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5790😟GeneralHi,
my bots get stuck at the cliff while trying to find the route to the main base after they delivered resources to build the outpost. They found route to the outpost from main base but can not find route back (from outpost to main base).
2025-11-12 17:25:37
5789😟SuggestionThe sync between Library (this game) and Favorites (across games) is slowly getting better. But it's still really rough.

I'm glad we're not getting stuff tossed in one giant "Imported" dir anymore! (I'm still cleaning up my favorites from that mess...)

... but dumping transitively required behaviors in a dir in the Library the first time they're required, rather than the dir in the Favorite they're in: still very confusing.

I pretty much find that the only way I can keep myself sane through all this stuff is to: edit *entirely* in the Favorites system; then remember to explicitly copy stuff to the Library again as soon as I'm done.

In theory, I might like to work for a while in-game and have my Library evolve, and then copy a whole dir in Library back up into Favorites... but this is roughly impossible to do while keeping sane, because even the number of things in each dir gets wildly out of sync during basic operation, since the transitively required behaviors keep ending up in surprise dirs.

Basically you have us doing a huge amount of incredibly manual bi-directional sync, with no version control tools, and not even the option to have a side-by-side view. As programers, you should have some intuition of how rough that is! ;)

At this stage in the game's development, I really love a lot of the gameplay. But the library/favorites sync "minigame" is... A) critical, and B) bad. Please give some more thought here :)
 2025-11-12 11:45:16
5788😠Bug...aaaand (previous submission: 5787), here's the result of the attempted Copy To Library: tada! Blank frame.

No integrated behavior. No component.

This persists no matter how many times I delete that blueprint, recopy it, etc. Copying it repeatedly without deleting it gives me a conflict notice. But still does nothing.

The only thing about this *particular* blueprint that might make it cursed is that it's from another blueprint that I duplicated with the Duplicate button, and then changed the Frame of it. (Maybe there's some uninitialized memory from that?)
2025-11-12 11:36:53
5787😠BugCopy To Library has an alarming number of glitches.

Here, I will try to copy this single building blueprint to the library... (second screenshot will follow)
2025-11-12 11:33:59
5786😟BugI tried to modify the translation using the mod template—translation template you provided, but it didn't take effect.
I don't know what I should check to determine what is preventing the mod from being loaded.
2025-11-12 02:54:29
5785😟Suggestionthis is confusing.... I copied this unit, added it to the libery as a blueprint, selected the building , aka itself as a blueprint, and added +1 for X for the coor i got via self. But as you can see, it's off, that construciton is the same building but it off the Y. By the way, as i was doing this x y self and so on, i was wondering, why can't we get self (or unit) and add that one as a parameter for the place construction? aka for a building to be able to clone itself without needing to save via blueprint.2025-11-12 01:47:13
5784😟GeneralMortako fire well within their minimum range. Targetting a moving unit seems to be key to this happening, but it happens even when a unit is moving from inside their minimum range to another position also inside their minimum range.2025-11-12 01:26:27
5783😟Generalfml why can't I set my weapons to prefer focusing on this new unit type -- Mortako -- that's just reaming me to shreads?2025-11-12 01:17:45
5782😟GeneralBalance struggle. Mortako spawns go from 0 to 60. I saw the first one in a wave about 10 seconds ago, and now there's a dozen.

Their damage is *wild*: they're killing my heavily armored and redundantly-shield buildings in a few hits.

