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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5907 | 😠 | Performance | Unclear why the saves cause a freeze other than the file is getting larger. Perhaps the contents needs split out, so its not having to write a very large file every autosave. Outside of saving, things are fine for now. | 2026-01-05 03:56:27 | |
| 5906 | 🙂 | Bug | So, I was away when this happened. But, I now have this nice silica tree where the anomaly bots were housed. Apparently, it appeared and then they became enemies to me. At that point, the perimeter defences eliminated the "threat". Why did the tree appear here on its own? | 2026-01-05 03:55:35 | |
| 5905 | 😟 | General | the funcion name Get location is misleading, as it gives a coordinate. It is hard to find by name. | 2026-01-04 16:30:25 | |
| 5904 | 😟 | Bug | Constructions window with many ingedients (e.g. upgrade of full building storage) is much than UI. Buttons are out of window. | 2026-01-04 12:33:22 | |
| 5903 | 😟 | Bug | Human Transport is listed as unlocked but no recipe is available. If a building is required that is unlocked on a different branch, it should be moved to a prerequisite on the same branch instead. | 2026-01-04 12:19:35 | |
| 5902 | 😟 | Bug | The mothership is showing as repaired but ejecting a drop pod does not drop any of the cores. The mothership still has some stuck infected obsidian from an earlier repair order. There doesn't seem to be an apparent way to remove these, although during that repair it did drop the cores after. This most current repair is not dropping any cores. | 2026-01-03 17:11:56 | |
| 5901 | 😀 | General | Silicon deposits can block ramps to the plateau. In case this is reported a a bug by someone else, I want to add that I like this feature! It's not hard to just mine the silicon to open the path, so it adds an interesting little challenge. I believe it should not be changed or fixed. | 2026-01-03 13:12:07 | |
| 5900 | 😟 | Bug | Using a component producing units from a "most recent copy" template as the "data source" (click and drag) for a second component causes units produced by the second component to not have the loadout or settings from the copy data. Instead, component-less versions of the unit are produced whenever that component does the production. | 2026-01-03 11:02:42 | |
| 5899 | 😟 | General | How am I supposed to fix this problem without deleting the units? The flower teleported them into a closed box! | 2026-01-03 06:51:00 | |
| 5898 | 😟 | Bug | Suspect the new fusion reactor is expending particles instead of rods like the human reactor since that is what this reserves. | 2026-01-03 04:50:36 | |
| 5897 | 😟 | Bug | Curious why this human explorable lab is trying to complete research. | 2026-01-03 04:21:15 | |
| 5896 | 😟 | Suggestion | Being this is expiremental and you already have changed a lot of the receipes over to using a "previous" model {power poles, capacitors, etc}, why are the health, speed and effeciency modules not upgraded in the same manner? Seems it would fit the the rest of the manufacturing if those modules required the same methods of upgrading. | 2026-01-02 05:43:07 | |
| 5895 | 😠 | Bug | Observation / difficulty.... in the past, when selecting multiple units or buildings, one could change the logistic parameters of all of the selected items at once. This would make changing the channel, or even where buildings were moving materials a lot easier. That option is no longer available. I feel this is a bug. Please bring that option back. | 2026-01-02 02:34:06 | |
| 5894 | 😟 | General | I am wondering why the change in receipes for robotics assembler? Logically, one would require the previous building to make the next, such as fabricator -> assembler -> robotics assembler -> refinery. To me, it would make more sense that way. At a mimimum, require the assembler for the robotics assembler instead of the fabricator. It just seems like an arbitrary requirement for the fabricator. | 2026-01-02 01:03:49 | |
| 5893 | 😟 | Bug | the plan: the behav in this visual range 120 building loops dropped stuff in an initial smaller range and sets findings into the signal human shuttle picks up signal and collects stuff if the 3x2 doesn't find anything in the set range it increases the range in steps of 2 problem is: it increases range until it finds something and when the goodies are looted the 'compare register' will always exit to the 'is different' even when the 'loot' variable is empty | 2026-01-02 00:52:56 | |
| 5892 | 😟 | Bug | Currently, the programming option to scan for dropped items *in the logistics network* does not prevent the bot from going outside of the network to pick up dropped items. In the save game, I have a worker bot loaded with the integrated behavior of "Roomba on grid". It is currently searching outside of the logistic network for dropped items. This should not be happening. It does not happen on the stable branch. | 2026-01-02 00:52:44 | |
