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ID | Rating | Category | Description | Screenshot | Date |
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5528 | 😟 | General | 取料请优先从仓库取 | 2025-07-22 23:05:25 | |
5527 | 🙂 | General | Would love to have a keyboard shortcut to reset camera rotation. Game is very playable on a laptop with only a touchpad, but sometimes I still click the buton near the map just to get a good alignment with the grid (maybe alternatively lower sensitivity for rotation keyboard shortcuts / some snapping to predefined angles would be a better option). Also please add shortcuts to change the up/down angle (not just zoom in/out). | 2025-07-22 22:47:43 | |
5526 | 🙂 | General | I got somewhat confused at first of how to use the teleporter. I think maybe the tooltip should say that the teleporter requires another teleporter on the other side ( / on the target unit) to work. | ![]() | 2025-07-22 22:09:06 |
5525 | 🙂 | General | I would love to have some (possibly very late game / expensive) option to use drones for laser extraction. I realize clumping can be mitigated with behaviors, but it just feels great to finally get to useful amounts of mining drones in late game and be able to have these very efficient mining squads, and not being able to do the same for obsidian and laterite somewhat puts a damper on that. | ![]() | 2025-07-22 21:55:32 |
5524 | 😟 | General | It would be great if resimulated units could still by some mechanism be automatically equipped with specific components. Originally I wanted to produce advanced miners via the human resimulator core, but since I needed a signal reader (or behavior, and currently these drones don't seem to have the possibility of integrated behaviors, meaning this would then rquire a behavior core) to get the mining target from another unit with a scanner, I needed to then somewhat manually equip each of them with a component. I could not find a way to do this even with an AI behavior core on an engineer and stuff like that. Maybe requests for component slots could be made a possibility, and then pasting settings could also set requests for those components? Or maybe resimulated units could be made upgradeable, as long as the frame stayed the same during upgrade? Originally I would just manually request the components on every batch of new drones, and then afterwards paste the unit settings, but as soon as I had enough ressource production I started just building from advanced miners (from blueprints) directly. I find it somewhat sad that this small issue means I more or less don't engage with the resimulator mechanic at all, I quite like the idea really and the options it brings to the game (as well as a use for cubes after any specific research branch is done). | ![]() | 2025-07-22 21:48:02 |
5523 | 🙂 | Suggestion | I love the behavior system in this game and in particular the addition of integrated behaviors (the process of slotting behavior chips was somewhat of a hassle). But I feel it should be possible to read the installed components of a different unit without an AI behavior core (setting remote component parameters should probably require one, don't know about reading parameters). E.g. here I wanted to implement automatic linking of Teleporters to mining squads. It's easy to loop by signal and then filter to get Rock type units (might be even nicer if one could filter by signal), but each of my squads has one Rock with storage and one with a teleporter. I could not easily find a way to automatically identify the teleporter unit. | ![]() | 2025-07-22 21:38:19 |
5522 | 😟 | General | Deconstructing a unit while it's inside of a Garage (possibly similar for other docked units?) causes a crash. Easy to avoid as a player, but should maybe just be impossible (similar to how it's not possible to deconstruct damaged units). | ![]() | 2025-07-22 21:32:09 |
5521 | 😀 | General | Look How cute he is. | ![]() | 2025-07-22 00:31:31 |
5520 | 😟 | General | Unit pathing seems to be rather blind to the advantage of roads, and it makes it somewhat pointless to make a highway between gathering locations and dumping locations. Screenshot of a transport bot completely ignoring the long straight 50% bonus speed road a couple tiles to it's right because it is trying to take a slightly diagonal path to it's dump location in the middle of the base. I even built a wall to force it to go straight, but it is going diagonally still, up to the wall, then it has to *take a detour* to get onto the road to get into the base. And it starts in line with the road, off screen to the bottom left. So it starts in line with the road, there is a wall that forces it to end on the road, but it instead takes this weird diagonal path that would only make sense if there were no road and no walls. Terrible pathfinding! As a side note regarding pathfinding, the blight is supposedly impassible in the early game, but my bots will happily wander into it and take damage if their radar tells them to. Specifically, when I just right click on, say, blight crystals, they will finish the assigned node, then wander to the nearest matching node. Enjoying the game! :) | ![]() | 2025-07-21 21:01:39 |
5519 | 🙂 | General | Grammar in part 20 of the tutorial - Either of the following works better: "These sockets are found in each [of] your Unit's Interfaces." Or "These sockets are found in [each Unit's Interface]." | 2025-07-21 20:30:17 | |
5518 | 😟 | Bug | When setting keybinds, there is no "U" option. | ![]() | 2025-07-21 19:27:27 |
5517 | 😟 | Suggestion | Tutorial is way to big!! Too much at once. Let me experience parts myself, in chunks, less rush, with several smaller goals and victories. | 2025-07-21 19:09:46 | |
5516 | 🙂 | Performance | Game Crashed prior to current save, no idea how to attach the save file to the report but it ended up crashing my entire PC | 2025-07-21 16:30:36 | |
5515 | 🙂 | General | A bug concerning behaviors: "Parameters are not market as input when they're passed to a subroutine that uses it as both input/output". I'll try to describe the full reproduce process for my case. I have a behavior Foreman, calling a _CheckNotifyBlight calling _NotifyThrottling. The way I have it setup is that Foreman keeps it's variable value and pass around a "state" for the underlying routines. _CheckNotifyBlight and _NotifyThrottling both take that state as first param, reading and writing into it. For _NotifyThrottling it's correctly shown in the parameter UI (both arrows) For _CheckNotifyBlight calling it though it's incorrectly marking that state param as only output (yellow up arrow). It does not seem to recognize that passing that param to a subroutine doing both input/ouput with it, should make it input/ouput for itself as well. It's not only a visual bug because _CheckNotifyBlight indeed does not use the state it's given, as it's marked only output. My working around is starting _CheckNotifyBlight routine by copying state into itself, which count as a read and marks the param as input as well, fixing the issue. I'm attaching my save it that helps! | 2025-07-21 13:13:38 | |
5514 | 🙂 | Bug | maybe it is intended behaviour, but is seems strange that a radar without any filter set still runs and uses power @STM | ![]() | 2025-07-21 10:55:05 |
5513 | 😟 | Bug | Loop signal behaviour is in and endless loop. i have to valid robots but it ever return to the same robot | ![]() | 2025-07-21 02:09:51 |
5512 | 😟 | Bug | signal is off for the storage. but the drones still go to the storage to move the items. i have tried it with the drones and storage on / off state in every combo. but they still do this. i have deleted the storage and the drones, rebuilt and for a time they are work and work as i want them, but then for some unknown reason (to me) they do it again. any help ? | 2025-07-20 21:30:50 | |
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 |