I'm playing on aggressive bugs, so I guess I don't expect it to be easy, but the appearance of these little guys probably just turned my game from "struggle, but possible" to "welp, guess i give up this save", and it did so incredibly quickly. I've got nothing that can outrange them and there's too many other bugs streaming in simultaneously to have a mobile offense that survives. And my thick defensive lines are disappearing in seconds.
2025-11-12 01:05:21
5781😀SuggestionYou see the infinite thing? Can the program that checks how many we have in our logistic be integreted as a turn off? as an exemple, new I part that will automatically do something interesting. So, that item is completly passive and only will use the take the info from the 1st assemble like componand since if we have mutiple we can link them OR they exist to produce missing materials, aka this is why i suggest only the very 1st one, to not avoid making i to "handy" and then making it just complicated to use, plus, that's why programing will kick in, aka when we want some more complex stuff, however this is a complete passive item that will integreate the check how many in logistic. And now comes the part of how to set a limit. Well it's actually very simple. The numbers. Let's say i set something for 1 item to be assembleled, if that item is crafted futher crafts are pause (or the machines turns off? i usually use program to turn machines off until i need more again) BUT due to this new I passive (please add in early game, there are some I like scout and portable radar that don't need to have both of them, especially since we can use radar via programing, so just replace one of them).... sorry got off track, so because of this passive I is attacked, the thing that won't happen is the value of the number produced won't reduce. Another exemple, i set this capacitor to 40. If there are less then 40 it will keep producing until (the storages or mutiple building with assambles) create 40 or more of capacitors. Then, all of them turn off (seriosly, no need to complicate, just have them turn off) until the numbers of capacitor in the logistic is less then 40. Alternative: the passive IS the one where we set the numbers. And the assembles (if correct ones are set) will automatically start. And the bonus of the second ideea is that if we can set the unit to be a bot we copied, aka the PASTE information to be stored there, no blueprint, just the PASTE info (just like how we construct copied units), if said EXACT unit is less then the value, then more are automatically constructed. Aka we can alway resuply the runners without having to many.2025-11-12 00:36:10
5780🙂Bugcant build a copied 3x2 building on a specific spot, but was able to build a blank 3x2
copy the 3x2 on the right and try to build it over the 3x2 on the left
 2025-11-11 23:52:56
5779😀SuggestionIs it possible to add a 5th tab? or well i guess 5 if you put it under? ideea is that it's a moving so that's why i said 5th. but like this it will be 4 up and 4 down. Ideea is very very very simplu: QoL, no more stupid bots dying. They are attacked? they go to this new location. They are out of engergy? they go to this location. They are Idle? they go to this location. As in we do NOT need to program every last thing because of this QoL button will automatically make the bots go there. By default: nearst comand center OR beacon. Actually you know what??? i honestly do not know why can't we use beacons exactly for that? Comand center is something we want to keep clear no? so use beacons. So to make it my suggestion better. All units (not including bots) will start with a "move to beacon" active. And when i say active i mean that if it's inactive they won't move there even if they are taking damage (to HP, not shield). Issues: i mentioned already in another suggestion, please let us PASS units through each other. This game is suffering massively due to stupid bots that are blocking each other. Please remove that bots can block each other because this time i did NOT write units by mistake. I intentionally said BOTS because they are levitating. So the "logic" of why bots can pass each other is because they "levitate" over the other units. Meaning human units or others who don't levitate won't be able to pass each other. Also walls are wall (high) so only flying units can pass them and of course, same logic to other buildings except maybe thoes little 1x1 and storages. But yeah... i guess it's easier to not touch buildings since i imagen all this needs to be programed. So back to the suggestion, on the ideea that bots, aka bots > non bots units because of this, will be able to pass through each other... as in this is EXTREMLY importend... any item delivery bot, when Idler, will go to the beacon. Since it pass through other units (aka none of them needs to move), it will touch the beacons, then, automatically go to the nearest avalable space if there are like let's say 100 units for whatever reason...you know... all idle. And this is the ideea why i said the pass through is needed, because if any of thoes units needs to leave, they will get stuck, but not if they can pass through other (rip non bot units but at least this will add a "yes they really are different). So to finish up, this is an off or on setting. People want to ajust where to go? they can use the program for it. Off: nothing, but does not affect any program. On? there is NO settings, absolutly NO settings. This is a QoL and not programing and we can alway create more beacons if we don't want the bots to go all the way to the other side of the factory where 1 single beacon exist. So on the ideea of NO settings, and idle, damaged or/and out of power unit will move automatically to the nearest becacon. Exemple: i have an unit that collect dropped items like silica sand. It's full, the storage is full, all asssebler and such are full, so it just sits there getting killed by enemies OR start collecting silica during an enemy attack. With this button on, once it's "idle" (full inventories everywhere) it will move to the beacon AND if it start collecting silica during an enemy attack, the moment it takes any damage, it will go to the nearest beacon and it will STAY there untill it's back to full HP. Again, we can just create buildings or units around the beacon for healing. Also, early game we can just turn this setting off to avoid paralasing the bots, and it does not even take that long to unlock repair. And by implementing this, as well as the pass through, i can't see anyone ever saying stupid bots. Heck, this is such a QoL that i can see people not even needing any programing when doing enemy raiding since the bots will atack while shield is up and the moment shield was used up and takes damage, bot will flee to the nearest beacon letting the next wave take over... oh and i hope i made it very clear that I am talking about not needing programing and not OP strategy because what i wrote is one of the most comon programing that i am aware off. And i repeat, this is a QoL exactly because we won't need to program each unit and isnted can make the do other various stuff. Like let's say a scout well scouting, the moment it takes damage, it returns to base, so only the move scout is needed in programing + whatever we gave it to do, and no delays cause by constantly checking if any damage is taken2025-11-11 23:08:37
5778😟GeneralPlease, for the love of whoever being you believe in,