| 5891 | 😟 | Bug | The workers stopped moving items, for some reason, all orders dont proceed?, thnk you. | 2026-01-01 15:08:05 | |
| 5890 | 🙂 | General | There is a little bit of a learning curve but i'm getting it. | 2025-12-31 21:55:31 | |
| 5889 | 🙂 | General | The 2x1 (1M) building provided at the beginning of the game without research is too expensive at 3 circuits when compared to the 2x1 (1M1S) unlocked after the first tier of Building Research at 2 circuits. The 12 metal plats to make the building itself plus the 3 circuits - being 3 metal plates each - comes out to 12 + 9 = 21 metal plates to make 1 of those buildings. Also given that it takes 12 seconds to craft 1 circuit, it takes 36 seconds just to craft those 3 circuits. Or, having a Fabricator on the medium slot of the Command Center can just craft metal plates at 4 seconds each. 9 metal plates are crafted in the time it takes to craft the 3 circuits, that being the "9" in the 12 + 9 = 21 above. So in the moment when the player could begin crafting the circuits for the first 2x1 (1M) building, if they instead just crafted 9 more metal plates in that same time, they will have 21 + 9 = 30 metal plates to just research the 1st building teir and gain access to the cheaper upgraded 2x1 (1M1S) building. The research itself taking entirely 30 seconds to complete with just 1 Uplink - 6 seconds shorter than waiting on another 3 circuits to craft. The 2x1 (1M1S) takes only 8 more metal bars (4 seconds each Small slot = 32 seconds), and 8 more metal plates (4 seconds each Medium slot = 32 seconds, or 6 seconds each Small slot = 48 seconds), however, crucially, 1 LESS circuit (-12 seconds) which is 3 LESS metal plates (Med.= -12s OR Sm.= -18s). At the beginning of the game with access to exactly and only 2 medium slots and potentially dozens of small slots, the metal bar and metal plate requirement are highly likely to have their work loads spread out while the circuits will likely be confined to 1 Med. slot. While the net resources between the 2x1 (1M) and (1M1S) buildings is only 2 bars more than a 1x1 (1S) building, the issue is less about the raw resources than it is about the sheer amount of time it takes to craft circuits. There's also an increased overall utility about the 2x1 (1M1S) building when compared to the 2x1 (1M) building. In conclusion, at the current resource costs of the buildings, tech research, crafting time, and resonable slot access at the beginning of the game, the 2x1 (1M) building is just not worth building at all. My solution would be to reduce the crafting cost of the 2x1 (1M) building from 3 circuits to 1 circuit, and reduce the inventory from 4 slots to 3 slots so that it remails limited to only early game item crafting that require only 2 ingredients and reduces its utility as a cheap 2x1 building in later game stages. Similar in utility as is between the 1x1 (1S) and 1x1 (2S) buildings, but for medium slot crafting purposes, and without replacing the utility of the 1x1 (2S) due to native overclocking. | 2025-12-31 20:30:53 | |
| 5888 | 😀 | Suggestion | Please give us a way to spend silica sand | 2025-12-29 09:30:03 | |
| 5887 | 😟 | Performance | I just did the count, I have over 2000 producers in my colony. all of them setup individially. there is no group: configure productiom, upgrade buildings, requesting to building don´t work in groups of multi slot buildings, relocating building can´t be done in groups. why do you want the game to feel like getting puches in the dick ?????? | 2025-12-28 04:30:56 | |
| 5886 | 🙂 | Bug | there is a visual link from the miner to the storage, but no register is set | 2025-12-27 00:47:57 | |
| 5885 | 😟 | Bug | "Alien Datakey" was unlocked by "Energy Manipulation" (through the "Advanced Alien Factory"), instead of through "Anomaly Technology" | 2025-12-27 00:16:59 | |
| 5884 | 🙂 | Suggestion | storage block in the build menu. when you resource medium size it is places after the small one on the build menu (which makes sense ) when you research the big storage block, it is places before the small one. so it end up being in order : biggest, smallest, medium ... why ???? | 2025-12-26 13:20:21 | |
| 5883 | 😟 | Bug | Everytime I close the game and then join the game again, the recuring orders all cancel. | 2025-12-25 20:55:25 | |
| 5882 | 😟 | Bug | when i used the teleporter, i got teleported to coordinates of scale 500 Million. (unit linked on hotkey 9) | 2025-12-25 14:28:00 | |
