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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 4370 | 🙂 | Suggestion | General Feedback Topic: Re-simulator Mechanic Request: Provide a way to track discovered and/or available recipes. The act of unlocking and experimentation to find a new recipe is nice but the UI needs to promote and support this mechanic. Suggestions: (1) Provide a way to put an item into an analyzer of some sort that then can provide hints and any recipe that can be discovered and solved for. This could be a minigame or a series of mini objectives and activities that unlock the recipe as a final reward. (2) Provide a recipe tree similar to the research tree that provides a path to discovery. Certain recipes lead to new ones | 2024-06-05 19:04:51 | |
| 4369 | 😠 | Bug | Topic: Mothership Invetory - no way to discard surplus delivered items Breaking Issue: As I deliver different items to the mothership, any excess misdelivered items can not be recovered. The Mothership has only 6 slots inventory and and requires and open and available slot sto receive items from the satellite launch mechanism. When the satellite is in orbit it can not be viewed via the mothership selection. There's no way to right click discard items, drag items to another inventory, etc. This can lead to situations where the mothership inventory is completely full but the items delivery are not completely. Any user would be stuck and completely blocked. | 2024-06-05 18:56:43 | |
| 4368 | 😠 | Suggestion | Topic: Satelline Launch/Land mechanic Issue: Sending items into orbit to the mothership is too convoluted and requires too much manual interenvtion. That I have to fish for the Mothership unit in the [F] menu just so I can see the current items acuired is not obvious and very unpolished. I then have to do the dame to access the oribitting satellite so I can access the LAND button. Most of the game has been very smooth but this is clearly half baked and making it available in this state speaks poorly of QC on what's released in the Early Access. | 2024-06-05 18:50:08 | |
| 4367 | 😟 | Suggestion | Item: Anomaly Particle Issue: Farming it is not practical at scale Reason: Blight crystal storage at capacity Recommendation: After initial use of anomaly particles, add in a method to directly farm it from blight crystals nodes (1)without needing to farm the blight crystal using a special miner or (2) factory that consumes the blight crystal in a total conversion. Full text: It's an initial interesting mechanic to have to obtain anomaly partical indirectly while farming blight crystals. After the initial accumulation and usage however - any sustainable farming of it at scale ends up being very obnoxious and unfun. I have no use or need of blight crystals, my storage all reaches capacity - but I still want to gather and use anomaly particles. It taking x20 quantity for a single conversion is very steap and given that this is a random side product of an item I have maxed my storage on --- yuck! I've created extra excessive blight crystal storage but this is only a temp stop gap that I would have to constantly spamming my base and map with. I also tried increasing my usage of blight crystals but that's not near enough. Great game btw! | 2024-06-05 13:57:17 | |
| 4366 | 😠 | Suggestion | Tying anomaly particle farming to | 2024-06-05 13:49:35 | |
| 4365 | 🙂 | Bug | Behavior to drop items off at parameter location isn't working | 2024-06-05 12:23:17 | |
| 4364 | 🙂 | General | just something visual, but it's probably not intended to see the cliffs through the undiscovered area | 2024-06-04 13:02:12 | |
| 4363 | 😟 | General | controller support is worse in toadys new release. had to resort to mouse to get through tutorial | 2024-06-03 14:47:17 | |
| 4362 | 🙂 | General | Wrong label in right click menu | 2024-06-03 14:19:53 | |
| 4361 | 🙂 | Suggestion | Hi again, When openning a running behavior, it should be a form of visualisation of the variables parts values (f.e. a box on the side that shows up what can be visualized). I am not very familliar with, and it would be very usefull to know if I have the good form of assignments (comparing a building with a number is not very accurate I guess), and how the behavior runs. Thanks again for the work! | 2024-06-03 06:52:44 | |
| 4360 | 🙂 | Bug | Hello :) When I create a behavior, I can open it while running. But it is stopped if I open a subroutine. | 2024-06-03 06:45:47 | |
| 4359 | 😟 | Bug | Hello, It seems the behavior instructions that read inventory do not read component inventory (I mean blight inventory in my case), so when I read the blight amount collected in my transporter, it returns always 0 altough my inventory is full with it. See the behavior of the worker beneat the blight collectors. Thx for the good work! | 2024-06-03 06:22:16 | |