add a routine for miners that are hauling ore to a storage to pick a new adjacent node on return, if the one they had targeted gets mined out by another miner.

Currently, they simply stop moving wherever they are.
 2025-11-11 21:41:30
5777😀GeneralLove the new on-the-fly unit editor!

It's nifty in general, but especially, now being able to specify behaviors right away (without needing to create a whole unit template and save it forever) is huge.
2025-11-11 09:43:33
5776🙂BugSomething wierd is going on. I reset my save since the dark was tiering my eyes... but, as you can see, for whatever reason have peacefull enemies despite having agresivity and yes, i was attacked by a few of thoes little ones, as in they came to my base. Also, the reason why i noticed this is because I was getting to much energy, and as i checked, yep, the solar power are 75... but i put it on no season... or is this it? is NO season = summer 100%? because in that case, the bug i report is that this little (hover over with mouse) is showing that enemies are peacefull when they are agressive (or is it because i put it on 20% since just started game?) Honestly i don't even know if what i report is a bug or if i just am not aware of how the game works. As an exemple, no season for me it would be no bonus for anything. Whatever, i reported you guys know better.2025-11-10 00:56:03
5775🙂SuggestionIs it possible to combine the tick box of day night into the day time off? just like how the seasons are off? Also, aside from bonus sun power and hiberation, is there any other reason for season? like will there be visual effects only? because that might just cause bugs, loding issues. Anyways, insted of the day night check list (aka to be moved) is it possible to add a check list for no water? i do not know why it exist but i hate it with a passion since it's in the way and i can't build over it. Also, another tick box: NO rocks and another one: No cliffs. Aka all cliffs will be replaced by ramps that can be build on. Also for the flat: no plateau high. Due to the ovious reasons, the bugs and resources will need to stay. But the flat will be flat. Everything. Heck, just add a 3rd option: absolut flat: no water, no high, no rocks, no cliffs, no nothing that won't allow building on it, without affecting the bio (aka plateau stuff like nest and resources will exist but no wind power bonus)2025-11-09 23:32:48
5774🙂SuggestionNew clue if you can add it as a new feature or just like a tick box (like how the no enemies and infinite minerals) but is it possible for the logistic network to automatically exist on tiles with foundation? Aka if i create a loong row of buildings, on foundations, none of them will need any logistic extension exactly because it is already on it. And of course, due to exploring outsite, the extension will still be needed but at least we don't need to place one every x distance2025-11-09 22:51:40
5773🙂Suggestionregarding construction failed, is it possible to add a tick box that.... no 2 of them.... one: if the building that is set to construct already exist, this to not be a "failed" construction. aka this is one of the tick box (since no need for more dots....please add different colours, we have top empty, can you add there an option to change the colours because it's hard to tell what is going where sometimes) and the second button IS related to the 1st one but it's more complex: construct over.... you know what, it's actually a bit to complicated to construct it over, how about it insted triggers the unit that is in the way to get deconstructed (aka automatically) and then the construction will be place. Aka if a building we own is in the way -> does it match what we want to construct? -> no -> order for deconstruction -> building gets deconstructed on it's OWN -> then set construction. Regarding building get's deconstructed -> canont deconstruct -> construction fail2025-11-09 22:37:08
5772😟BugThe large wind turbine is not being made by the assembler. When starting o build it, the product shows up as medium trubine so the assemble wont make it 2025-11-09 22:15:56
5771🙂SuggestionBTW, as flexible as dragging this things are. At time it's also difficult. Since there is a massive space avalable, i want to ask, top right (just because there is empty space), can we get a drop box where we can add 2 new things? 1 is a grid size, just visually, no impact other then if we use the free placesment to be able to place it more easily. The second is next level, it actually adds real sections. Aka the lines will still be lines that will go how they go now, hoever, the label themself, we can put them (set? like how we set componets in slots) in thoes slots. This is to essentially create sections. Like this we can organise everything. Best exemple for this is the Label and Jump. Since currently there is no clear visual separation of what we do.2025-11-09 18:24:02
5770🙂GeneralAre there any more? Are there any other? because i can't compare 2 building, so i will try with the get unit at and try again, but, are there any more that fit the bill? why are there so many, why?2025-11-09 18:14:05
5769😠SuggestionWow, i think i have 200 hours... this is the fist time i ever realise this one even exist... i needed it so many times. Please. please combine the labels because it is absolutly insane how there are different for every last different thing but there is no way to even know they exist unless you know they exist2025-11-09 18:11:52
5768😀GeneralоК 2025-11-09 16:47:35
5767🙂Bugsomthing minor:
select the command center, the rally point of the robotics assembler points to the construction site.
when the site is built the icon doesn't change.
reselecting the CC will fix it
2025-11-09 16:25:35
5766😠BugWhy does get unit and parameters exist if the results can not even used for the unit at. or what, is it again, another one. I bet this is it, that i need yet another label to get the info because get unit is not enough to actually get the unit.2025-11-09 16:09:22