| 5881 | 😟 | General | upgrading buildings are really bad,. you can only upgrade singler buildings, and for some reason you need to confirm twice. why can´t we upgrade rows of (Identical)building ?? and with a single confirmations | 2025-12-25 09:49:31 | |
| 5880 | 😟 | Bug | AOE repair components don't heal flowers | 2025-12-25 08:57:43 | |
| 5879 | 😟 | Performance | Latest Experimental, performance seems to have dropped. As requested by beatwho on discord, submitting a save. | 2025-12-25 05:10:24 | |
| 5878 | 😟 | Bug | when I select 1 double slot building I can request 2 producers to be delivered. if I select a row of double slot building, no matter how many I rerquest, they only deleiver 1 per building. which mean I have to request again. also another annoence. when I select 1 building I can select the production options. but if I select a row a building that option disapears. I can´t order producers and set them up in bulk. which I really annoying. if I want to set up a 50 double slot building iron bar line.. then I first have to request 50 producers, then wait, then go back and order another 50 producers. then I have to set up the 100 producers individial. why ?????? | 2025-12-25 00:28:54 | |
| 5877 | 🙂 | Bug | Wenn ich ein neues Spiel starte, dann kann man doch einstellen, dass "keine" Insekten erscheinen sollen. Dies funktioniert aber nicht. Die Option "Keine" verhält sich so genauso wie "Passiv". Es erscheinen dennoch Insekten. Ich bin ein gemütlicher Aufbauspieler und mag kein Stress. Ich hatte ein Spiel gestartet ohne Insekten. Da auch keine Insekten zu sehen waren, hab ich mich natürlich gefreut und mehrere Stunden Fortschritt gemacht. Weil ein Insektenloch im Weg war, habe ich dieses dann versucht zu entfernen. Daraufhin erschienen dann Insekten und es kam ein Meldung, das die Insekten jetzt feindlich Gesinnt sind. Da ich keine Abwehr aufgebaut hatte wurde ich überrant und mein Game war futsch. hmm. Daher bitte, baut die Option "Keine" Insekte richtig ein. Danke für das super Spiel und ein Frohes Fest. ;) | 2025-12-24 20:00:32 | |
| 5876 | 🙂 | General | why can´t people delete feedback. ???? i´m sure most of the feedback is just people misunderstanding stuff, and they want to delte the feedback when they understand some of my feedback I would love to take back. just seems like you would be swamped with stuff people would delete if they had the oppunituity | 2025-12-24 14:39:42 | |
| 5875 | 😀 | Bug | the lines are goint to nothing? maybe graphical glitch or something? | 2025-12-24 02:11:23 | |
| 5874 | 😀 | Bug | Building A stores into building B. If you relocate building B, and then, before building B has finished relocating, you relocate building A as well, after both buildings have finished relocating, building A loses its configured storage location. | 2025-12-23 21:09:44 | |
| 5873 | 😟 | Bug | When setting a component register of a remote unit, which is a drone in my case, once the register 4 (go to) is set for example, it can't be overritten anymore.. | 2025-12-23 19:08:49 | |
| 5872 | 🙂 | General | Feedback (Version 0.1.16573): Component efficiency increases power draw but not power production. Consider giving power generating components a boost in output based on efficiency. Milestones should carry across playthroughs, especially the satellite ones since how many AMACs will a player be able to constantly feed even late game. The Larva and the frames it spawns on death just have Melee Pulse Attack as the weapon component unlike the other bugs which have more natural sounding attacks. When the Blight Simulation Core for the space elevator arc is produced it feels like there should be some more dialog from HIGGS about the relevance of the core. The AI Behaviour Controller would benefit from being able to search the network/power grid it is in for units/items matching filters similar to how radars search at a local level. The functionality of Set To Component Remotely to set the signal, visual, store and go to of units should be made more clear or accept the values in the menu above parameters. There is currently no way to automatically set behaviour input parameters and registers (eg. Store/Go To) for units produced by behaviours. Consider adding a field to the Produce Unit behaviour action that allows the unit to be associated with a variable on production completion? The whole accessing human technology though the Time Egg quest seems very pyric in that it requires advancement of the human tech tree to Human Science to complete and only gives Human Refineries and the Human Science Lab before needing the Human Warehouse to be unlocked by conventional research which is only 120 Human Research Data away. Under behaviours the Is Passable function needs the top node to be noted as occupied by player entities. The range limitations of the Get from Component Remotely and Set to Component Remotely should