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| ID | Rating | Category | Description | Screenshot | Date |
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| 4706 | 😠 | General | Yeah, I just gave the experimental branch another try, and this silent organizational massacre of dumping everything into an "imported" folder slop pen will make the game basically unplayable. This needs a complete rethink. The separation between player library and faction library makes sense, but it has to work without being a hurricane. I have many behaviors and using folders to organize them is _not optional_. Throwing the folders away (silently!?) and leaving a huge confusing mess behind of things with the same names, and very little way to even distinguish what's actually where, is not gonna work. Sit down and redesign this whole system and think about what the canonical name for each thing is. *Then* think about where you can contextually abbreviate it. *Then* think about how the synchronization between faction-in-this-game and player-persistent library content should work, *in context of already having canonical names* fully specified. There should be zero (zero!!) points in time and sections of the UI where the user cannot see the full canonical name of a behavior or blueprint. You can show an abbreviated one sometimes, but in that case, hovering or clicking should show the full canonical name *including folders*. (Following all that, a very good nice step could be making the same infocard that shows the full canonical name of a thing could show when it was last edited, and other hints like that (perhaps how many steps it has, for a behavior, etc). I won't propose full diff tools for behaviors, because I realize that's quite hard! But offering _some_ helpful metadata to help the user resolve any diffs and drifts between things will be very appreciated.) | 2024-09-12 12:04:21 | |
| 4705 | 🙂 | General | It would be nice if programs could have some different start point for when a controller is restarted vs when a controller starts the first time in a building that has been copy-pasted. I use copy paste often to build some kinds of facilities. I look to a nearby one, hit c, hit v, click, done. This can be much faster and more convenient than navigating my whole design library. The neat thing about copy paste is that it copies all settings and registers as well as programs and equipment. The problem with copy paste is... sometimes I don't want that, because I want the new building to wait until I have a chance to configure it before it begins to act! And we can't easy have a program that zeros its configuration on first launch, because changes to the program cause it to start again too. So here, pictured in the screenshot, is my best workaround so far. I have a register with no purpose except to remember (across program restarts!) what the current unit is. On program start, if that persistent register *does not* match the *actual* current unit, then the program realizes it's been copy-pasted, and then proceeds to clear its configuration. This works, but wow, it's a lot of program. --- So the above suggestion is: consider giving optional different entry points for program first-time start and re-start. Or something to hook building completion (same thing). But also, I would like to take this opportunity to note... if I wanted to take my program piece pictured, and turn it into a subroutine... it's very difficult to do so. There are two reasons: 1. We can't make subroutines that offer a branch of output flow. That's a quite horrible limit ;) 2. A persistent register to store data across program restart is only available to the top-level routine (not subroutines) or if one uses the unit base parameters (which is quite limited). Maybe challenge #2 there is quite understandable (not letting users create non-visible persistent state is probably wise!). But challenge #1 is super nasty. Please let us make subroutines that can branch flow after themselves! | 2024-09-12 11:33:10 | |
| 4704 | 😟 | General | It would be nice if the autolayout would take into account the size of the comment texts. Programs are very hard to understand and maintain without comments, and currently the autolayout is extremely rude to comments longer than about five lines. In english, that means amount two sentences -- not much. | 2024-09-12 11:13:16 | |
| 4703 | 😟 | Suggestion | Deleting a behavior from the faction library has a warning prompt already... but it should probably tell me how many controllers are about to get their program wiped! Maybe even give me a way to jump to them. Either that, or perhaps move back to something closer to the old system where a program can exist attached to a behavior controller, while not being in the library... but put large visual warnings on any unit with a controller in such a desync (! heh) state. | 2024-09-12 10:26:13 | |