5765😠SuggestionWhy in the world does programing exist if it takes 2 hours or more to set up things exactly because nothing seems to work unless you have memeried and know everything? You konow what i could do in thoes 2 hours? advance the tehnology so that i don't even need the current buildings that i try to program to work. Making me wonder, ok, so, i should really not even touch the programing unless i have unlocked everything... making you wonder why 90% of the stuff even exist taking in account that doing it manually it's faster then finding the correct labels. Please do a rework on the beheviour. There is to much that you need to either know exactly what does what or be lucky. As an exemple, if i build a construction, well, i can't even use the Is unit A..... so more little issues. That as mentioned, can be solved more quicly manually making you curse that you wasted time trying program it2025-11-09 16:05:22
5764😠Suggestionis "UNIT A".... is unit at....what is unit.... is unit a?....this word play is really getting out of hand. So if i want to compare units I don't get this label as a result. But if i want to check a unit i need to write this magic key... do you know how many terms you have that are only used in this game and you are making it further complicated via adding different terms for eveything? like locked inventory slots are are called Fixed when locked is perfect fit but there is a label called lock and unlock that are extremly misleading and should be renamed so that the term locked is used for the "fixed" items, expecially since even the description of fixed items clearly says that it locks the inventorys.... please have someone who never played this game check the terms because it is absolutly unacceptable how it is right now for anyone who is NOT well aware of all the terms2025-11-09 15:54:01
5763😟BugBottom right, the buildings are exact copy paste, yet they see themselfs as different? Sorry but what kind if the compare can't concude that the same buildings are the same and i need to ask to make it very very clear hat the "if equal" means. Because i assume equal does not stand for same, identical, and i honestly do not know what am i supposed to even use just to QUICKLY and easily, check 2 units, even if they are structures. Is it impossible to request a drop box where "check if same type" (this includes building frame), check against wildcard (a radar using an information filter can find the unit? it's then a valid, it can't fit it? it's not same), same grid (yes, no need for separate label for everything! and this MEANS we can just copy via CTRL and just quickly change the drop box VS constantly filling in parameters), and so on because it is extremly frustrating to try and build a program only to realise that it's not working because of "incorrect" label was used due to terms. 2025-11-09 15:47:16
5762😀SuggestionThis is amazing! to be able copy an exemple that IS working is abosolutly amazing! This needs to exist for more. 2025-11-09 15:31:45
5761😟BugDon't care if it's not a bug, this is something that should work as "equal" (also ignore the rest of the chain as i am still testing how it work). Information should work as a wild card. As if, if i use a radar and add the information (wild card) as a filter and it find the unit (so a building in this case), it should be a equal, or same. Again, that is the main difference. Because without the "wild card", the units need to be exact. While with this "wild card" they need to meet the same criteria. And yes, i don't care if it use the wrong one, this is exactly what i keep saying, why do i waste more time finding the "correct" label to use then actually programing, let alone play the game2025-11-09 00:44:21
5760🙂SuggestionThis is a follow up with what i suggested about making the program insted of adding labels and numbers, (just add a tab, no need to remove existing since the existing can be used to fine tune, again, just add a new tab, exactly how you have for filters, wolrd, info, unit), on this label, the unit will change intro the blueprint blue whatever it is. So, insted of it requesting items or otherwise, the unit (building or bot or whatever) will change into what happens when we select unit and we select upgrate unit with settings. And that is the ideea. it's that simple. Aka in here, just like how the upgrade unit work, we can manually change what we want them to have. The advantage is that we can select manually exactly what and where OR use parameters for what). Meaning i can "transform" a 1x1 1S into a 1x1 2s with all slots and everything.... and i don't need to use anything except program start, i select this new label, on this label i select everything MANUALLY, no chain, no label, NOTHING, it's as if i pressed upgrage, change frame, and manually add items as if i am manually changing it, without being in the program. And of course, a load blueprint is even more amazing but yeah, it might be to much to implement. And that's it. Just 1 single step. Full control. Why full control? because it does not matter what the unit has, anything that is changed will change, anything from previous that is not in the new one will be dropp-.... as i said, exactly how the current Upgrate with setting is. No need for anything else. So again, new tab, where, insted of adding labels, values, parameter, info, filters, we are presented the unit as if we just used the upgrade. Also, there is no need for branches. If this does "upgrade" can not happen because the unit and the "new" unit are different, then that's it, absolutly nothing happens. I mean, seriosly, i know i keep saying we need hints, but can this not just simple be added a small message indicating: nothing happens if incompatable unit in that ? Help info bottom left. This will also ensure there won't need to do tons of other issues that i can't even imagen how long it would take to ajust everything. BTW regarding suggestions, why are beacons and wall treated as 1x1 buildings? because there are to different from each other. No, i will actually not say more. if it's not an issue then yes, no need to challange.

