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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5511 | 😟 | General | Unexpected results with the "set signpost" behaviour, when taking input from certain other behaviours. Using the "set signpost" after for example "Faction Item Amount" doesnt always make the value appear, even though the signpost component's value is changed. Adding any manual character seems to make it wake up. I wasn't able to reproduce using for example compare values. Something with making the text appear over the building seems to have a slight bug. This changes signpost value, but doesnt print the text auto: program start > Faction Item Amount (anything true) > set signpost "hello world1" This also changes signpost value, and also prints the text: program start > compare values (1 == 1), if equal > set signpost "hello world2" During some further testing I found that as long as the signpost isnt already empty, I can then change the text that is shown using the "Faction Item Amount" behaviour where I initially got the unexpected result. I have not tested further with many other behaviours so I dont know of the scope of the bug. | 2025-07-20 21:03:34 | |
| 5510 | 🙂 | General | Pls just make buildings destructable having to move stuff around to fix a small mistake is really annoying | 2025-07-20 18:31:16 | |
| 5509 | 😀 | Suggestion | Bonjour, Une suggestion QOL : Dans l'éditeur de comportement, une liste des variables déclarées serait fort utile. Surtout en mode pas-a-pas. En plus, le nom des variables dans les icônes est tronqué (je préfère donner un nom explicite à mes variables) Merci pour ce bon jeu! | 2025-07-20 12:27:04 | |
| 5508 | 😠 | General | ein spiel neustart hat nix geändert. | 2025-07-19 22:41:29 | |
| 5507 | 😟 | General | Auf einmal drehte sich das spiel. habe vorher raus getabbt um Discord und zwischen kopfhörer und lautsprecher zu wechseln. | 2025-07-19 22:39:04 | |
| 5506 | 😟 | Suggestion | When an item/component is not available when crafting a recipe, let one crafter that is idle craft the component/item that is missing. More automation and so, you know? | 2025-07-19 21:41:18 | |
| 5505 | 😠 | General | how do i make this go away? | 2025-07-19 20:21:04 | |
| 5504 | 🙂 | General | im really enjoying the game but as a non-technical person its hard for me to get into the behaviors - i would love more tutorials (maybe there are there? i struggle to find them...) aside from a basic "pick up here drop off there". sick game :) !!! | 2025-07-19 20:01:53 | |
| 5503 | 😟 | Bug | See the attached Save - the 'Circuit Board' storage building, while part of the Logistics Network, does not appear in the 'inventory summary' in the upper left of the screen. | 2025-07-19 01:58:26 | |
| 5502 | 😟 | General | Unable to equip assembler in tutorial - right click option is locked, and dragging says "cannot equip reserved component" | 2025-07-18 17:13:59 | |
| 5501 | 😟 | General | Rotating camera with middle mouse hold is too sensitive, and changing the rotation sensitivity in settings doesn't help | 2025-07-18 16:50:05 | |
| 5500 | 😟 | Suggestion | Yellow text when hovering over objects is hard to read against grass background | 2025-07-18 16:49:00 | |
| 5497 | 😀 | Bug | just visual, the connection line from the teleporter goes into the fog / nothing @STM | 2025-07-17 22:25:44 | |
| 5496 | 🙂 | Bug | when Q-shooting crystal nodes with the human tanks the log console spits out this message: [2025.07.17-13.56.41:735][727]Error: Trying to spawn effect on socket 'fx' but it doesn't exist on mesh '/Game/Meshes/Humans/Vehicles/Human_Vehicles_02/Human_Vehicle_Tank_02.Human_Vehicle_Tank_02' of visual 'v_human_tank' [2025.07.17-13.56.41:735][727]Error: stack traceback: [2025.07.17-13.56.41:735][727]Error: [C]: in method 'PlayEffect' [2025.07.17-13.56.41:735][727]Error: Main/data/components.lua:2774: in method 'shoot_func' [2025.07.17-13.56.41:735][727]Error: Main/data/components.lua:2909: in function <Main/data/components.lua:2786> | 2025-07-17 13:58:42 | |
| 5490 | 😠 | General | After over-explaining all the mundane stuff, I get zero explanation on all the complex stuff with the signals and behaviour and whatever. | 2025-07-17 00:44:24 | |
| 5489 | 😠 | Suggestion | Please do away with the concept of the per-save Library and global Favorites and just make it one big global Library. It gets tiring needing to remember every time after I make tweaks to a behavior to then copy it over to my Favorites and then remember which ones I have done this with so I can update the Library on other saves after loading them. I really do not see the point. If someone wants/needs to have two different versions of a Behavior between two different saves, then they can just have two different versions of the Behavior and separate them via unique names or even folders within the global Library. | 2025-07-17 00:15:04 | |