| 4702 | 😀 | Bug | Weird things happen when you package up a human factory with a Deployer and then put it down again. I expected it to just move the explorable- not give me ownership of the building and the (probably not supposed to be acessible) Human Factory **Internal** component. XD | 2024-09-12 00:01:57 | |
| 4701 | 🙂 | Bug | Weird things | 2024-09-12 00:00:29 | |
| 4700 | 😀 | General | Tower defense scenario. Wave 3000 | 2024-09-11 21:57:10 | |
| 4699 | 😀 | General | Tower defense scenario: Completed | 2024-09-11 17:35:04 | |
| 4698 | 😟 | Bug | Can not copy 3x2 large building | 2024-09-11 15:54:33 | |
| 4697 | 🙂 | General | Save includes multiple blueprints which fail to load in behavior menu and in build menu, despite having been created in prior version of Desynced and not edited since. | 2024-09-11 14:16:01 | |
| 4696 | 🙂 | Suggestion | Hello Dear Devs. I have a quick suggestion that I think would be really appriciated. Coloring in Behavior Editor so we can give instructions different colors that can help highlight what function they have in the broader scheme. | 2024-09-11 13:12:08 | |
| 4695 | 😠 | Bug | Drone's network needs to be buildings and not thier own separatly. This is very annoying that I need to manually drag them out and change them to match the network of the building. | 2024-09-11 11:00:26 | |
| 4694 | 🙂 | Suggestion | When starting out I had the production of each building visible as an icon on top of the building. This dissappeared, probably because I fat fingered the hotkey (in factorio it is Alt key to toggle this), but I cant find the right hotkey or button to reenable this. | 2024-09-10 17:33:00 | |
| 4693 | 😠 | Bug | There seems to be a major problem with some blueprints and how they work. For unknown to me reason some blueprints (as I do not have ability to even identify which ones - I have no option in replication of the problem, without rebuilding all of them from ground up) mess up blueprint library. Below is error log of the problem, perhaps You will be able to help solve the issue. [2024.09.10-10.08.37:716][922]Error: Critical error while executing Main/ui/BuildView.lua:127: bad argument #2 to 'format' (number has no integer representation) [2024.09.10-10.08.37:717][922]Error: stack traceback: [2024.09.10-10.08.37:717][922]Error: [C]: in function 'string.format' [2024.09.10-10.08.37:717][922]Error: Main/ui/BuildView.lua:127: in local 'cb' [2024.09.10-10.08.37:717][922]Error: Main/ui/utilities.lua:86: in function 'ProcessUnlockedDefinitions' [2024.09.10-10.08.37:717][922]Error: Main/ui/BuildView.lua:96: in method 'RefreshList' [2024.09.10-10.08.37:717][922]Error: Main/ui/BuildView.lua:87: in function <Main/ui/BuildView.lua:81> | 2024-09-10 10:10:39 | |
| 4692 | 😀 | Suggestion | Could we have a way to group bots? I have an "army" but find it annoying to keep trying to select them without getting any buildings or other bots included | 2024-09-10 09:00:09 | |
| 4691 | 😟 | Bug | Regarding the experimental branch: The new "E" button conflicts with Control+E and Shift+E when you have multiple units/buildings selected. Please add a key binding for power-on-off and logistics-on-off. Also please allow these key bindings to work when only a single unit/building is selected. (Currently they only work when multiple units are selected) | 2024-09-10 05:01:31 | |
| 4690 | 🙂 | General | My experience of approaching a Glitch Bot with any number of my bots with an AEO Repair Component, and any other of Sm|Med|Lg Component(s) and Internal Components, attempting to have a Virus infected Glitch Bot to drop its Virus component so I could capture said Virus component with any bot with a Virus Container. The first two time I was able to acquire the Virus Component. There after, even hours later of a Virus infected GBot & AEO Rapair Component bot being side by side, the Glitch Bot does not drop the Virus Component. Help Please! Please message me at agea_aradea. Thank you so much for this game, for your time, response. | 2024-09-09 18:27:56 | |
| 4689 | 😟 | Suggestion | Can you please disable the own unit worm from destroying the artificial platform? | 2024-09-08 23:44:59 | |
| 4688 | 😀 | Bug | turrets cant hit bug, probably because it's moving into the rock and the turrets are leading ahead | 2024-09-08 22:13:00 | |
| 4687 | 😟 | Bug | Iseem to be unable to turn off the depth of field effect regardless of how I mess with the settings. | 2024-09-08 20:52:31 | |
| 4686 | 🙂 | Suggestion | would be nice if one could order both identical dropped items onthe floor to the building | 2024-09-08 17:04:13 | |
| 4685 | 😀 | Suggestion | Me gustaria que las construcciones se puedan ver con más detalles. | 2024-09-08 16:26:13 | |