And as i keep saying. Please improve (again, reduce via combining them, especially same things but for different stuff make them same thing for all that applies) the programin and such because this is why people love this game and also why most people do not bother with this game once they realise they need to spend time but they have other things to do.

BTW, as much as i get the human research center, are there not to many? like really, way way to many of them? Same with the ruins.... wait, to who do the ruins even belong or realte to anyways? Ideea is that exactly because they are the same 4 building, at one point it just start ruining the atmosphere since it reminds you you are not in this world but playing a game... no clue if it makes sense? maybe if i say, you watch a movie and someone keeps telling you: they are just actors... does this make sense what i mean? because honestly, i don't even know if is really just me... whatever.

And again, please use the ai (free) for ideeas how to combine the labels exactly because i can not even imagen how much work, effort, time, energy and way more would be needed to "rework" the existing one
2025-11-09 00:29:46
5759😟BugGoTo and Store registers interfere with behavior.

This is a bit of a difficult one. Having the behavior run concurrently to a bot's "natural" behavior is highly convenient. My miners, for example, have a simple script that just updates their signal with their inventory. No need to include mining instructions and the like in that behavior.

However, the GoTo and Store registers are natural candidates to use for transport behaviors. But the "natural" behavior of a bot with those registers is active when the behavior is running, as well (note that transport route was disabled). Interference ranges from continuously turning around to go to the GoTo location before the behavior provides a different instruction, to randomly dropping off materials at Store locations despite the behavior attempting to decide on that (I prefer my storing routines round-robin).