| 5488 | 😟 | Bug | mission: alien history 2 Can't progress even after unlocking 2 observers. Tried to repair it before or after using infected circuit or doing same without infected circuit and unlocking it by doing minigame | 2025-07-16 20:45:06 | |
| 5487 | 😠 | General | The tutorial is really annoying. It's so hand-holding and tedious. There was important information in there, but I would have much rather learned it playing normally. | 2025-07-16 20:40:14 | |
| 5486 | 🙂 | Suggestion | 希望有组件的处理方式,我玩的流程到这个水平因为太多组件导致有很多垃圾无法处理 | 2025-07-16 19:18:03 | |
| 5485 | 😟 | General | 진행 안됨 | 2025-07-16 16:58:54 | |
| 5484 | 😠 | Bug | I drop the tower but it doesn't assemble itself even though it says so in the tutorial | 2025-07-16 14:53:15 | |
| 5483 | 🙂 | Bug | the behaviour counts up to set the AMAC launches a bit apart, but the Parameter that is internally counting up to 6 nicely is not sending the internal value to the 'external' box that is linked to the signal. @STM | 2025-07-16 12:30:03 | |
| 5482 | 😟 | Performance | 游玩卡顿,不够流畅 | 2025-07-16 04:26:38 | |
| 5481 | 😟 | Bug | The behavior instruction Request Wait, no matter which drop down option I use (Specified Amount or Up To Amount), if the amount requested is not delivered all at once, will continue to reset the amount requested to the original amount if any of that item is then removed for any reason. For example, if I use it to request 20 Metal Bars, but only 10 get delivered and before the other 10 can get delivered 5 are removed (say, to transfer these to a store target), then the requested amount of Metal Bars will increase to 15 and not stay at the 10 that had not been delivered yet. The only way I've found around this is to use the Request Item instruction, then setup a loop where I check all inventory slots for any reserved space for this item, tally it up, and then compare to 0. If greater, wait a few seconds and loop again. I feel like this is unnecessary and shouldn't be this complicated. | 2025-07-16 01:40:40 | |
| 5480 | 😟 | Bug | when all sats launch at the same time most often nothing gets sent to the mothership. @STM | 2025-07-15 20:47:06 | |
| 5479 | 😠 | General | Ca bloque pendant le tutoriel | 2025-07-15 19:58:56 | |
| 5478 | 😟 | Bug | "Get Unit Power Info" will not be able to get the power info of other units. Any unit entered in the unit TAB will only output its own power info. Please fix it as soon as possible so that it can get power information of other units in our faction besides itself. (Machine translation) | 2025-07-15 15:41:25 | |
| 5477 | 🙂 | General | 111 | 2025-07-15 14:25:55 | |
| 5475 | 😠 | General | 較學好一點好嗎 | 2025-07-15 13:22:35 | |
| 5474 | 😀 | General | 'Idle Satellite' popup was given, but only one sat and one AMAC are there | 2025-07-15 08:23:17 | |
| 5473 | 😟 | General | Tutorial lässt sich ab Punkt 10 nicht fortsetzen | 2025-07-15 07:37:49 | |
| 5472 | 😟 | Bug | as suggested by @beatwho, here is my savegame that has the problems all my miners always start their mining cycles again at the beginning whenever they get a new value (or even the old value) again that tells them what to mine. as far as i can tell, that is not a new problem, but happens with (almost?) all of the miners that i saw (including a year ago, and on many different versions and savegames). it currently happens on all six of the obsidian miners. by restarting their cycles from scratch, any mainloop shorter than is needed for a single ore (2.4 to 10 seconds) will not produce anything. my solution last year was to calculate the mining time and not disturb them during that time. but that made my reaction time to "mining nodes dry" sluggish, especially when they switched targets by themselves. The "miner-hounds" next to this setup are currently paused while i am testing the miner-buildings. they have my solution ("link SIGNAL to the miner") to avoid that other problem that i often had: miners switching targets after they moved, eg to deliver a full inventory. my current use for all those bot miners (with such links, and with manually specified targets) is to get rid of nearby nodes that are in the way of having a 2x2 or 3x3 node, or a line of nodes, to then be mined automatically. surprisingly, all my miners that use such links and get their targets manually or by radar etc, don't have the problem of restarting their cycles all the time, but whenever i try to do it by program (either directly with "set to component" or like in the case of the obsidian miners, by using program registers and links) problems happen. | 2025-07-15 04:58:51 | |