| 4358 | 🙂 | General | I feel the game is curently very lacking in descriptions. I had to experiment quite a bit to figure out how far logistics drones could travel, and could find no info about them having a maximum range. They're also very difficult to set up, since you can't include drones in the blueprint. I have similar problems with unique turret types and other things I can see in the tech tree and hardly come with a description. | 2024-06-02 16:03:41 | |
| 4357 | 🙂 | Bug | Get Space For Item on a unit does not take into account occupied slots, this storage is saying it has space for 160 silica even when almost full | 2024-06-02 13:46:41 | |
| 4356 | 🙂 | Suggestion | Experimental UE5: I miss the show power grid button that was under the minimap, i know there a way to change the overlay to see the energy range, still that button was way more convinent for me | 2024-06-02 12:45:17 | |
| 4355 | 🙂 | Suggestion | Change the functionality of copy and paste to require you to click on a unit to copy. Preventy unintentional copying. | 2024-06-02 02:10:43 | |
| 4354 | 🙂 | General | When I select the field to change "Upscaling" my game freezes and becomes unresponsive | 2024-06-01 18:38:30 | |
| 4353 | 🙂 | Suggestion | would be nice to be able to write code, there is a reason why visual programing is not used rl | 2024-06-01 17:36:32 | |
| 4352 | 😟 | General | Bug, Experimental UE5: Drones seems broken, they are ignoring their port | 2024-06-01 16:39:19 | |
| 4351 | 😟 | General | Bug, Experimental UE5: Deons | 2024-06-01 16:36:57 | |
| 4350 | 🙂 | Suggestion | Some bots are more valuable than other, or at least require more attention. It'd be nice to be able to use standard RTS control groups to designate and quick select my scouts, combat drones, and deconstruction drone. | 2024-06-01 09:49:33 | |
| 4349 | 🙂 | Suggestion | I would love that if I RMB clicked the search text field in behaviour editor it would remove the current text and gave focus - basically it would make the search much faster | 2024-06-01 07:24:00 | |
| 4348 | 😟 | General | Why do the programs work right one moment and then they stop working? | 2024-05-31 15:30:32 | |
| 4347 | 🙂 | Suggestion | Would be nice if the box for naming the buildings/bots be able to use more characters. | 2024-05-31 10:49:50 | |
| 4346 | 😟 | Bug | Bug, Experimental UE5: On the Broken Human Explorer, binding the repair materials request to its Visual register, the visual persists on the screen after the required material changes. | 2024-05-31 05:33:48 | |
| 4345 | 😀 | Suggestion | I just want to be able to write a script. The visual stuff is nice, but I'm a real life software engineer and I'd like some kind of in game scripting language. Selfishly something TS like. | 2024-05-30 22:03:52 | |
| 4344 | 😟 | General | please make it so that you can discretely type in numbers in the settings, such as trying to set framerate to exactly 60. Thanks! | 2024-05-30 18:25:47 | |
| 4343 | 😟 | Bug | Loop Signal (Match) Does not descriminate signals other than signal type. Meaning the numaric value you assaign to a signal is not taken into account when the loop signal option loops through signals. If this is a desired feasture the I suggest instead you could make it so that when the Loop Signal (Match) has some signal that it is supposedto check for, that if singal it will look through has a numarical value if infinity, then it will loop through all signal despite the numarical value attached to the signal. | 2024-05-30 16:47:33 | |
| 4342 | 😟 | General | The optional "component" part of the "can produce" module, seems to not work at all. It always returns true for the fabricator and assembler, and always false for the refinery and robo assembler | 2024-05-30 13:19:52 | |
| 4341 | 🙂 | Suggestion | Hallo - Die Übersetzung ins deutsche sind teilweise recht holperig ... Gerne könnte ich dabei helfen das Spiel an dieser Stelle besser zu machen. ---- Ansonsten freue ich mich sehr über das Spiel - Danke :-) | 2024-05-30 01:19:21 | |
| 4340 | 😀 | Suggestion | Wenn eine Einheit Schaden nimmt, sollte natürlich "Angriff" als Benachrichtigung ausgelöst werden. Wenn jedoch eine einheit mit Schild ausgestattet ist, dieses Schaden absorbiert, dann sollte noch kein "Angriff" ausgelöst werden. Ich kann nicht klar erkennen welche einheit wirklich Schaden nimmt. Kann man vielleicht durch ein Verhaltensmnodul lösen, gerade am anfang eines Spiels hat man nicht gerade Slots für Komponenten im Übnerfluss. | 2024-05-29 10:42:13 | |
| 4339 | 😟 | Bug | A phase flower teleported a bor into a place where it can't get out. | 2024-05-28 16:43:03 | |
| 4338 | 😟 | General | 能不能增加销毁器或者分解器,有的东西不想要了拿炮台打太麻烦 | 2024-05-28 05:24:52 | |
| 4337 | 🙂 | Suggestion | zoom in and out to mouse pointer also on minimap and in behaviour screen | 2024-05-27 21:56:10 | |