The workaround is obviously to clear both registers and use parameters instead. Still, the interaction feels harrowing. If this *is* intended behavior, then clearly warning about this in the behavior editor is a good way to ensure that the player is aware.
 2025-11-08 23:22:27
5758😟BugWhen dragging a stack of items (silica sand) from a scout to a storage building, this was apparently put out to the logistisc network as an order rather than the scout itself moving the two tiles by itself. But logistics were off on the scout to begin with, exactly to prevent such situations.

When logistics are off, I don't expect orders to go via the logistics network. The involved parties will have to deal with it themselves.
 2025-11-08 17:03:22
5757🙂GeneralI have two fabricators on one building, both building metal bars. They share one input slot of minerals, one output slot of bars. Even with a full stack of minerals supplied, one of the fabricators can stall out, due to the other fabricator reserving almost the entire stack of ores.

I would expect multiple buildings on the same building to get reservations in round-robin fashion (complete reservations, i.e. A reserves all it needs for 1 product, then B reserves all it needs for 1 product, then A reserves all it needs for a second product, etc)
 2025-11-08 16:45:06
5756🙂SuggestionNEW feature: if production is set to infinite (programing can be used to limit), the materials are locked, the building (or bot?) to constantly request full stack of said items. Exemple, i have 1 fixed slot for crystal, constantly 20. I have 2 fixed slot of crystal (the material) it will constantly request 40. And again, the trigger to be all materials to be locked and production is infinite. This will give the flexibility of not doing infinite request if the item is not locked or not infinite production despite the slots are locked. And less programing needed for something that is actually a bit complicated since you need to somehow figure out how many items each product will have, lock each slot, still have enough, aka automation for any type of items is a massive pain that no one will do unless they really want to be extremly specific. OOOOORRRR, make it more simple, a 3rd drop box where it says constantly request full stack of materials (and of course, this means auto materials, so even the item being produced can be changed)2025-11-08 03:27:52
5755🙂SuggestionI noticed that i can't do relocation unless it's same network. Is it not possible to do similar with the construct? (please make it just a tick box..... no... radar filter level of tick box. Can be accesed by non flying, inside logistic network, and of course....also a filter for fondations... aka if fondations are build, the will not check for building but for tiles, and reverse, if building selected, it won't look at the tiles... ideea is somehow to automaise tiles placement.... btw.......did you know the comand center? What if the command center has an option where it want titles? aka the fondations or how you spell correctly, and if you give the items, via automation, it will automatically lay all the tiles that are possible, IN the logistic network. And i mean all, so even if no bot can reach it, it does not matter because they weill be placed like the titles are placed when buildings are build (i never really understood why do building create titles around them?, actually, since deconstructing hem will remove the tiles, maybe this is a good time to remove the auto placement, especially since better tiles? and really use the center of commmand, sorry, the command center as an automasied tile placer? and yes, this "ideea" is 100% inspiered by factorio space age's space platform where the titles are build automatically (if you blueprint and have resources, honestly it's just the ideea because the concent it's to different)).2025-11-08 03:16:45
5754😟BugThis is either a bug (no units get the logistic UNticked regadless what i select with no tick sign) OOOORRRR this needs another "no no, you are not using it correctly, you need to use it exactly how we intened to use, aka only we know how, no one else, so look up guides" so i really hope this is really just a bug2025-11-08 03:03:56
5753🙂BugI honestly am flagging this just because i want to make a suggestion that will make the "current" version a bug... I do not know if it's visible in the screen shot, there are items jumping. What items? the equipments i made the bots to request and then (to late, got jumped) to equip... no item, ok let's re request and now we took from the other bot.... infinite loop....