| 4684 | 😟 | Bug | cant copy settings from the 3x2 building undocking drones didnt help btw: drone settings cant be copied either | 2024-09-08 15:53:21 | |
| 4683 | 😟 | Bug | Um... I just unpacked the AI Research Center, and there is no Anomaly inventory slots, so it seems I can't continue the human questline as it is. I think it must have been due to one of the last 2 experimental updates, as another save I have gotten further in, I still have anomaly inventory slots, and the only difference is the version of the game when I placed down the AI Research Center. | 2024-09-08 15:14:40 | |
| 4682 | 😟 | Bug | Robotics Assembler has no animation | 2024-09-08 13:26:02 | |
| 4681 | 🙂 | Bug | just some funny visual ;-) | 2024-09-08 03:05:25 | |
| 4680 | 😟 | Suggestion | An additional annoyance with the library is that there is no way to mass delete and mass import/export behaviors or blueprints. This makes it very tedious and annoying having to select each individual one. There should be a way to select multiple blueprints and behaviors in the library and execute actions on them. Including Duplicating, Moving, Deleting and uploading/downloading. | 2024-09-07 17:25:04 | |
| 4679 | 😠 | Suggestion | I would like for the game to automatically create folders for subroutines when Importing and Exporting blueprints and behaviours. If I import or export a blueprint or behaviour in the library, if there is no corresponding folder for it, it will create it, but that is not the case for subroutines that is called within the behavior. It just get placed in the same folder as the behavior itself if the corresponding folder doesn't exist. And this can become very messy and unorganized. I would rather have it the way it was before the library update rather than this. | 2024-09-07 17:22:20 | |
| 4678 | 🙂 | Suggestion | I think there should be a Overwriting Comparison option for overwriting blueprints and especially behaviors to allow having 2 windows appear with each version of the behavior with highlighting the biggest differences so it is easier to figure out if you want to overwrite or not. | 2024-09-07 15:46:48 | |
| 4677 | 😠 | Suggestion | Energised Plates take TOO LOONG You need tons of them. You wait and wait and wait and wait and wait oh but build more.... it cost 250 energy.... you need them exactly to get access to power From there on, it's on repeat because it's used as a standard material for many other products.... 10 seconds max, it takes way to long to build them, then use them, and now build again and again and again??? They create a death lock of wasting real life time wating for them or end up no power so you need to focuse on doing power, then repeat repeat repeat. Please just reduce the time to 10 and half how much they are needed as ingredient. | 2024-09-07 05:53:06 | |
| 4676 | 🙂 | Suggestion | Can you please STOP the notification that I dismissed to top back up each time I load my save file? It's annoying Also, can you please let us pin some of thos notification so we can recheck them? Like when mutipla bugs attack from different location, I wish to check all of them, but once I do, I can't recheck where they where. Lastly, please add a in game note. And as it's name it, we can add notes... best part is if you people are smart enogh to add to the notes the function the radar, beheviour and more have... aka can pint point the exact building, blueprints, signal, whatever we want. Even thoes notification we keep getting at loading. The smart part comes from auto complition if conditions are meet. Notification if condition stops/drops in amount (aka global beheviour vs unit specific) Any kind of self mile stone. And of course, the best of all, this will keep track of everything we did, everything we still need to do, and allow us to even come back to a save file from who know when and check what we had and what not... Aka mods installed, mod uninstalled. Before certain update. And who know what else you will plan for later and can be added. | 2024-09-06 18:24:54 | |
| 4675 | 😀 | Suggestion | Regardless what path you chose, please do create under tutorial new "scenarios" that have beginners -> experts stuff all regarding behaviour... ASAP, no wait till next big update, so people can essentially learn all of them. Under the challenge one, just like puzzles, add tons of challenges where people don't have any base or otherwise, just units (and maybe construction?) where you need to transport items in condition where you can't give direct control to the bots, they need to automatically do it once you program this. Maybe even avoid enemies? This can be easily done if you create an NPC bot, that copies all behaviour you set a on a structure you own. Aka the behaviour form the structure can be modified, but you have no control over the NPC bot, but it will