| 4336 | 😟 | Suggestion | Hello, I have noticed a programming instruction that needs adjustment: The “Get Ingredients” instruction has only 3 outputs, but “Power Cell” production requires 4 ingredients. Thank you in advance for your work. Best regards, VictorNet | 2024-05-27 17:03:15 | |
| 4335 | 😟 | General | Nodes need documentation. I assumed matching no entity to a filter would always fail, but it doesnt. However 'is a' produces the expected result. What is the intended use case for these nodes? just from the name I assumed they are identical | 2024-05-27 09:02:04 | |
| 4334 | 😟 | Bug | Laser Extractor (M) is missing from medium components (when picking up behavior) | 2024-05-26 16:05:38 | |
| 4333 | 😟 | General | The Codex is lacking in information about robot types. If there's a unit type I have, the Codex should have an entry. The tutorial never explains the difference between what I have or can have make. Runner, Worker, Enineer, Scout. I think I get what they are supposed to do, but I can't tell some of the tradeoffs. Even when clicking on the unit in the build menu I'm not getting all the info. | 2024-05-26 15:08:03 | |
| 4332 | 😟 | General | The game's default UI scale is very crowdeed on my screen. It appears to be scaling the UI choices based on my system scaling (I think? I haven't had the chance to ). This is awkward on my 4k screen watcing on TV. My UI elements are very packed together. Even after decreasing the scaling (as pictured), dialogs aren't centered. The Codex is always packed against the lower right corner of the screen. | 2024-05-26 15:02:07 | |
| 4331 | 😠 | General | This feedback window should not send feedback as soon as you click an emoticon. It should be clear in a UI when the user is taking action, not rely on the user to read the fine print. Add an OK button and you will get fewer poorly thought out and suprisingly sent messages in this window. | 2024-05-26 13:44:20 | |
| 4330 | 😟 | General | The ap | 2024-05-26 13:41:03 | |
| 4329 | 😟 | Bug | if there is key pressed while the game is auto-saving it gets stuck presssed | 2024-05-26 12:27:24 | |
| 4328 | 🙂 | Bug | Bonjour, et merci pour ce superbe travail... Néanmoins quelques soucis lorsque je fais travailler mes bots à plusieurs (ou pas d'ailleurs) : Lorsque je paramètre l'outil d'extraction pour extraire des cristaux flaetiques, ce paramétrage n'est jamais conservé. Lorsque je clique pour déplacer le bot vers un autre spot (je clique sur la map pour lui faire suivre un chemin précis), le paramètre est immédiatement vidé. Cela le rend inutile. Dans le même ordre, j'ai paramétré une recherche(avec le module radar), dans l'espoir que mes bots trouvent la mine suivante tout seuls, mais alors ils reviennent dans la base et ignorent mes ordres.? S'ils ne trouvent pas de ressource à portée, ne devraient-ils pas rester immobiles? Voilà les deux soucis que m'ennuient en ce moment. | 2024-05-26 07:03:18 | |
| 4327 | 🙂 | Suggestion | Im loving the game so far, would be nice to have a way to send a behaviour update to all units using a determinated program+ | 2024-05-25 17:45:45 | |
| 4326 | 😟 | General | Why the visual is not showing? | 2024-05-25 14:54:51 | |
| 4325 | 🙂 | Suggestion | "Idle" Drones should not count as idle | 2024-05-25 14:53:23 | |
| 4324 | 🙂 | Suggestion | Behaviors are very interesting, but as a programmer myself I find it hard to follow the visual editor. Having a text-based programming language would make things a lot easier; it would also make reusing pieces of behaviors possible. If that's too much, at the very least I would ask that you leave an interface so that someone could write a mod for that. | 2024-05-25 06:52:01 | |
| 4323 | 😟 | Suggestion | Please increase the computation cap. I've reached it in a way that is not a bug. It is to make a self adapting single connected graph between all bots that display a brown signal. I spent almost a week and a half on this, I really don't want it to go to waste like this. | 2024-05-23 13:06:39 | |
| 4322 | 🙂 | General | Core mechanics are neat. I get kinda bored without the world having stuff to interact with. I'd love to find enemies or some kind of environmental threat to manage. | 2024-05-23 11:55:07 | |
| 4321 | 😟 | Bug | In a Transport Route, if the courier can't offload all its cargo because the destination doesn't have room, it will start to go back to its source. Logically, however, if the purpose of a transport route is to get materials to the destination as fast as possible, it should just wait till it's empty before going back. I suppose it might have been designed this way on purpose, but it feels like a bug to me, like it's an unintended consequence of using the goto register. I know I could write my own transport behavior, and would do so if, for example, I wanted my courier to only make the trip when it's full; but waiting to return till it's empty feels like it should be base/default behavior. | 2024-05-23 03:54:53 |