so what have i to sugguest? request item directly into the I, S, M, L componand... aka the reservation is NOT make in the inventory for in the componand slot. This will also give massive advantage like setting the I to request i so it won't end up in the S, M or/and L slot. Also this means that one the unit get the componend, it gets auto equip exactly how companents get auto equiped even if all their slots are fix (locked....why fix? why can lock not be the term used?). And speaking of locked (yes, i am talking about fixed) slots, like this, even units who have their inventory fixed can get componants, and reverse with getting rid, no need to put it in an inventory or whatever.
2025-11-08 03:00:00
5752😟Bugcanont mine minerable... can it get any better? why is this not working as a universal info for miners to mine anything they can without needing to specify2025-11-08 01:48:15
5751🙂BugI had enough and started new save.... so i used the previous play's logic to check for battery , and if not full, aka outsite of grid, for bots to go back home... as you can see.... it goes to the top one... something that makes no sense since i have a lot of spare energy, bot is fully powered there is no energy flux, but all bots are not going on the full battery path and insted going on the top on. I removed get self, and the self from extra for the check battery, same result so i undid it. BTW, if this is not a bug an i just do NOT understand how to use this, please consider that anyone else, will make the exact same mistake. I will try o repeat, this is not something that we need to know how to make it work, this is something that should work insted of being "you did it wrong" or "you used the wrong label/chains/no clue what term". A game should be fun to play and not a "grammer nazi". Aka please combine the labels. There are to many. There is no need for similar but it's for different thing. Combine them, combine them, combine them all. Just add a droplost to change "mode". Like the moving. Drop list: Follow Unit, move to coord (see what i did? 2 different info, just different option), Tick box mo away (impliing that if it's NOT ticked = move towards)... and this also means that the units, if this is ticked, and target is enemy, will keep distance... Regadless of away or towards, the numbers (values) still to decide the disatance. So a 7: towards until you are at least 7 units closer, but this unit will NOT move away if target get's closer. And if the tick box is on, aka move away, it will aways move away to be at leaset 7 away, all the time. Aka one will be minimum and the other max, And the 4 direction are as they are, aka 7 west = 7 steps (sorry for using wrong term). Also, for the Async and sync.... Question... did you ever consider the unlock to be a feature insted of a label? As in, just like how you added the select mutiple storages (vs the 1 single before), to add so for the next chain? let me use enemies as an exemple, since i think it will help. Radar is find enemies, enemies found.... until enemies (aka result) is FOUND, the radar will go constantly (again, just think of unlock), like a loop until target is not found, so that is the trigger. Until not found, it will loop the scanning for enemies (result). So, do you start to get where i am getting? as the radar keeps looping itself, separetly the move to exist, aka keep minimum distance from enemies. And also another move, keep towars enemies. Like this... omg... i just realise... why am i doing the same mistake i try to suggest to correct? please just add another drop list, min Max, i hope it's self explained and the ideea is that just 1 single move. Aka the radar can branch into move, but canot have more then 1 move to avoid confusion, errors, bugs, and more, this is why having a min max is actually a better solution. Aka put restriction of types via adding range. And then, the 3rd, is the turrets themself. And as a 4th, is conditions like battery, health, shield, whatever it might be. Ideea is that again, just 1. Because if we can check all at the same time then really, what is the point of the programing? like this, we can chain it, check health, check battery, check shied (if applicable) and loop over. After all no battery = no attack. Ideea is to have branches, but just 1 per link (but essentially infinite new links). And again, check health, battery, shied, inventory, durability, frame, whatever else, as it's own label but via drop box and tick boxes. Seriosly, use the free AI, heck, use all the AI that companies allow to use for free, and just copy paste the text and have them compose a "solution" until they found one that actually fits. Just rember, the ideea is to reduce "guessing" and "you need to know and use EXACTLY". Aka integrate mutiple thing. Like the links, you just add a tick box or drop box clear or (create) links, then the boxes where...you know how? you select the componend, like the radar, and in this box, the yes the link box, in this box, you selected the radar, and you see the actual radar, aka with it's image, the 3 filters, and the resoult And then for the to, once again, you select, as if you where MANUALLY creating a link on a bot, WITHOUT