copy all the behaviour you program on the building. Speaking of such NPC bots, you can also make this NPC allies act on their own, BUT... when I say on their own, I actually mean all their actions are set via Behaviour editor, including constructions. And if we can copy their behaviour, we can see how they where programmed. This is both a way to learn more easily as well as seeing with out own eyes how amazing this game can be if you know how to program. And of course, unless tutorials, there are no hints no nothing, people really need to learn how to play the game. Things to strongly consider. In the tutorial, use some of the items we get later in the game. They are vastly superior to any of the early games. As far as I can tell, many people don't even realise the real potential of the game and might even stop playing the game entirely This will ultimately help people to never end up in a position where they had enough of the behaviour. Something that I do experience. Like I get that a behaviour reach it limit... but have no clue why... because when I start it... no issue... no issue... no issue for an hour or 2.... and again it reached limit for no reason why.... And if possible, add the tutorial, as well as some of the challenges, as a Demo, so people can test how the game is without needing to buy it. Because if someone buy the game, even EA, they will keep it under 2 hours so they can ask for a refund from Steam... I'm sorry to say, but in this game you can't do anything under 2 hours that makes you realise it's amazing... So a Demo, even now, when the game is still EA, would extremely help because people (who will actually play this game), will need more then 2 hours to learn and see just how much this game has to offer, since even if they see some of the later technology, they will know there will be others in the full game. | 2024-09-06 17:31:19 | |
| 4674 | 😠 | Suggestion | North is +Y, West is -X, South is -Y, East is +X.... acoring to most stuff using coordanance... This is overly complicating thing. Please add a way to manually change this because this is just confusing., As an exemple, add X0Y0, or is it Y0X0? I do Not have time to figure out what in the word is used when I am completly focused on setting up a beheviour. And guess, what, Due +Y being up, I wake up that the building I set to automatically construct goes in a different direction... this is very tiering since you need to magically remeber every last of the beheviours you try to test to see how to automatise... but then need to do stop and check what is what regarding coordanace | 2024-09-06 03:22:01 | |
| 4673 | 😟 | Suggestion | ロジック動作について。ロジック実行中は自動制御(保管先が指定されている場合にインベントリに物があれば保管しに行く等)を行わない方がわかりやすいと思う。実働の無いロジック(フル充電待ちループ等)を実行中に、勝手にドロップしたり回収したり採掘したり移動したりしてしまう。 | 2024-09-05 10:59:05 | |
| 4672 | 😟 | Suggestion | I am a quite disappointed about the whole faction library and local library being separate, mostly due to having to transfer over blueprints and behaviors individually. Could you not just give us a button to transfer over everything at once rather than having to click transfer followed up by a confirmation button. It is just annoying | 2024-09-05 10:24:17 | |
| 4671 | 😟 | General | 采矿运输太复杂了,没那个耐心啊,要的就是一个爽快。 | 2024-09-05 05:05:10 | |
| 4670 | 😟 | Bug | Proof that the radar filters are not operating on AND. This cleaner duly gathered 2 turrets lying on the floor, but on its third try it targeted another component and not a turret, it is now holding it and will bring it to storage, wrong. | 2024-09-05 04:22:13 | |
| 4669 | 😀 | Performance | As someone who played over 1000 hours of factorio, I still do Not understand why the map needs to be infinite. Just like how thoes unpassable areas are without research, just limite the map. And who knows, maybe via an update, dlc, expansion, whatever, said areas can bee further access since new expansion = new research = new ways. And then said area can be further limited by next level. Reason for saying this: The furtur you go the more rich minerals are... well what if right at the end of the map, there is 1 single, 1 sqare, Infinite chunck? And such chunck exist all around the map. aka if the map is massive, extremly difficult to access, let alone transport them. However, this will ensure we will never run out of resourses even without "limitless" map. Plus, exactly because it's just 1 single chunck, it dosen't make sens to focuse to get there, someone create a base around it, when there are tons of enemies (and whatever else you can add, aka you need to be end game. Like lock with like the ruins). and there are tons and tons of (non infinite) rich mineral from where you started and where you might find such resourse. Again, if the map is Massive (aka bigger then huge, absolutly massive), limitless map is not