооружение мало не понятно и старые тех. до новых нельзя воспользоваться. бункера так же не понятно зачем. | 2025-03-25 09:03:18 | |
| 5169 | 🙂 | Suggestion | エイリアンツリーの解放と関連させたりして、エイリアンが敵対的になる場合と友好もしくは中立になる場合のマルチストーリー。 | 2025-03-24 15:03:21 | |
| 5168 | 😟 | Bug | 採掘ツールで資源の塊を指定すると塊ではなく資源種になってしまう。 例えば、任意の塊だけを採掘したいのに、その塊を採掘しきった後、他の塊を採掘してしまう。 | 2025-03-24 11:22:14 | |
| 5167 | 😟 | Bug | The Hub works as expected for the factories, feeding resources into their request (Same Channel) The Hub works as expected to output the resource to the OUTPUT Storage (DIfferent Channel) The Hub works as expected (at the start of the game) in regards to the input, only getting what is PUSHED into it, and then distributing the above 2. The hub is 'failing' later game (I think because the orders of the requesters are no longer phantom full) which isn't expected at ALL because they're on different channels AND the hub is STORE to the output, not the requester. (Does that make sense?) The end result is the resources just get sent back and fourth between the requester input, instead of being distributed to the factories. ~ Laserak | 2025-03-23 23:39:41 | |
| 5166 | 😀 | Bug | I have no idea whats going on, but when i zoom my camera all the way in, at or around -36,146 on this save ( Provided) inbetween the Metal mine and the Large beacons, the music changes track quickly. | 2025-03-22 12:57:14 | |
| 5165 | 😟 | Bug | The infected circuit board recipe seems to give the wrong signal--the signal of the regular green card recipe. | 2025-03-20 17:43:16 | |
| 5164 | 🙂 | Suggestion | うろ覚えだが、ラテからケイ砂を作れるようになると思う。 そのようにブライト結晶から全ての資源を作り出せるようにする。 その代わり、ある程度時間が経つと惑星に天変地異が起こり、ブライトと取得済以外の全ての天然資源が消滅し、サバイバル度を上げる。 | 2025-03-20 08:00:56 | |
| 5163 | 🙂 | Suggestion | マップやミニマップでドットのシンボルをマウスオーバーした時、種類がポップアップされたら良いと思う。 (電力の花とケイ砂のように、同じ色で違うものがあったり、ブライトと黒曜で色が似てるものがあるので。) | 2025-03-19 10:35:58 | |
| 5162 | 😟 | Bug | ウイルス光線とコンポーネントリサイクル装置のアイコンが同じ。 | 2025-03-19 10:33:32 | |
| 5161 | 😟 | Bug | 既存のヒト施設で、マイクロスコープを作成した場合に研究も解除されるが、低密度フレームを作成した場合には研究は解除されない。 | 2025-03-19 10:32:11 | |
| 5160 | 😠 | Bug | Bugs are on passive. Got attacked anyway. The attached save game is after the bugs had already decimated a large portion of the factory. | 2025-03-18 20:41:57 | |
| 5159 | 😟 | Bug | Cannot see where the "store" parameter of a building is leading to if the buildings are close to eachother. The dotted line is either invisible or very hard to see. | 2025-03-18 17:35:14 | |
| 5158 | 😟 | Bug | CTRL + Home shortcut is not remembered at all times | 2025-03-18 16:25:59 | |
| 5157 | 😟 | General | No crystals patch in the initial drop area | 2025-03-18 05:18:00 | |
| 5156 | 😟 | Bug | A saved blueprint for a drone launcher is saved with an order for 6 custom Transfer drones. When you build the blueprint, the Drone Launcher will not build the drones--it claims there are no inventory spaces to order the materials. There are 6 free slots. | 2025-03-17 22:44:35 | |
| 5155 | 😀 | Suggestion | Please align the colors of the various tech trees. I constantly mix-up the blight and virus cubes because that the infected circuits are purple so my mind looks for the purple cube, which is actually blight. | 2025-03-17 21:43:44 | |
| 5154 | 😟 | Bug | Human production buildings (player-built ones) do not show which product they're producing with the overlay active. | 2025-03-17 16:12:47 | |
| 5153 | 😟 | Suggestion | Consider free componet slots when requesting components if inventory is full, or allow component slots to be locked (for requests), allowing all the same functionality as inventory slots... A frame's inventory is full or totally locked empty, however, it has 2 free component slots. I want to request 2 small efficiency components, but cannot. | 2025-03-16 21:55:16 | |
| 5152 | 😟 | Bug | Cannot replace human foundation that's directly underneath a human building (that I built). However, if you first place robot foundation in an area, THEN build a human building on it, it does not generate human foundation. You should be able to replace the human foundation under a player-built human structure. | 2025-03-16 21:50:43 | |
| 5151 | 😟 | Bug | the tutorial is glitchy. Several times tried to finish a sequence and it directed me to do what I had already done | 2025-03-16 21:27:25 | |
| 5150 | 😟 | General | The big concept of the games is not very intuitiv .. is it so dificult to create all in easy to use way ? | 2025-03-16 09:04:17 | |
| 5149 | 😀 | General | Could we get the ability to colour individual units or buildings | 2025-03-15 22:23:45 | |
| 5148 | 😟 | Bug | 再現方法がわからないが、ボットがネット内で充電中に電力枯渇が起きると、枯渇が解消されても充電されなくなる場合がある。 | 2025-03-15 21:46:40 | |
| 5147 | 🙂 | Bug | バグかわからないが、初期はブライトエリアに侵入できないが、ブライトエリア内の探索物を探索指定(右クリック)すると、強引に入って行ってしまう。 | 2025-03-15 21:23:51 | |
| 5146 | 😟 | General | Virus waveform research descriptor:- Should this read "Virus tool that scrambles signals within the blight"? Currently makes no sense. | 2025-03-15 16:31:32 | |
| 5145 | 😟 | General | Not working as intended even after research im beeing able to get infected | 2025-03-15 07:23:39 | |
| 5144 | 😀 | Bug | Music track keeps getting reset when the mining lasers go off, May be when music volume is lower then the game audio. | 2025-03-14 19:42:13 | |
| 5143 | 😠 | Suggestion | please add hint that all conditions must be met like in the portable radar. | 2025-03-14 16:51:20 |