be specified in the description of those behaviour functions. For the autobase functions of the AI Behaviour Controller it would be nice if there was one that could enumerate all frames in the network matching a blueprint. For the AI Behaviour Controller add a function that allows remote launching so mothership ejection can be more easily automated. As satellites automatically return, the Land behaviour function seems obsolete. Consider changing the Launch function to an Activate since it can already also eject from the mothership. Adding additional functionality to handle plot "click to proceed" events, such as those involving the explorer interaction with quest related explorables or the console, would also be welcome for players trying a no human intervention challenge. Under the game settings there should be an option, potentially unlocked by beating the story, to include an active AI Behaviour Controller set to a behaviour from the player favourites in the internal socket of the starting Command Center bot. Add a Unit field to the Restart Behaviour function to allow bots to automatically reactivate behaviours on other bots. Potentially can have the same range limitations as Set To Component Remotely with/without an AI Behaviour Controller. | 2025-12-23 09:08:06 | |
| 5871 | 🙂 | Bug | Version: 0.1.16573 Some explorable loot signposts still list outdated resimulator conversion recipes. Explorable deployers for 2x2 structures sometimes place 1 tile off is using the drag to position feature despite the placement model being in the correct position. Malacostra weapon uses the ID string and not the actual name. Gigakaiju weapon uses the ID string and not the actual name. Mortako Glob Split weapon component details uses the same icon as the Medium Turret. The abandoned mining base under details has c_bug_mission_trigger and c_bug_capture_trigger listed before ownership is changed. When ordering two visibility modules components of the same type for Building 3x2 (1L3M), it cancels the order for the second component on delivery of the first. This was tested using internal and medium. Selecting over 120 construction sites removes the button to abort. Behaviours can place construction sites outside explored map areas. Virus Infector internal component uses the blight Resource Converter visual when equipped to an external socket. Missile Launcher visuals pierce through the ground after hitting the target. If a construction over the deployer for a structure relocation is built before the single use re-deployer is picked up the placement for the relocation is cancelled. The Get Unit Power Info function ignores values in the Unit field and always defaults to self. Virus Source Code and Anomaly Particle items cancel orders when additional stacks are being told to unload to the same unit. Plasma Bloom (both building and component) read register cannot be linked. The Modulo behaviour function does not work on negative numbers. The unpacked satellite has a small and internal slots but no real use for them. The Get Ingredients function for behaviours only has 3 outputs while some recipes have 4 inputs. Raiding the NPC base unlocks a second AI Behaviour Controller entry called c_autobase_ai. Behaviours that are turned off using Exit are unable to use the Restart Behaviour function to turn themselves back on so the function should be given a unit field to allow them to activate behaviours on other units. | 2025-12-23 09:03:35 | |
| 5870 | 🙂 | General | there are some parts of the tutorial that appear to use older graphics, namely when laying out the 1-2-3 of the command center. This show them in the Vertical old default when the new default is horizontal. | 2025-12-23 01:06:06 | |
| 5869 | 🙂 | Bug | the reform pool component, need a crystal to make, that is only produces by the very same thing seems like a bug to me | 2025-12-23 00:48:13 | |
| 5868 | 🙂 | Suggestion | I would love it if there were a simple way to allow/dis allow runnes to leave the foundation I know that I could use half day to make a code to do it, but I have the believe that you chould code the game, and the players should play it | 2025-12-22 22:58:31 | |
| 5867 | 🙂 | Suggestion | Dear devs, additional nice features would be: - Allow only import or export - at least for storage blocks - Have a second layer either above the current plane (like in "Civilization: Call to Power") or below (like in "Heros of Might and Magic", "Age of Wonders" or diggable like in "Cataclysm: Dark Days Ahead" or "Earth 2150") - Usage of "Formations" for bot groups, where bots will keep the position they got assigned instead of squishy bots randomly being on the outside and the ones with increased health in the center. | 2025-12-22 13:02:37 | |