needed. Infinite chuncks will ensure we don't run out, it being a single chunck, will ensure people don't start a culture to go end map (aka rush true research, enemies, whatever, just to get there like an obsesion), and due to the "locked" areas, you can create 1 region, where we can't pass, but enemies sitll can. This is so that enemies still attack for people who want them for whatever reason.... of course, they could always just not destory the bug nest but whatever. Also, please update the scanners. The infinite chunck will be detected, so of course this hinders search. Also, a "found target" -> DO NOT find it again, would also help to improve the beheviour. also, please add a way to play thoes floor as long as they are on the network Also, please add teraforming, water, plateaus? please let us remove anything and EVERYTHING that could be a "can't construct here", just like how you can destroy the ruines and infinite resourses, let us destroy the plateau, create an artificial ramp, destroy (evaporate?) laser or cover it with the artificial ground (yes, I forgot what it's called and don't wish to check in case this messege will be gone). Speaking of that artificial ground I don't remeber plus automatically laying them....could you please create a second one, that, anything on it, IS network? (aka electricity and everything get's passed). Lastly, Please create a radar (ADD IT TO THE COMMAND CENTER AS DEFAULT) that will scan all of the network. This is to help with any drop item, any unit that it's damage, so stuff that need regully maintanace and you can't do it via "radar signal match whatever it's called". Such network radar, only 1 is needed, and this will ensure the command center is special.... Seriosly, do you even use the command center for anything? I place it at exactly 0 . 0 as center of the map... and that's it.... due to the research and everything else, other building mid game are better used... This is why I said to make it a default for the comand center. Since like this, this really will be the center of comand, especially if people learn how to use the beheviour to change what to search for etc etc <- And i forgot... the reason why I said all of this: If I deconstruct something, or unit needs healing, I use the signal match thing, however, this can only be done if a radar finds it... aka I need to construct tons of radar. How many tons and tons and tons of such structures will I need until I will experience FPS drop? (yes, I played to much Factorio so I am not able to help it). And lastly, Please do NOT dismiss ideeas because someone might not agree with them. Do NOT forget, you have added custom where you can add infinite minerals, no enemies, so on and on. Anything that it not "balanced" or not enjoyable for some, DESPITE being a good ideea, please just add it via custom so it's not even a default one. Also, Thank you a lot for this game! | 2024-09-05 02:42:40 | |
| 4668 | 😠 | Performance | 请问写一下这个无法存档怎么办啊 | 2024-09-04 11:15:42 | |
| 4667 | 😀 | Bug | Deployers have a bug/missing feature. If a building has inventory, including drones, then the deployer will not pack those items into to to-be-deployed building. This means you need to dissasemble each drone with a deconstructor and rebuild them at the new site, unless you provide the resources through other means, in which case the drones without a port will idle uselessly unless rescued. There are ways around this but they rely on having a mobile unit just for drone courier duty which is inefficient. My suggestion is to use a hidden blueprint function just for deployer memory that stores equipment and inventory, completely restoring the building as is. Or the drones could be assigned a dummy drone port they can't dock with on the deployer with the building stored. | 2024-09-04 08:26:09 | |
| 4666 | 🙂 | Suggestion | For Signals. Can you please add the value to also be needed? Aka if I set something Black 0, Black 1, and Black 2. I set a behevoir for loop mach signal, Black with the value of 0 -> this signal to be send to "deconstruction" target. So said bot will only destroy buildings with Black 0. This is to further create an infinite variety without needing to add tons of different icons. Also Can you please add a function to scan the WHOLE network? It's so annoying when I destroy something, and I need to call the bot to collect them OR need to give radar to every building (as much as I need to cover the whole area) in case I destroy somthing or the bugs do it. This "whole of network" can also be helpfull to create build thoes concret stuff so bot can move faster. Lastly: Please add an option to disable the animation of the resourses. I need to close them or endure them jumping. The arrows are more then enogh. | 2024-09-03 20:46:04 | |