programing. Aka recreate the non program in the programing, this will futher avoid confusion and the need to know how to. And again, one at a time, the link to new label, please keep them. No need to go that far with reworking it. But anything that is an opposite or in between or mix, should work. And we just select from the drop box. Look up Ikea, why they are succesfull, as in, it's because they give less options = people make easy decision. Because one of the reason why i restarted the game is because i realised using LINK is way, waaaaayyy more simple (ah sorry also the radar) to automate the bots then using just radar and get location, get self, get whatever go wherever. The links are actually extremly power and easy to use. So yeah, new game to get rid of all the program mess i did because yes, i will not spend hours cleaning it up when i can just start fresh. Same with get id or item or whatever. You select the drop box, and there you can manually select each (again, it's just as if you are doing it manually, visually and everything, including the dragging, but this will be done automatically, no need to enter slot number and other stuff that needs testing if it was written correctly), and if you hold ctrl you can select mutiple or something ,and if you drag it to another icon that you can see clearly, it will select all items. BTW, please condider adding a small lock icon for anything with inventory for instant lock, unlock. Heck, you can even use the mouse to right and left to lock or unlock.... why? imagen you have some items and some items you don't have. Imagen you hold shift or alt or whatever when pressing the lock, it will lock just the item that you have (VS all slots without holding). And reverse, you hold that button, and click the other mouse button when pressing said icon and it will unlock just slots that contain items. Meaning this will be extremly handy if you want a bot or building to empty it's inventory without getting new items. So ideea is that 1 (or maybe separate lock unlock buttons? if they are small it should be ok, no?) and combined via ctrl, shift, or/and alt to have different beheviour when pressed. And of course, this stuff are simple tick boxes on the labels. You select the drop box for lock or unlock. Second drop box will have empty slots, slots with items, whatever fix not fixed. And what to do next. The Logistic label is really one of the best exemple because as you can see it's extremly hard for me to put things in words. because i have one issue: i honestly do not know how it is possible to program all that i wrote. Issue 2: i honestly do not know how to suggest stuff that might at least give ideeas how to rework this, because sadly, if this game goes into 1.0 with the current labels and other elements, programing will be loved by few, and most will never touch it aside from loading some blueprints that others posted or similar. 2025-11-08 01:24:57
5750😟BugIt seems that there is a bug with the "Solve" instruction when used on an alien ruin. Instead of solving or failing to solve the ruin the bot gets stuck in the interface. However the behaviour will continue running through its steps, even passing through Syncronous Move steps.2025-11-07 19:21:47
5749🙂GeneralFlyers won't do anything. Love all the other improvements to the game! 2025-11-07 12:52:08
5748😟Bugmy firends was about the same point as me in game want to rollback and half his base is gone  2025-11-07 08:32:26
5747🙂BugIgnore ID 5746, I found the problem. 2025-11-07 06:38:37
5746😟BugLooks like My Feeder storage for the bars making factory still acts like it has an intergrated behavior even when it is turned off and removed. 2025-11-07 06:35:32
5745😟GeneralMusic switch is to random / abrupt - always feels like I´m getting attacked... Just to getting attackt without a sound queue later 2025-11-07 02:28:58
5744🙂GeneralGood game
Virus is really annoying and time consuming (cant do anything once it spread)
Why no fast forward / 2x time?
Runners randomly went on strike and didnt want to do anything - miners had to move stuff themself (transport rules still worked but individual rules for all miners is not the solution)
 2025-11-07 02:27:11
5743🙂SuggestionThe adv. Refiners seem to be missing ability to make resources from Blight Gas even though it has built in gas storage slots...
Maybe ether remore the lots or better yet just giv eit the abililty to make Plasma...
 2025-11-07 01:48:40
5742😟Generalthis is what i mean. you used locked for id but searching lock won't find the correct labels because i need to write fix. it's lock, because there is a lock. if anything, lock and unlock labels should be renamed, plus the lock icon is an unlocked lock. please combine the labels and add mutiple key words associated to them becasue like this it's more time consuming the the programing will save time2025-11-06 23:04:34
5741😀BugWOW. The bug i reported previously, i set the value from 7 to 10.... now it's working??? i have no clue why. When i set it to 7, the bot still when right next to the cub, now finally it keeps distance. And thank you, this set value is extremly handy!2025-11-06 20:49:15
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