| 5471 | 🙂 | Bug | Human Tank (created from Hound using Resimulator) shows a black void on top where its built-in gun turret presumably should be. | 2025-07-14 18:58:23 | |
| 5470 | 😠 | Bug | The game doesn't make any sound. I have no idea why this game just can't make any sound. I maximized all the audio options, but there was still no sound. | 2025-07-14 07:26:28 | |
| 5469 | 😟 | Suggestion | Is it possible to do something about some of the oversized gaps between the different lines of intructions in behaviors? Some of them just seem unnecessary, like the huge gap on the left and several of the ones on the right. Also, as instructions are looped back to others, too many can currently start to cover over any instructions above them (this is happening top center here). Can something be done about that, too? Attaching a save game incase you need to see the exact layout I have going on here. (Dunno if this behavior actually works, yet... still working on it.) | 2025-07-14 03:47:46 | |
| 5468 | 🙂 | Suggestion | There appear to have individual keybinds for camera movement, rotation, and zoom. Can you also add individual keybinds for camera tilt? Sometimes I just want to tilt the camera up/down without affecting the rotation, but controling this through the current combined keybind with the mouse is difficult without affecting the other. | 2025-07-13 23:11:20 | |
| 5467 | 🙂 | Suggestion | Network management. - Add a graphical interface for viewing all networks and their settings. - Instead of using prepared network channels, allow entering the network frequency manually. - Add the ability to set network settings via a graphical interface (for example: frequency, color, etc.). - Add the functionality to view entities connected to this network, for example, making everything darker, except for those entities that are connected to this network (some kind of highlighting). - Add the ability to customize interactions between networks, for example: 1) Allow entities to accept resources from one network and move them to another; 2) Set fixed cells to accept/give resources from/to a specified network (for example, specify the network frequency on a storage cell, or allow the user to drag a network from the interface, thereby copying its frequency). | 2025-07-13 11:40:19 | |
| 5466 | 🙂 | Suggestion | Global command functionality. For example, the ability to select an area that contains items lying on the ground (e.g. after mass deconstruction of buildings) and move them to nearby (or in a selected area) storages. When moving items, the fixed content can/should (configurable) be taken into account, so that only those items that are fixed to them are placed in the selected storages. (An selected area is an area of n by m cells) | 2025-07-13 11:24:09 | |
| 5465 | 😟 | Bug | Human Evolution Quest is at 10/11, but i never picked up the Higgs out-of-sync Core. | 2025-07-12 19:59:42 | |
| 5463 | 🙂 | Bug | transport route: the selected transport bot won't deliver hat it happen to all bots with transport routes, but it can be fixed with fiddling around the logistic setting this was my only save were I found one in this state | 2025-07-12 09:10:10 | |
| 5462 | 😟 | Suggestion | Please allow shift-clicking of pins on the map to place multiple in succession like we can with buildings and the like. Would've saved me a lot of clicking.... | 2025-07-12 04:15:00 | |
| 5461 | 😟 | Bug | If this isn't a bug, then this is unintuitive to me based on the descriptions and what the game actually shows to me. Note that in the current executing behavior that the current instruction it is on is the "Is Empty" instruction bottom center of the screenshot. The only way this is reachable is if the "Compare Register" instruction before it determines that the variable 'Target' is different from the constant value of 'infinity'. 'Target', as is visible to me, is not different at this time. So why is this happening? 'Target' was a metal resource node until the miners that were working on it depleted it. I'm guessing there's something else in there that I can't see that makes this different, but if that it the case, then I need a reliable way of knowing when something in the game world no longer exists. The save attached is modified, but none of the 4 mods in use are advertised as affecting behaviors or their instructions. | 2025-07-12 02:05:14 | |