| 5866 | 🙂 | Suggestion | when I have a line of buildings, I can request building moduls for all of them but for some stupid reason I can´t set production for all of them why do I need to set production for each individial producer | 2025-12-22 12:26:21 | |
| 5865 | 😟 | Bug | I can NOT deploy a outpost, says something about being within the logical network, but I removed all aspects of the logical network and I still can't deploy it. I have done everything I can and checked feeds and I guess I am not the only one... | 2025-12-22 04:09:35 | |
| 5864 | 🙂 | Suggestion | as soon as I put miner driods on the netwerk they start to deliver stuff why is there not a simple way to place miner droid, in a miner role. why are there not simple roles for driods,. instead of coding them. just seems like stupid complexicy for complexicy sake. could be as simple as 5 roles. miner, delivery, defence, pick up and repair. why make it so complicated,. ????? but it is a great game. | 2025-12-21 11:16:17 | |
| 5863 | 😠 | General | The programming part is the unique thing in this game and it sucks! Most important you can not find anywhere a documentation how the blocks are working. For example in the ingame help for the block „Wait Component“ the description is „Waits for a component before continuing behavior“. Really? But what is it doing??? In the wiki you find the same like in the ingame help. Take a software for PLCs (for example Allen Bradley, Siemens, Omron…) and look how it is done there. For every function the input/output is explanded, the function itself is explanded and you get an example how to use it. The fun part for this game would be to program, not to test for hours how a function block is working or if it is working (for example the „Set Link“ is not working!). I program machines in real life for 30+ years and I thought that is my game. Looks like I was wrong. Maybe it improves in the future. After full release I maybe give it another chance. | 2025-12-21 11:07:01 | |
| 5862 | 😀 | Suggestion | Dear devs, thank you for this fantastic game! I really enjoy it. A few "borrowed" ideas that came to mind while playing it: The way you made the units (mobile and immobile) modular reminded me of the game "Earth 2150". Maybe you find some more ideas in that game to enhance that feature even further. It is a concept I dearly missed ever since playing "Earth 2150". Another idea "borrowed" from the (sadly way worser) sequel "Earth 2160" would be to make the same unit buildable from different materials but change there properties, depending on the materials used. More hotkeys! E.g. it would be very convenient to have a key combo to relocate a building. Thanks again for this great game! | 2025-12-20 12:21:25 | |
| 5861 | 😟 | Performance | started building this blight gen farm and suddenly performance took a nose dive seems like only the tick calculation takes ages as the fps are nice when paused... | 2025-12-17 18:55:00 | |
| 5860 | 😠 | Suggestion | The new UI is a disaster. I need the info on the first blink that the building have how many slots, not mining it from a submenu, and when I am it I need to go back from there. I do not care about the controller controls, but it feels like it optimised for that, and now I can't control this with a mouse intuitively | 2025-12-15 11:00:22 | |
| 5859 | 😀 | Bug | I believe I've found an exploit related to garages. In theory, it could be exploited as a cheap form of unit teleportation from *any* point on the map to any garage. I haven't tested it out on different units, buildings or components, but it at least works with a Human Transport and a Command Center. Save file attached including these units. Steps to replicate: 1. Move Command Center unit somewhere far away from the Human Transport unit. 2. With the Command Center selected, Ctrl + left click the "Goto" register, go to the "World" tab, click "Select on Map", and pick the Human Transport. 3. Set the value/number of the register to some positive value (but not infinite). 10 is a good example, but far higher also works. Then "Set the value and close" the dialogue. Expected behavior: Command Center will follow Human Transport, maintaining a max distance based on the set value. If Human Transport moves next to the Command Center, it might enter one of the Human Transport garage slots. Observed behavior: Command Center moves towards Human Transport. The moment Command Center gets within the distance defined by the register, it *teleports* into a Human Transport garage slot, despite the distance. | 2025-12-14 20:51:17 | |
| 5858 | 😟 | Suggestion | Lege den Transportweg 1 fest da ist das Tutorial nicht richtig geschrieben, klicke den Bot an ja und dann, was soll man dann tun? es passiert dann nichts mehr und das Tutorial geht nicht weiter | 2025-12-14 13:30:36 |