| 4665 | 🙂 | General | I hope I can communicate what I intend as best as I can: When you or anyone else from your team read suggestion, Please do NOT dismiss some of the quality of life because certain people might not be happy due to balance or whatever reason they have or assume, or seriously, whatever made seem like your team demands people o join discord (aka misinformation). Anything that is "cheat" like, unbalanced, whatever. Please, just add in the custom section like you did with the Infinite resource, No night, No bugs. Please add as many quality of life features because this is what will make this game stand out vs other games. And my fear is: Some suggestion to be ignored since it might not be ok with some people.... <- just give them option to not have them on. This will be a win win for everyone. And like this, once the game comes out from beta, and many people will try it for the 1st time, they will see there is a lot of freedom to play however they want. And just to finish with a suggestion: Please add some of the workshops. Like the "Clear" land. Aka, the infinite resource on, the chunk minerals are just in the way. Due to infinity, there is no sens to waste time mining them, attacking and destroying them also get annoying after a while. The transfer device: having a range of 6 (again, just add in customise) = You can fully automate the whole thing, especially if you add behaviour, without even needing bots for transporting resources (of course this excludes new construction, and exploration) Again with the change in custom. Sorry, do you know how annoying it is to construct and construct a new range network? No, that means you are a lucky one since you don't get annoying. I wonder how many are in the same boat... Yes, please add an option to have a far greater reach. And I wonder how many people do like I do, and created a fully automation bot that, when active, it will automatically build this building..... <- Did you ever play Start craft 2? The Zerg's have a unit called Queen, it has an ability to create Creep Tumor. This allow the spreed of the creep. The creep is similar to the network, as in zerg go slow if going off, and building can't be constructed if no creep. But the idea of the creep tumour, is that you can create 1, and only 1, other creep. Then the old one can't. However, the new on, can also create another one, and only 1. This is essentially infinite. And of course, the Zerg Queen can build additional, so you never run out. Idea why I mention: if you do something similar with the network (and please add it to basic research) as an equipment. Buildings, including the one having radar, can essentially clone themselves automatically. Just like how you set values when crafting, to set how many copies (Mind you, the idea is that THIS equipment, will be transferred from the oldest one to the last build one), and if you add behaviour to add coordanace, distance, even type and more, you can essentially create an automation almost completly. Like if storage are full, to create automatically more. And of course, this essentially allow for a much more easier behevoir set up to automate creating more networks. Also, I wish to report a bug. I set up for bot to create a bulding at every 13 steps (I skip the details), ideea is, the build function, I used the "can't build" -> Show notification and "Exit".... but when the bot was next to a mineral, it just constructed the building 12 steps (insted of stoping since not 13) and afterward it moved on constructing every 13 steps... ending me needing to destroy a lot of buildings due to OCD.... Speaking of OCD: please let us remove any "red" tiles in a way or other. This includes water. And again, please add this in basic, later is to late. You essentially want us to play the whole game just to access stuff that allow us to finally be able to create the base how we want? Thoes are in the way from the start, and it's not fun. And yes, I do restart New Game, explore area, if I like, I stay, otherwise, restart. | 2024-09-03 19:58:37 | |
| 4664 | 😠 | General | Please add terraforming. I played over 1000 hours in factorio, I go INSAVE that the plateau are in my way. Even if it's NOT removing it like in factorio, ad least add "ramp". As a building/program, what I am asking: Make it so that 100% of the terran can be build on. Also, if this is unlocked later in game. OASFNOFIDNMEWOINM WIPOMQWOPIWEMJ THis is how iritating it is! Game is endless yet it's suffucating because of this platform!! Or you know what? Just add NO plateaus. I chose few, yet they ARE IN MY WAY. I set up the Range of network to cover exactly everything, guess what happens? THe perfect plan is ruined because of a small tile is in the way so now I need to build around it...... ------------------------------ Please add trains to