| 5460 | 😟 | Suggestion | Power usage numbers are a little confusing around batteries and capaciters because when they are charging they still appear on the production side of the graph and their usage figures are not included in the summary totals in the upper left of the screen. I am suggesting that when charging, please have them appear on the consuming side of the graph and tally their consumption rates into the consumption totals. | 2025-07-12 01:43:13 | |
| 5459 | 😟 | Suggestion | When a building has multiple inputs into the "image" register, such as when a building has multiple components each with its own recipe (like shown in this screenshot), please make the location of the displayed images match the location of the appropriate component. This would greatly improve the readability of factories. In this example, the current image layout makes it look like one assembler doesn't have a recipe set even though it does, and one of the displayed recipe images is overlapping the part of the building that stores items. And when one assembler is running, the image displayed above it doesn't generally correspond to the thing it is making, which makes it harder to tell at a glance what you may be running low on. (There's no neutral emoji for sending feedback, btw: overall I'm really enjoying this but some small things like what I mentioned here are frustrating.) | 2025-07-10 22:35:53 | |
| 5458 | 😟 | Suggestion | In addition to the copy/paste keybind functions for buildings, it would be great if we could get a "move" keybind function. Would make it easier to move some of the earlier factory setups as I progress vs having to create several storages to hold the resources from the deconstructed buildings and then either manually or via behavior on a couple of units have them all clean it up to those storages. | 2025-07-10 17:42:33 | |
| 5457 | 😀 | Suggestion | 塔防模式建议能显示炮塔的攻击范围 | 2025-07-10 17:27:57 | |
| 5455 | 😀 | Suggestion | Bonjour, et merci pour cette super licence! Une petite suggestion toutefois : il serait intéressant de pouvoir réorienter les modèles quand ils sont déposés à l'aide du déployeur, et également de pouvoir la trace (fantome) de l'objet qu'on déploie. Merci par avance de bien voiuloir tenir ompte de cette suggestion, qui constituerait un gros QOL. Cordialement! | 2025-07-07 18:09:51 | |
| 5454 | 😟 | Suggestion | Please have it so that *integrated* capacitors are the first to charge and the last to discharge. When setting up bots to mine outside of the available power field, the expectation is that you can have them run off from their integrated capacitors while mining and then recharge when they return to drop off their goods. This works fine so long as the base is producing more power than is being used. But the moment the base starts using more power and draining capacitors (such as at night when solar turns off), even if there is plenty of power stored in regular capacitors and batteries and there is plenty of bandwidth for power draw available from them, when these miners return to base, they not only cannot recharge, but the base actually starts to **drain** their integrated capacitors. This makes it so these off-base miners fail during night and require manual restarting once day breaks and power generation raises again. This also further complicates behaviors checking power levels remaining in a unit that is operating as part of a group off-base as it will begin draining its integrated capacitor immediately while there is still plenty of charge in regular capacitors mounted on dedicated power supply/storage units. | 2025-07-06 01:14:20 | |
| 5453 | 😟 | Suggestion | Please have the autosave interval not count when the game is paused. I like having autosave on in case something goes wrong, but as I tend to spend a lot of time with the game paused for one reason or another, it doesn't do me any good when all of the autosaves get overwritten with the same thing.... | 2025-07-06 00:40:19 | |
| 5452 | 😟 | Suggestion | As a new player, the fact that there will later be flying bugs kind of took me by surprise and resulted in a lot of damage to my base when I first learned they could actually fly over obstacles (I setup my defensive walls to go between some nearby plateaus, but didn't cover the walls of the plateaus themselves with any defensive guns). It may be good to have a light flying bug at the early stage with the normal Trilobytes, thus making it more likely for this to be realized early on for other new players. | 2025-07-06 00:31:00 |