the game. The difference is that trains will only move when wagon is full. Wagon can bee as much as possible. Trains to be powered via crystal. Lower tier consume more crystal. End game to be able to use via different source that dosen't consume crystal??? or any reason not to? Trains are perfect exactly because you can use them to add units in it, Aka trains to have thir own network + Radar. Train scanned area, robot go out and collect resourse. Why trains and not trucks? Good luck, there are tons of train fans, look how in Factorio people are obsested with trains, yet no one ask for trucks. Also, trains need rails, aka will give you stability. And the best part: faster and faster train, exactly because of railways, the path is clear, meaning you can make them faster and faster without issues due to obstacles (since both won't touch rails), no "path blocked", unless you seriosly don't add little lights to control flow. And the best part, can be longer and longer, assuming enogh power (reason why I said to consume crystals the more it needs). Aka you can have a wagon with just it's own bots, said bots, when trains stop near a resours, bot will go and collect (aka this to be automated without any other beheviour), collect everything until train's rader can't find anything. Of course, if train radar shows enemy, all bots come back and back to base (or maybe atacking one will come out?) And once done, go back to base, said bots to come out again to unload, and repeat. This is also perfect to transport mass amout of materials, as well as storage. Because quess what, constructing tons of storage unit isen't enjoyable, but it's a neccety. ------ Thoes thing you place on the groud to make the bots go faster.... can you please add a simple equipment, that works like a radar, to scan all the area IN the network, and automatically lay said piece if not present, or destroyed due to enemy attack? -------- I do not know if it's unlocked later, but for haven't sake, please add a way to reconstruct AUTOMATICALLY anything that got destroyed by enemies. Even if it's just buildings. In factorio, I hate when I did not unlock bot because if the enemy destroys one of my structures, I won't even see a blueprit what was there. Here is the same. But I still don't see anythign indicating I can have this feature. | 2024-09-03 17:12:13 | |
| 4663 | 🙂 | General | I think the "Switch" behavior should accept more values. If I want to use it to branch paths depending on numbers or specific entities, I have to first use a parameter or do something to add what I want as a criteria to a variable, for example using "Copy". I think this should not be the case, and that switch should work with everything. It is a shame that there are so few options to create more than 1 branching path in one instruction. | 2024-09-03 15:32:03 | |
| 4662 | 😟 | Bug | ロジックの「ユニットの移動」について。バグなのか微妙だが。テレポータ使用について。手動だとテレポータにユニットが移動するとユニットがテレポートされる。ロジックでも遠くからテレポータに移動した場合はテレポートされる。ただ、テレポート後、テレポート先ではテレポータに隣接していて、再度テレポータを使用しようとテレポータに移動すると、「移動中」ロジックでは先に「移動停止中」と判定されてテレポータが使用されない。テレポータの場合はテレポータを使用する判定を先にした方が良いように思う。(2つのテレポータで、他方をテレポート先に設定し、往来できるようになってる場合。) | 2024-09-03 10:42:14 | |
| 4661 | 😟 | General | ロジックエディタについて。レイヤーサイズがおかしいのか、ビューと不整合してるのかで、縮小するとほとんどスクロールできず、画面全体を使えない。ただ、その状態で新たにロジックを置くと、右は有効になる。(配置の自動制御で左は既存より左に置くことはできない。) できれば、接続前提や、上揃えのような自動制御は、デフォルトが無効になる設定が欲しい。 | 2024-09-03 10:33:27 | |
| 4660 | 😀 | Suggestion | The program behavior interface can get really difficult to read due to overlapping flow lines when using the locked position blocks(and really ugly without using them.) | 2024-09-02 23:02:44 | |
| 4659 | 😀 | Suggestion | The | 2024-09-02 23:01:03 | |
| 4658 | 🙂 | Suggestion | Work on the blueprint library management is super valuable and some split between the current live faction and the player's cross-game library seems wise. (Also, if entities now point at one behavior rather than copying it now, HUGE yay, because that made pasting lots of behaviors literally crash the game before; so, thank you.) But a lot of work is still needed here. You need to decide what the expectation is with folders -- keeping those paths set up twice in my faction and in My Blueprints is wild. It's still VERY easy to edit the faction one and not the My Blueprints one, or vice versa, with nearly zero visual cue, and that's bad. The green text about how many units will be affected by a change is a GREAT step in the right direction. Do more stuff like that! Give me text like that for whether a similarly-named thing exists in whichever library I'm not editing right now, and whether it's in sync or how far off! Stuff like that will help a lot. | 2024-09-02 20:33:58 | |
| 4657 | 😠 | General | I'm so annoyed by the tutorial.There's just being annoying, not helping, just blocking my way. | 2024-09-02 15:26:46 |